diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 1938 |
1 files changed, 1035 insertions, 903 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 2c2ed0d6c..37ee297ca 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -374,6 +374,11 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) ) hp += hp*skill2_lv/100; + sc = status->get_sc(src); + if( sc && sc->count && sc->data[SC_OFFERTORIUM] ) { + if( skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ) + hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; + } sc = status->get_sc(target); if( sc && sc->count ) { if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish] @@ -384,8 +389,8 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) hp += hp / 10; - if( sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL) ) - hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; + if ( sc && sc->data[SC_VITALITYACTIVATION] ) + hp = hp * 150 / 100; } #ifdef RENEWAL @@ -426,7 +431,7 @@ int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* b 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) ) + if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) || (skill_id >= KO_YAMIKUMO && skill_id <= OB_AKAITSUKI))) return 0; // Reproduce will only copy skills according on the list. [Jobbie] else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] ) @@ -554,11 +559,10 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd) } break; - case WM_SIRCLEOFNATURE: - case WM_SOUND_OF_DESTRUCTION: case SC_MANHOLE: - case WM_LULLABY_DEEPSLEEP: + case WM_SOUND_OF_DESTRUCTION: case WM_SATURDAY_NIGHT_FEVER: + case WM_LULLABY_DEEPSLEEP: if( !map_flag_vs(m) ) { clif->skill_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails. return 1; @@ -702,10 +706,10 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 temp = skill->get_time2(status->sc2skill(type),7); if (sd->addeff[i].flag&ATF_TARGET) - status->change_start(bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); + status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); if (sd->addeff[i].flag&ATF_SELF) - status->change_start(src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); + status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); } } @@ -720,9 +724,9 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 temp = skill->get_time2(status->sc2skill(type),7); if( sd->addeff3[i].target&ATF_TARGET ) - status->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0); + status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0); if( sd->addeff3[i].target&ATF_SELF ) - status->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0); + status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,0); } } } @@ -756,15 +760,15 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 // Chance to trigger Taekwon kicks [Dralnu] if(sc && !sc->data[SC_COMBOATTACK]) { if(sc->data[SC_STORMKICK_READY] && - sc_start(src,SC_COMBOATTACK, 15, TK_STORMKICK, + sc_start(NULL,src,SC_COMBOATTACK, 15, TK_STORMKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_DOWNKICK_READY] && - sc_start(src,SC_COMBOATTACK, 15, TK_DOWNKICK, + sc_start(NULL,src,SC_COMBOATTACK, 15, TK_DOWNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_TURNKICK_READY] && - sc_start(src,SC_COMBOATTACK, 15, TK_TURNKICK, + sc_start(NULL,src,SC_COMBOATTACK, 15, TK_TURNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if (sc->data[SC_COUNTERKICK_READY]) { //additional chance from SG_FRIEND [Komurka] @@ -773,7 +777,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); } - sc_start2(src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, + sc_start2(NULL, src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, (2000 - 4*sstatus->agi - 2*sstatus->dex)); } } @@ -785,11 +789,11 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 struct status_change_entry *sce; // Enchant Poison gives a chance to poison attacked enemies if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. - status->change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, + status->change_start(src,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, + sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, skill->get_time2(ASC_EDP,sce->val1)); } } @@ -797,12 +801,12 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 case SM_BASH: if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ) - status->change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, + status->change_start(src,bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),0); break; case MER_CRASH: - sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case AS_VENOMKNIFE: @@ -810,14 +814,14 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 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)) + if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) && sd && skill_id==TF_POISON ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case AS_SONICBLOW: - sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case WZ_FIREPILLAR: @@ -828,14 +832,14 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 #ifndef RENEWAL case WZ_FROSTNOVA: #endif - if( !sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) + if( !sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) && sd && skill_id == MG_FROSTDIVER ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; #ifdef RENEWAL case WZ_FROSTNOVA: - sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); break; #endif @@ -844,11 +848,11 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 * 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)); + sc_start(src,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))) + sc_start(src,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 @@ -859,25 +863,25 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case WZ_METEOR: - sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,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)); + sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: - sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_FLASHER: - sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_LANDMINE: case MA_LANDMINE: - sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_SHOCKWAVE: @@ -886,32 +890,32 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 case HT_SANDMAN: case MA_SANDMAN: - sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TF_SPRINKLESAND: - sc_start(bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TF_THROWSTONE: - if( !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)); + if( !sc_start(src,bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) ) + sc_start(src,bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_DARKCROSS: case CR_HOLYCROSS: - sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: //Chance to cause blind status vs demon and undead element, but not against players if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case AM_ACIDTERROR: - sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) clif->emotion(bl,E_OMG); break; @@ -921,7 +925,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case CR_SHIELDCHARGE: - sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case PA_PRESSURE: @@ -929,28 +933,28 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 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)); + sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); #ifdef RENEWAL - sc_start(bl,SC_RAID,100,7,5000); + sc_start(src,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)); + sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); #endif break; case BA_FROSTJOKER: - sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case DC_SCREAM: - sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case BD_LULLABY: - sc_start(bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case DC_UGLYDANCE: @@ -961,11 +965,11 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 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)); + sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); break; case NPC_PETRIFYATTACK: - sc_start4(bl,status->skill2sc(skill_id),50+10*skill_lv, + sc_start4(src,bl,status->skill2sc(skill_id),50+10*skill_lv, skill_lv,0,0,skill->get_time(skill_id,skill_lv), skill->get_time2(skill_id,skill_lv)); break; @@ -976,14 +980,14 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 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)); + sc_start(src,bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_ACIDBREATH: case NPC_ICEBREATH: - sc_start(bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_BLEEDING: - sc_start2(bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; case NPC_MENTALBREAKER: { @@ -1009,32 +1013,32 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case CH_TIGERFIST: - sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); break; case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: - sc_start(bl,SC_ANKLESNARE,100,0,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_ANKLESNARE,100,0,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)); + sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); break; case PF_FOGWALL: if (src != bl && !tsc->data[SC_DELUGE]) - sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start2(bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); + sc_start2(src, bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); break; case LK_JOINTBEAT: if (tsc->jb_flag) { enum sc_type type = status->skill2sc(skill_id); - sc_start4(bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); + sc_start4(src,bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); tsc->jb_flag = 0; } break; @@ -1042,22 +1046,22 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 //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)); + sc_start(src,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)); + sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); break; default: - sc_start2(bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); + sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); } break; case HW_NAPALMVULCAN: - sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,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)); + sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case CR_ACIDDEMONSTRATION: @@ -1065,7 +1069,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case TK_DOWNKICK: - sc_start(bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TK_JUMPKICK: @@ -1082,20 +1086,20 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 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)); + sc_start(src,bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case GS_BULLSEYE: //0.1% coma rate. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) - status->change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); + status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); break; case GS_PIERCINGSHOT: - sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; case NJ_HYOUSYOURAKU: - sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case GS_FLING: - sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); break; case GS_DISARM: rate = 3*skill_lv; @@ -1105,112 +1109,132 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 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)); + sc_start(src,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)); + sc_start(src,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); + sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case RK_WINDCUTTER: - sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case RK_DRAGONBREATH: - sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); + sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); break; case RK_DRAGONBREATH_WATER: - sc_start(bl,SC_FROSTMISTY,5+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start4(src,bl,SC_FROSTMISTY,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); break; case AB_ADORAMUS: if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect. - sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_ADORAMUS, skill_lv * 4 + (sd? sd->status.job_level:50)/2, skill_lv, skill->get_time(skill_id, skill_lv)); break; case WL_CRIMSONROCK: - sc_start(bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, 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,0,src->id,0,skill->get_time2(skill_id,skill_lv)); + sc_start4(src,bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); break; case WL_EARTHSTRAIN: { - // lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett] - const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC }; - skill->strip_equip(bl, pos[skill_lv-1], 6 * skill_lv + status->get_lv(src) / 4 + status_get_dex(src) / 10, - skill_lv, skill->get_time2(skill_id,skill_lv)); + int i; + const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; + + for( i = 0; i < skill_lv; i++ ) + skill->strip_equip(bl,pos[i], 6 * skill_lv + status->get_lv(src) / 4 + status_get_dex(src) / 10, + skill_lv,skill->get_time2(skill_id,skill_lv)); } break; case WL_JACKFROST: - sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case WL_FROSTMISTY: - sc_start(bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case RA_WUGBITE: - sc_start(bl, SC_WUGBITE, (sd ? pc->checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill->get_time(skill_id,skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) ); + rate = 50 + 10 * skill_lv + 2 * (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) : 0) - tstatus->agi / 4; + if ( rate < 50 ) + rate = 50; + sc_start(src,bl,SC_WUGBITE, rate, skill_lv, skill->get_time(skill_id, skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) * 500 : 0)); break; case RA_SENSITIVEKEEN: if( rnd()%100 < 8 * skill_lv ) skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc->checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION); break; + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + if( dstmd && !(dstmd->status.mode&MD_BOSS) ) + sc_start2(src,bl,SC_ARMOR_PROPERTY,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time2(skill_id,skill_lv)); + break; case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: - sc_start4(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 40 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start4(src, bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); break; case NC_PILEBUNKER: - if( rnd()%100 < 5 + 15*skill_lv ) - { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield + if( rnd()%100 < 25 + 15 *skill_lv ) { + //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield status_change_end(bl, SC_KYRIE, INVALID_TIMER); - status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); - status_change_end(bl, SC_STEELBODY, INVALID_TIMER); status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + status_change_end(bl, SC_STEELBODY, INVALID_TIMER); + status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); + status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); + status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); + status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); + status_change_end(bl, SC_DEFENDER, INVALID_TIMER); + status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); + status_change_end(bl, SC_PRESTIGE, INVALID_TIMER); + status_change_end(bl, SC_BANDING, INVALID_TIMER); status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); } break; case NC_FLAMELAUNCHER: - sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start4(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); break; case NC_COLDSLOWER: - sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - sc_start(bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + if ( tsc && !tsc->data[SC_FREEZE] ) + sc_start(src, bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); break; case NC_POWERSWING: - sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + // Use flag=2, the stun duration is not vit-reduced. + status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 2); if( rnd()%100 < 5*skill_lv ) skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1); break; case NC_MAGMA_ERUPTION: - sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); - sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case GC_WEAPONCRUSH: skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); break; case GC_DARKCROW: - sc_start(bl, SC_DARKCROW, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case LG_SHIELDPRESS: - sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv)); + rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4; + sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); break; case LG_PINPOINTATTACK: - rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status->get_lv(src))) / 10); + rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10; switch( skill_lv ) { case 1: - sc_start2(bl,SC_BLOODING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_BLOODING,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); + skill->break_equip(bl, EQP_HELM, rate*100, BCT_ENEMY); break; - default: - skill->break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY); + case 3: + skill->break_equip(bl, EQP_SHIELD, rate*100, BCT_ENEMY); + break; + case 4: + skill->break_equip(bl, EQP_ARMOR, rate*100, BCT_ENEMY); + break; + case 5: + skill->break_equip(bl, EQP_WEAPON, rate*100, BCT_ENEMY); break; } break; @@ -1219,135 +1243,103 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 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)); + sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) - sc_start(bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); + sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); break; case LG_EARTHDRIVE: - skill->break_equip(src, EQP_SHIELD, 500, BCT_SELF); - sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + skill->break_equip(src, EQP_SHIELD, 100 * skill_lv, BCT_SELF); + sc_start(src, bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_DRAGONCOMBO: - sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, 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)); + sc_start(src, 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)); + sc_start(src, bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); break; case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] - sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_EARTHSHAKER: - sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case SR_HOWLINGOFLION: - sc_start(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_SERVICEFORYOU, INVALID_TIMER); - status_change_end(bl, SC_LONGING, INVALID_TIMER); - status_change_end(bl, SC_SWING, INVALID_TIMER); - status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); - status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); - status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); - status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - status_change_end(bl, SC_DC_WINKCHARM, INVALID_TIMER); - status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); - status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); - status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); - status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); - status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); - } + sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SO_EARTHGRAVE: - sc_start2(bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] + sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] break; case SO_DIAMONDDUST: rate = 5 + 5 * skill_lv; if( sc && sc->data[SC_COOLER_OPTION] ) - rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100; - sc_start(bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); + rate += sc->data[SC_COOLER_OPTION]->val3 / 5; + sc_start(src, bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); break; case SO_VARETYR_SPEAR: - sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case GN_SLINGITEM_RANGEMELEEATK: if( sd ) { switch( sd->itemid ) { // Starting SCs here instead of do it in skill->additional_effect to simplify the code. case ITEMID_COCONUT_BOMB: - sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(GN_SLINGITEM, skill_lv)); - sc_start2(bl, SC_BLOODING, 100, skill_lv, src->id, skill->get_time2(GN_SLINGITEM, skill_lv)); + sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official + sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000); break; case ITEMID_MELON_BOMB: - sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed + sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and moviment speed break; case ITEMID_BANANA_BOMB: - 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_POSTDELAY, 75, skill_lv, skill->get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds. + sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE? + sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sitdown for 3 seconds. break; } sd->itemid = -1; } break; case GN_HELLS_PLANT_ATK: - sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); - sc_start2(bl, SC_BLOODING, 20 + 10 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); break; case EL_WIND_SLASH: // Non confirmed rate. - sc_start2(bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); break; case EL_STONE_HAMMER: rate = 10 * skill_lv; - sc_start(bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); break; case EL_ROCK_CRUSHER: case EL_ROCK_CRUSHER_ATK: - sc_start(bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); + sc_start(src, bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); break; case EL_TYPOON_MIS: - sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case KO_JYUMONJIKIRI: - sc_start(bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv)); break; case KO_MAKIBISHI: - sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); + sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); break; case MH_LAVA_SLIDE: - if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); + if (tsc && !tsc->data[SC_BURNING]) sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); break; case MH_STAHL_HORN: - sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); break; case MH_NEEDLE_OF_PARALYZE: - sc_start(bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); break; case GN_ILLUSIONDOPING: - if( sc_start(bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate. - sc_start(bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + if( sc_start(src, bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate. + sc_start(src, bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; } @@ -1364,7 +1356,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 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); + status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); } if( sd && battle_config.equip_self_break_rate ) { // Self weapon breaking @@ -1701,19 +1693,19 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b 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); + status->change_start(bl,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); + status->change_start(bl,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)); + sc_start(src,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)); + sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HFLI_SBR44: //[orn] case HVAN_EXPLOSION: @@ -1732,7 +1724,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b 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); + sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl) && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) @@ -1937,7 +1929,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in else if (rnd()%10000 >= rate) where&=~where_list[i]; else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. - sc_start(bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1)); + sc_start(bl,bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1)); } } if (!where) //Nothing to break. @@ -2002,7 +1994,7 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int if (!where) return 0; for (i = 0; i < ARRAYLENGTH(pos); i++) { - if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time)) + if (where&pos[i] && !sc_start(bl, bl, sc_atk[i], 100, lv, time)) where&=~pos[i]; } return where?1:0; @@ -2044,7 +2036,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in break; case BL_SKILL: su = (struct skill_unit *)target; - if( su && su->group && su->group->unit_id == UNT_ANKLESNARE ) + if( su && su->group && (su->group->unit_id == UNT_ANKLESNARE || su->group->unit_id == UNT_REVERBERATION)) return 0; // ankle snare cannot be knocked back break; } @@ -2325,7 +2317,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr 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_COMBOATTACK,100,HT_POWER,bl->id,2000); + sc_start2(NULL,src,SC_COMBOATTACK,100,HT_POWER,bl->id,2000); clif->combo_delay(src,2000); } break; @@ -2339,7 +2331,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr case SL_STIN: case SL_STUN: if (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY]) - sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); + sc_start(src, src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); break; case GS_FULLBUSTER: //Can't attack nor use items until skill's delay expires. [Skotlex] @@ -2360,7 +2352,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr } //Switch End if (combo) { //Possible to chain if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */ - sc_start2(src,SC_COMBOATTACK,100,skill_id,bl->id,combo); + sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo); clif->combo_delay(src, combo); } } @@ -2428,18 +2420,23 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr case EL_HURRICANE: case EL_HURRICANE_ATK: case KO_BAKURETSU: - case GN_CRAZYWEED_ATK: case NC_MAGMA_ERUPTION: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5); break; case GN_SLINGITEM_RANGEMELEEATK: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6); break; + case SC_FEINTBOMB: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,skill_lv,5); + break; + case GN_CRAZYWEED_ATK: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id, -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); + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6); break; case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: @@ -2514,6 +2511,9 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr case GN_HELLS_PLANT_ATK: copy_skill = GN_HELLS_PLANT; break; + case GN_SLINGITEM_RANGEMELEEATK: + copy_skill = GN_SLINGITEM; + break; case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: copy_skill = LG_OVERBRAND; @@ -2594,7 +2594,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr } // Hell Inferno burning status only starts if Fire part hits. if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) ) - sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); + sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); // Apply knock back chance in SC_TRIANGLESHOT skill. else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0; @@ -2614,7 +2614,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr break; // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. case WZ_STORMGUST: - dir = rand()%8; + dir = rnd()%8; break; case WL_CRIMSONROCK: dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]); @@ -2641,11 +2641,6 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr 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 ){ @@ -2729,8 +2724,11 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr { 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); + short rate = 100; + if ( ssc->data[SC_POISONINGWEAPON]->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reduceable. [Rytech] + rate = 100 - tstatus->int_ * 4 / 5; + sc_start(src, bl,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + status_change_end(src,SC_POISONINGWEAPON,-1); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } } @@ -2815,7 +2813,8 @@ int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { 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) + case SO_ELEMENTAL_SHIELD: + if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD) return 0; break; case AL_WARP: @@ -2844,6 +2843,8 @@ int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { case RA_ICEBOUNDTRAP: case SC_DIMENSIONDOOR: case SC_BLOODYLUST: + case SC_CHAOSPANIC: + case GN_HELLS_PLANT: //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) if (skill_id != g_skill_id && !(skill->get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST) return 0; @@ -2896,6 +2897,12 @@ int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_i case WZ_ICEWALL: range = 2; break; + case SC_MANHOLE: + range = 0; + break; + case GN_HELLS_PLANT: + range = 0; + break; default: { int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { @@ -3157,20 +3164,20 @@ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { if( skl->type == 4 ){ const enum sc_type scs[] = { SC_BURNING, SC_BLOODING, SC_FROSTMISTY, SC_STUN }; // status inflicts are depend on what summoned element is used. int rate = skl->y, index = skl->x-1; - sc_start2(target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1)); + sc_start2(src,target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1)); } break; case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: - skill->castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets + skill->attack(skill->get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL); break; case SC_FATALMENACE: if( src == target ) // Casters Part - unit->warp(src, -1, skl->x, skl->y, 3); + unit->warp(src, -1, skl->x, skl->y, CLR_TELEPORT); else { // Target's Part short x = skl->x, y = skl->y; map->search_freecell(NULL, target->m, &x, &y, 2, 2, 1); - unit->warp(target,-1,x,y,3); + unit->warp(target,-1,x,y,CLR_TELEPORT); } break; case LG_MOONSLASHER: @@ -3200,6 +3207,9 @@ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW}; if( (sd = ((TBL_PC*)src)) ){ uint16 cid = combos[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1]; + if( distance_xy(src->x, src->y, target->x, target->y) >= 3 ) + break; + skill->consume_requirement(sd,cid,pc->checkskill(sd, cid),1); skill->castend_damage_id(src, target, cid, pc->checkskill(sd, cid), tick, 0); } } @@ -3211,6 +3221,14 @@ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { skill->addtimerskill(src,tick+80,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type+1,0); } break; + case RK_HUNDREDSPEAR: + if(src->type == BL_PC) { + int skill_lv = pc->checkskill((TBL_PC *)src, KN_SPEARBOOMERANG); + if(skill_lv > 0) + skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, skill_lv, tick, skl->flag); + } else + skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, 1, tick, skl->flag); + break; case CH_PALMSTRIKE: { struct status_change* tsc = status->get_sc(target); @@ -3241,11 +3259,6 @@ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); break; - case GN_CRAZYWEED_ATK: - { - int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv); - map->foreachinarea(skill->cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src); - } // fall through ... case WL_EARTHSTRAIN: skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag); @@ -3262,6 +3275,14 @@ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { map->foreachinarea(skill->area_sub, src->m, x, y, x2, y2, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill->castend_damage_id); } break; + case GN_CRAZYWEED: + if( skl->type >= 0 ) { + int x = skl->type>>16, y = skl->type&0xFFFF; + if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + skill->castend_pos2(src, x, y, GN_CRAZYWEED_ATK, skl->skill_lv, tick, skl->flag); + } else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + skill->castend_pos2(src, skl->x, skl->y, GN_CRAZYWEED_ATK, skl->skill_lv, tick, skl->flag); + break; } } } while (0); @@ -3330,14 +3351,16 @@ int skill_cleartimerskill (struct block_list *src) } return 1; } -int skill_activate_reverbetion( struct block_list *bl, va_list ap) { +int skill_activate_reverberation(struct block_list *bl, va_list ap) { struct skill_unit *su = (TBL_SKILL*)bl; struct skill_unit_group *sg; if( bl->type != BL_SKILL ) return 0; - if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) { - map->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, timer->gettick()); - su->limit=DIFF_TICK32(timer->gettick(),sg->tick); + if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION && sg->unit_id == UNT_REVERBERATION ) { + int64 tick = timer->gettick(); + clif->changetraplook(bl,UNT_USED_TRAPS); + map->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, tick); + su->limit = DIFF_TICK32(tick,sg->tick)+1500; sg->unit_id = UNT_USED_TRAPS; } return 0; @@ -3486,7 +3509,6 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case NPC_CRITICALWOUND: case NPC_HELLPOWER: case RK_SONICWAVE: - case RK_HUNDREDSPEAR: case RK_STORMBLAST: case RK_CRUSHSTRIKE: case AB_DUPLELIGHT_MELEE: @@ -3508,6 +3530,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case SR_GENTLETOUCH_QUIET: case WM_SEVERE_RAINSTORM_MELEE: case WM_GREAT_ECHO: + case GN_CRAZYWEED_ATK: case GN_SLINGITEM_RANGEMELEEATK: case KO_JYUMONJIKIRI: case KO_SETSUDAN: @@ -3522,9 +3545,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 **/ 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); @@ -3660,7 +3681,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 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)); + sc_start(src, src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); #endif // RENEWAL } else { status_change_end(src, SC_NJ_NEN, INVALID_TIMER); @@ -3720,6 +3741,8 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case WL_JACKFROST: case RA_ARROWSTORM: case RA_WUGDASH: + case NC_VULCANARM: + case NC_ARMSCANNON: case NC_SELFDESTRUCTION: case NC_AXETORNADO: case GC_ROLLINGCUTTER: @@ -3731,9 +3754,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case SR_SKYNETBLOW: case SR_WINDMILL: case SR_RIDEINLIGHTNING: - case WM_SOUND_OF_DESTRUCTION: - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: + case WM_REVERBERATION: case SO_VARETYR_SPEAR: case GN_CART_TORNADO: case GN_CARTCANNON: @@ -3784,8 +3805,10 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 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_id == NC_VULCANARM ) + if (sd) pc->overheat(sd,1); + // if skill damage should be split among targets, count them //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets //special case: Venom Splasher uses a different range for searching than for splashing @@ -3793,7 +3816,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 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); + 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; @@ -3911,7 +3934,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 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)); + sc_start(src, src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case HVAN_CAPRICE: //[blackhole89] @@ -3973,7 +3996,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 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); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } @@ -4006,7 +4029,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 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); + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); } break; case NPC_SELFDESTRUCTION: { @@ -4052,7 +4075,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 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)); + sc_start(src,src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case NJ_KIRIKAGE: if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { @@ -4065,13 +4088,28 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 status_change_end(src, SC_HIDING, INVALID_TIMER); skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; + case RK_HUNDREDSPEAR: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + if(rnd()%100 < (10 + 3*skill_lv)) { + if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 ) + break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. + skill->blown(src,bl,6,-1,0); + skill->addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag); + skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); + } + break; case RK_PHANTOMTHRUST: + { + struct map_session_data *tsd = BL_CAST(BL_PC, bl); unit->setdir(src,map->calc_dir(src, bl->x, bl->y)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->blown(src,bl,distance_bl(src,bl)-1,unit->getdir(src),0); - if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) + if( sd && tsd && sd->status.party_id && sd->status.party_id && sd->status.party_id == tsd->status.party_id ) // Don't damage party members. + ; // No damage to Members + else skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + } break; case GC_DARKILLUSION: @@ -4155,7 +4193,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 types[x][1] = 25; // 25% each for equal sharing if( x == 3 ){ x = 0; - sc_index = types[rand()%4][0]; + sc_index = types[rnd()%4][0]; for(; x < 4; x++) if(types[x][0] == sc_index) rate += types[x][1]; @@ -4185,7 +4223,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 if ( s == 0 ) break; - i = spell[s==1?0:rand()%s];// Random select of spell to be released. + i = spell[s==1?0:rnd()%s];// Random select of spell to be released. if( s && sc->data[i] ){// Now extract the data from the preserved spell spell_skill_id = sc->data[i]->val1; spell_skill_lv = sc->data[i]->val2; @@ -4217,7 +4255,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 sd->ud.canact_tick = tick + skill->delay_fix(src, spell_skill_id, spell_skill_lv); clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, spell_skill_id, spell_skill_lv), 0, 0, 0); - cooldown = skill_get_cooldown(spell_skill_id, spell_skill_lv); + cooldown = skill->get_cooldown(spell_skill_id, spell_skill_lv); for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { if (sd->skillcooldown[i].id == spell_skill_id){ cooldown += sd->skillcooldown[i].val; @@ -4297,8 +4335,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 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)); + sc_start(src, bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. @@ -4310,7 +4347,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 break; case NC_MAGNETICFIELD: - sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); break; case SC_FATALMENACE: if( flag&1 ) @@ -4333,8 +4370,10 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 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); + if ( skill_lv == 1 ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else if ( skill_lv == 2 ) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; case SR_DRAGONCOMBO: @@ -4360,9 +4399,13 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); - status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); + status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); @@ -4381,6 +4424,39 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 } break; + case WM_SOUND_OF_DESTRUCTION: + { + struct status_change *tsc = status->get_sc(bl); + if( tsc && tsc->count && ( tsc->data[SC_SWING] || tsc->data[SC_SYMPHONY_LOVE] || tsc->data[SC_MOONLIT_SERENADE] || + tsc->data[SC_RUSH_WINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] || + tsc->data[SC_SIREN] || tsc->data[SC_DEEP_SLEEP] || tsc->data[SC_SIRCLEOFNATURE] || + tsc->data[SC_GLOOMYDAY] || tsc->data[SC_SONG_OF_MANA] || + tsc->data[SC_DANCE_WITH_WUG] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC_LERADS_DEW] || + tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) && + rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) { + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),8); + status_change_end(bl, SC_SWING, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); + status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); + status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); + status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); + status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); + } + } + break; + case SO_POISON_BUSTER: { struct status_change *tsc = status->get_sc(bl); @@ -4394,10 +4470,10 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case GN_SPORE_EXPLOSION: if( flag&1 ) - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); else { clif->skill_nodamage(src, bl, skill_id, 0, 1); - skill->addtimerskill(src, timer->gettick() + skill->get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0); + skill->addtimerskill(src, timer->gettick() + skill->get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0); } break; @@ -4467,8 +4543,8 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 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)); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); } clif->skill_nodamage(src,src,skill_id,skill_lv,1); } @@ -4498,7 +4574,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 #endif } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start4(src,bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; @@ -4695,6 +4771,9 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { else if (inf && battle->check_target(src, target, inf) <= 0){ if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); break; + } else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) { + if( !map_flag_vs(src->m) && battle->check_target(src,target,BCT_PARTY) <= 0 ) + break; // You can use Phantom Thurst on party members in normal maps too. [pakpil] } if( inf&BCT_ENEMY @@ -4780,7 +4859,7 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) break; } - sc_start2(src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv)); + sc_start2(src,src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv)); break; } } @@ -4795,8 +4874,11 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { // SC_MAGICPOWER needs to switch states before any damage is actually dealt skill->toggle_magicpower(src, ud->skill_id); + + /* On aegis damage skills are also increase by camouflage. Need confirmation on kRo. if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); + */ if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE) skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); @@ -4840,7 +4922,7 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL - sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv)); + sc_start(src, src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv)); #endif } if (target && target->m == src->m) { @@ -4960,6 +5042,42 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); } break; + case SO_ELEMENTAL_SHIELD: + { + struct party_data *p; + short ret = 0; + int x0, y0, x1, y1, range, i; + + if(sd == NULL || !sd->ed) + break; + if((p = party->search(sd->status.party_id)) == NULL) + break; + + range = skill_get_splash(skill_id,skill_lv); + x0 = sd->bl.x - range; + y0 = sd->bl.y - range; + x1 = sd->bl.x + range; + y1 = sd->bl.y + range; + + elemental->delete(sd->ed,0); + + if(!skill->check_unit_range(src,src->x,src->y,skill_id,skill_lv)) + ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); + for(i = 0; i < MAX_PARTY; i++) { + struct map_session_data *psd = p->data[i].sd; + if(!psd) + continue; + if(psd->bl.m != sd->bl.m || !psd->bl.prev) + continue; + if(range && (psd->bl.x < x0 || psd->bl.y < y0 || + psd->bl.x > x1 || psd->bl.y > y1)) + continue; + if(!skill->check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv)) + ret |= skill->castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag); + } + return ret; + } + break; case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); case MH_STEINWAND: { @@ -4984,7 +5102,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case RK_FIGHTINGSPIRIT: case RK_ABUNDANCE: if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){ - if( status->change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ + if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ skill->consume_requirement(sd,skill_id,skill_lv,2); map->freeblock_unlock(); return 0; @@ -5018,9 +5136,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin { 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 + //Highness Heal: starts at 1.7 boost + 0.3 for each level if( skill_id == AB_HIGHNESSHEAL ) { - heal = heal * ( 15 + 5 * skill_lv ) / 10; + heal = heal * ( 17 + 3 * skill_lv ) / 10; } if( status->isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ) @@ -5042,7 +5160,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin dstsd = sd; } } - else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAY_NIGHT_FEVER]) + else if (tsc->data[SC_BERSERK]) heal = 0; //Needed so that it actually displays 0 when healing. } clif->skill_nodamage (src, bl, skill_id, heal, 1); @@ -5138,19 +5256,20 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case AL_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, + sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, /* monsters using lvl 48 get the rate benefit but the duration of lvl 10 */ ( src->type == BL_MOB && skill_lv == 48 ) ? skill->get_time(skill_id,10) : skill->get_time(skill_id,skill_lv))); break; case MER_DECAGI: - 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))); + if( tsc && !tsc->data[SC_ADORAMUS] ) //Prevent duplicate agi-down effect. + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); break; case AL_CRUCIS: if (flag&1) - sc_start(bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); else { map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); @@ -5163,7 +5282,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( tsce ) status_change_end(bl,type, INVALID_TIMER); else - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); break; @@ -5220,7 +5339,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start(src, bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); break; case SA_FULLRECOVERY: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -5294,7 +5413,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SA_REVERSEORCISH: case ALL_REVERSEORCISH: 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(src, bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); break; case SA_FORTUNE: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -5319,7 +5438,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } } 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(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case CG_MARIONETTE: @@ -5335,8 +5454,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sc && tsc ) { if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) { - sc_start(src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); + sc_start(src,src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } else if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id && tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id @@ -5355,7 +5474,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); break; case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] case SA_FROSTWEAPON: @@ -5380,7 +5499,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } } // 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(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) @@ -5394,12 +5513,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case ITEM_ENCHANTARMS: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv, + sc_start2(src,bl,type,100,skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); break; @@ -5414,16 +5533,16 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - sc_start2(bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); break; case PR_KYRIE: case MER_KYRIE: clif->skill_nodamage(bl,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; //Passive Magnum, should had been casted on yourself. case SM_MAGNUM: @@ -5433,7 +5552,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); + sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); if( sd ) skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv)); else if( bl->type == BL_MER ) @@ -5521,6 +5640,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case NC_SHAPESHIFT: case WL_RECOGNIZEDSPELL: case GC_VENOMIMPRESS: + case SC_INVISIBILITY: case SC_DEADLYINFECT: case LG_EXEEDBREAK: case LG_PRESTIGE: @@ -5539,7 +5659,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case RK_CRUSHSTRIKE: case ALL_ODINS_POWER: 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(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case SO_STRIKING: @@ -5548,7 +5668,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin bonus += (pc->checkskill(sd, SA_FLAMELAUNCHER)+pc->checkskill(sd, SA_FROSTWEAPON)+pc->checkskill(sd, SA_LIGHTNINGLOADER)+pc->checkskill(sd, SA_SEISMICWEAPON))*5; clif->skill_nodamage( src, bl, skill_id, skill_lv, battle->check_target(src,bl,BCT_PARTY) > 0 ? - sc_start2(bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : + sc_start2(src, bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : 0 ); } @@ -5556,15 +5676,15 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) + sc_start2(src,src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); break; case HP_ASSUMPTIO: if( sd && dstmd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case MG_SIGHT: case MER_SIGHT: @@ -5574,25 +5694,25 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start2(src,bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); break; case HLIF_AVOID: case HAMI_DEFENCE: { int duration = skill->get_time(skill_id,skill_lv); - clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,duration)); // Master - clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,duration)); // Homunc + clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,duration)); // Master + clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // 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))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); status_change_end(bl, SC_NJ_NEN, INVALID_TIMER); break; #if 0 /* Was modified to only affect targetted char. [Skotlex] */ case HP_ASSUMPTIO: if (flag&1) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); else { map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_PC, @@ -5604,7 +5724,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin #endif // 0 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))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (sd) skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv)); break; @@ -5612,7 +5732,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case ALL_ANGEL_PROTECT: if( dstsd ) 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(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; @@ -5632,12 +5752,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } } 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(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case LK_TENSIONRELAX: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), + sc_start4(src,bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); break; @@ -5669,7 +5789,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); map->foreachinrange(status->change_timer_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src,NULL,type,tick); @@ -5687,7 +5807,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, - (failure = sc_start(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)))); + (failure = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); if( !failure ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -5760,7 +5880,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start4(src, bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); clif->devotion(src, NULL); } break; @@ -5840,7 +5960,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); break; case RG_RAID: skill->area_temp[1] = 0; @@ -5942,18 +6062,18 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case CASH_ASSUMPTIO: case WM_FRIGG_SONG: if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); else if( sd ) party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; case MER_MAGNIFICAT: if( mer != NULL ) { - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) party->foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); else if( mer->master && !(flag&1) ) - clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } break; @@ -5963,7 +6083,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); } else if (sd) { party->foreachsamemap(skill->area_sub, sd,skill->get_splash(skill_id, skill_lv), @@ -5992,7 +6112,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case SL_KAITE: case SL_KAAHI: @@ -6007,13 +6127,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin || dstsd->status.char_id == sd->status.child ) ) { - status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8); + status->change_start(src,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))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); break; case SM_AUTOBERSERK: case MER_AUTOBERSERK: @@ -6022,7 +6142,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( tsce ) failure = status_change_end(bl, type, INVALID_TIMER); else - failure = sc_start(bl,type,100,skill_lv,60000); + failure = sc_start(src,bl,type,100,skill_lv,60000); clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); } break; @@ -6039,7 +6159,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + clif->skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case TK_RUN: if (tsce) { @@ -6047,7 +6167,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,0)); if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex] clif->walkok(sd); // So aegis has to resend the walk ok. break; @@ -6055,7 +6175,6 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case GC_CLOAKINGEXCEED: case LG_FORCEOFVANGUARD: case SC_REPRODUCE: - case SC_INVISIBILITY: if (tsce) { int failure = status_change_end(bl, type, INVALID_TIMER); if( failure ) @@ -6069,7 +6188,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } case RA_CAMOUFLAGE: { - int failure = sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); if( failure ) clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); else if( sd ) @@ -6099,18 +6218,18 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); break; case DC_WINKCHARM: if( dstsd ) - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); else if( dstmd ) { if( status->get_lv(src) > status->get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) && !(tstatus->mode&MD_BOSS) ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); } else { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -6158,7 +6277,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate, + if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate, skill_lv, 0, 0, skill->get_time(skill_id, skill_lv), skill->get_time2(skill_id,skill_lv))) clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -6210,7 +6329,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } //Is this equation really right? It looks so... special. if( battle->check_undead(tstatus->race,tstatus->def_ele) ) { - status->change_start(bl, SC_BLIND, + status->change_start(src, bl, SC_BLIND, 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); } @@ -6576,7 +6695,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } 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(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } break; case AM_TWILIGHT1: @@ -6628,6 +6747,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel. + || (dstsd && pc_ismadogear(dstsd)) || rnd()%100 >= 50+10*skill_lv ) { if (sd) @@ -6714,7 +6834,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); sd->skill_id_old = sd->skill_lv_old = 0; break; } @@ -6769,7 +6889,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case SA_AUTOSPELL: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -6804,7 +6924,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin maxlv = 3; } if(spellid > 0) - sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, + sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, skill->get_time(SA_AUTOSPELL,skill_lv)); } break; @@ -6835,7 +6955,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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), + sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id, skill_lv))); break; case NPC_CHANGEUNDEAD: @@ -6843,7 +6963,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //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), + sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id, skill_lv))); break; @@ -6858,7 +6978,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)) + sc_start(src,bl,type,100,skill_lv,skill_time)) && ud) { //Disable attacking/acting/moving for skill's duration. ud->attackabletime = ud->canact_tick = @@ -6870,18 +6990,18 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case NPC_REBIRTH: if( md && md->state.rebirth ) break; // only works once - sc_start(bl,type,100,skill_lv,-1); + sc_start(src,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))); + sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); break; case NPC_LICK: status_zap(bl, 0, 100); clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); + sc_start(src,bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); break; case NPC_SUICIDE: @@ -6913,7 +7033,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (i > SC_ATTHASTE_INFINITY) i = SC_ATTHASTE_INFINITY; clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); + sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); } break; @@ -6968,7 +7088,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin mob->unlocktarget(md,tick); if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) - sc_start4(src, type, 100, skill_lv, + sc_start4(src, src, type, 100, skill_lv, md->db->skill[md->skill_idx].val[1], md->db->skill[md->skill_idx].val[2], md->db->skill[md->skill_idx].val[3], @@ -6977,21 +7097,21 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case NPC_POWERUP: - sc_start(bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); + sc_start(src,bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv))); + sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); break; case NPC_AGIUP: - sc_start(bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); + sc_start(src,bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv))); + sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); break; case NPC_INVISIBLE: //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); + sc_start4(src,bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); break; case NPC_SIEGEMODE: @@ -7021,12 +7141,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin struct map_session_data *m_sd = pc->get_mother(sd); bool we_baby_parents = false; if(m_sd && check_distance_bl(bl,&m_sd->bl,AREA_SIZE)) { - sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->specialeffect(&m_sd->bl,408,AREA); we_baby_parents = true; } if(f_sd && check_distance_bl(bl,&f_sd->bl,AREA_SIZE)) { - sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->specialeffect(&f_sd->bl,408,AREA); we_baby_parents = true; } @@ -7035,7 +7155,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin map->freeblock_unlock(); return 0; } - else status->change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); + else + status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); } break; @@ -7065,7 +7186,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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 )) ) { + if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) && sg->unit_id != UNT_THORNS_TRAP ) { // prevent picking up expired traps if( battle_config.skill_removetrap_type ) { int i; @@ -7148,7 +7269,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); #ifndef RENEWAL if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000); #endif @@ -7170,7 +7291,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //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))) + sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))) ) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); @@ -7264,7 +7385,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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_PROTECTWEAPON + i),100,skill_lv,skilltime); + sc_start(src,bl,(sc_type)(SC_PROTECTWEAPON + i),100,skill_lv,skilltime); s++; } if( sd && !s ){ @@ -7286,7 +7407,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin && (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))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } } break; @@ -7318,7 +7439,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; case 2: // all buffs removed status->change_clear_buffs(bl,1); @@ -7334,7 +7455,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } break; case 4: // atk halved - sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; case 5: // 2000HP heal, random teleported status->heal(src, 2000, 0, 0); @@ -7350,38 +7471,38 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); } break; case 8: // curse coma and poison - sc_start(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)); + sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case 9: // confusion - sc_start(bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case 10: // 6666 damage, atk matk halved, cursed status_fix_damage(src, bl, 6666, 0); clif->damage(src,bl,0,0,6666,0,0,0); - sc_start(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)); + sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); break; case 11: // 4444 damage status_fix_damage(src, bl, 4444, 0); clif->damage(src,bl,0,0,4444,0,0,0); break; case 12: // stun - sc_start(bl,SC_STUN,100,skill_lv,5000); + sc_start(src,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)); - sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; default: break; @@ -7419,8 +7540,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //SC_SOULLINK invokes status_calc_pc for us. } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); - sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + sc_start4(src,bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; case SL_HIGH: if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { @@ -7428,15 +7549,15 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; case SL_SWOO: if (tsce) { if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8); status_change_end(bl, SC_SWOO, INVALID_TIMER); break; } @@ -7444,19 +7565,19 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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); + status->change_start(src,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))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (skill_id == SL_SKE) - sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; // New guild skills [Celest] case GD_BATTLEORDER: if(flag&1) { if (status->get_guild_id(src) == status->get_guild_id(bl)) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); } else if (status->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, src, @@ -7470,7 +7591,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); } else if (status->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, src, @@ -7556,7 +7677,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int rate = 65 -5*distance_bl(src,bl); //Base rate if (rate < 30) rate = 30; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - sc_start(bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv)); } break; @@ -7636,7 +7757,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (hd) skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); break; @@ -7646,7 +7767,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING }; int i, j; j = i = rnd()%ARRAYLENGTH(sc); - while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { + while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { i++; if ( i == ARRAYLENGTH(sc) ) i = 0; @@ -7674,13 +7795,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (flag&1){ switch( type ){ case SC_BURNING: - sc_start4(bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); + sc_start4(src,bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); break; case SC_SIREN: - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; default: - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); } } else { skill->area_temp[2] = 0; //For SD_PREAMBLE @@ -7714,7 +7835,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case NPC_TALK: case ALL_WEWISH: @@ -7730,11 +7851,11 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv))); break; case RK_DRAGONHOWLING: if( flag&1) - sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); else { skill->area_temp[2] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -7760,9 +7881,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case RK_STONEHARDSKIN: if( sd ) { - int heal = sstatus->hp / 4; // 25% HP + int heal = sstatus->hp / 5; // 20% 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))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); else clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } @@ -7771,36 +7892,43 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin { 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))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); status->heal(bl,heal,0,1); status->change_clear_buffs(bl,4); } break; case RK_MILLENNIUMSHIELD: - { - 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(src,shields); + if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 9 ) { + short chance = 0; + short num_shields = 0; + chance = rnd()%100 + 1;//Generates a random number between 1 - 100 which is then used to determine how many shields will generate. + if ( chance >= 1 && chance <= 20 )//20% chance for 4 shields. + num_shields = 4; + else if ( chance >= 21 && chance <= 50 )//30% chance for 3 shields. + num_shields = 3; + else if ( chance >= 51 && chance <= 100 )//50% chance for 2 shields. + num_shields = 2; + sc_start4(src,bl,type,100,skill_lv,num_shields,1000,0,skill->get_time(skill_id,skill_lv)); + clif->millenniumshield(src,num_shields); clif->skill_nodamage(src,bl,skill_id,1,1); } break; case RK_FIGHTINGSPIRIT: if( flag&1 ) { + int atkbonus = 7 * party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count); if( src == bl ) - sc_start2(bl,type,100,skill->area_temp[5],10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,atkbonus,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); else - sc_start(bl,type,100,skill->area_temp[5]/4,skill->get_time(skill_id,skill_lv)); - } else if( sd ) { - if( sd->status.party_id ) { - int members = 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 * members; // ATK + sc_start(src,bl,type,100,atkbonus / 4,skill->get_time(skill_id,skill_lv)); + } else if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 5 ) { + if( sd->status.party_id ) party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); - } else - sc_start2(bl,type,100,7,5,skill->get_time(skill_id,skill_lv)); + else + sc_start2(src,bl,type,100,7,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,1,1); } - clif->skill_nodamage(src,bl,skill_id,1,1); break; case RK_LUXANIMA: @@ -7840,7 +7968,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } if( type > SC_NONE ) clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start4(bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv))); + sc_start4(src,bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv))); } }else if( sd ){ if( tsc && tsc->count ){ @@ -7876,7 +8004,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,src,skill_id,skill_lv,1); } break; @@ -7885,7 +8013,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; @@ -7920,15 +8048,20 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case GC_PHANTOMMENACE: + { + int r; clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + r = skill->get_splash(skill_id, skill_lv); map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + map->foreachinarea( status->change_timer_sub, + src->m, src->x-r, src->y-r, src->x+r, src->y+r, BL_CHAR, src, NULL, SC_SIGHT, tick); + } break; - case GC_HALLUCINATIONWALK: { - int heal = status_get_max_hp(bl) / 10; + int heal = status_get_max_hp(bl) * ( 18 - 2 * skill_lv ) / 100; if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); break; @@ -7937,7 +8070,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } break; /** @@ -7957,7 +8090,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sd ) level = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI); if( sd == NULL || sd->status.party_id == 0 || flag&1 ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv))); else if( sd ) { if( !level ) clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); @@ -7968,33 +8101,48 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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 ) + if( (flag&1) || sd == NULL || sd->status.party_id == 0 ) { + int count = 1; + + if( dstsd && dstsd->special_state.no_magic_damage ) + break; + + if ( sd && sd->status.party_id == 0 ) + count = 1; + else + count = party->foreachsamemap(party->sub_count, sd, 0); + + if (count > 0) + clif->skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start4(src, bl, type, 100, skill_lv, 0, 0, count, skill->get_time(skill_id, skill_lv))); + } else 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) ) { - int heal = skill->calc_heal(src, bl, AL_HEAL, pc->checkskill(sd, AL_HEAL), true); - - if( (dstsd && pc_ismadogear(dstsd)) || status->isimmune(bl)) - heal = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett] + if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) { + int lv = pc->checkskill(sd, AL_HEAL); + int heal = skill_calc_heal(src, bl, AL_HEAL, lv, true); + + if( sd->status.party_id ) { + int partycount = party->foreachsamemap(party->sub_count, sd, 0); + if (partycount > 1) + heal += ((heal / 100) * (partycount * 10) / 4); + } + if( status->isimmune(bl) || (dstsd && pc_ismadogear(dstsd)) ) + heal = 0; clif->skill_nodamage(bl, bl, skill_id, heal, 1); if( tsc && tsc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; - status->heal(bl, heal, 0, 0); + status->heal(bl, heal, 0, 1); } - } - else if( sd ) + } 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)); + sc_start(src, bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); else { map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); @@ -8016,7 +8164,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin status_change_end(bl, SC_COLD, INVALID_TIMER); }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); } 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); @@ -8024,16 +8172,17 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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]) ){ + if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEP_SLEEP]) ){ // Success Chance: (40 + 10 * Skill Level) % if( rnd()%100 > 40+10*skill_lv ) break; status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); } 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); @@ -8093,7 +8242,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin **/ case WL_STASIS: if( flag&1 ) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); 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); @@ -8109,8 +8258,11 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) % else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % + if( sd ) + skill->blockpc_start(sd,skill_id,4000); + if( !(tsc && tsc->data[type]) ){ - int failure = sc_start2(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)); + int failure = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); if( sd && !failure ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -8121,18 +8273,22 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case WL_FROSTMISTY: + if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) + break; // Doesn't hit/cause Freezing to invisible enemy // Really? [Rytech] clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); break; case WL_JACKFROST: + if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) + break; // Do not hit invisible enemy clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); break; case WL_MARSHOFABYSS: clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case WL_SIENNAEXECRATE: @@ -8142,7 +8298,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( tsc && tsc->data[SC_STONE] ) status_change_end(bl,SC_STONE,INVALID_TIMER); else - status->change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2); + status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2); } else { int rate = 45 + 5 * skill_lv; if( rnd()%100 < rate ){ @@ -8163,7 +8319,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( tsc && !tsc->data[i] ){ // officially it doesn't work like a stack int ele = WLS_FIRE + (skill_id - WL_SUMMONFB) - (skill_id == WL_SUMMONSTONE ? 4 : 0); clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); break; } } @@ -8183,7 +8339,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; } - sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. + sc_start(src, bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. clif->spellbook_list(sd); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } @@ -8193,7 +8349,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin **/ 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))); + clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case RA_WUGMASTERY: @@ -8226,7 +8382,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,1)); clif->walkok(sd); } break; @@ -8262,14 +8418,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); if( sd ) pc->overheat(sd,1); break; case NC_MAGNETICFIELD: { int failure; - if( (failure = sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) + if( (failure = sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) { map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); @@ -8280,19 +8436,21 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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); + if( sd ) { + int heal, hp = 0; // % of max hp regen + if( !dstsd || !pc_ismadogear(dstsd) ) { + clif->skill_fail(sd, skill_id,USESKILL_FAIL_TOTARGET,0); + break; } - - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + switch (cap_value(skill_lv, 1, 5)) { + case 1: hp = 4; break; + case 2: hp = 7; break; + case 3: hp = 13; break; + case 4: hp = 17; break; + case 5: hp = 23; break; + } + heal = tstatus->max_hp * hp / 100; + status->heal(bl,heal,0,2); clif->skill_nodamage(src, bl, skill_id, skill_lv, heal); } break; @@ -8310,7 +8468,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sd ) { int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id); if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) { - sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] + sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] clif->autoshadowspell_list(sd); clif->skill_nodamage(src,bl,skill_id,1,1); } @@ -8321,7 +8479,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))) ) + if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) dstsd->shadowform_id = src->id; } else if( sd ) @@ -8331,16 +8489,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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]) ) { + tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ) ) { status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - 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)); + sc_start(src,bl,type,20 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); } } else { clif->skill_nodamage(src, bl, skill_id, 0, 1); @@ -8351,34 +8507,44 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SC_ENERVATION: case SC_GROOMY: + case SC_IGNORANCE: 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; + int joblvbonus = 0; + int rate = 0; + if (is_boss(bl)) break; + joblvbonus = ( sd ? sd->status.job_level : 50 ); + //First we set the success chance based on the caster's build which increases the chance. + rate = 10 * skill_lv + rnd_value( sstatus->dex / 12, sstatus->dex / 4 ) + joblvbonus + status->get_lv(src) / 10; + // We then reduce the success chance based on the target's build. + rate -= rnd_value( tstatus->agi / 6, tstatus->agi / 3 ) - tstatus->luk / 10 - ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0 ) - status->get_lv(bl) / 10; + //Finally we set the minimum success chance cap based on the caster's skill level and DEX. + rate = cap_value( rate, skill_lv + sstatus->dex / 20, 100); + clif->skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); + if ( tsc && tsc->data[SC__IGNORANCE] && skill_id == SC_IGNORANCE) { + //If the target was successfully inflected with the Ignorance status, drain some of the targets SP. + int sp = 100 * skill_lv; if( dstmd ) sp = dstmd->level * 2; if( status_zap(bl,0,sp) ) - status->heal(src,0,sp/2,3); - } else if( sd ) - clif->skill_fail(sd,skill_id,0,0); + status->heal(src,0,sp/2,3);//What does flag 3 do? [Rytech] + } + if ( tsc && tsc->data[SC__UNLUCKY] && skill_id == SC_UNLUCKY) { + //If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's. + switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's reguardless of resistance. + case 0: + status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); + break; + case 1: + status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); + break; + case 2: + status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); + } + } } else if( sd ) - clif->skill_fail(sd,skill_id,0,0); + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case LG_TRAMPLE: @@ -8390,114 +8556,96 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case LG_SHIELDSPELL: if( flag&1 ) { - int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000; - sc_start(bl,SC_SILENCE,100,skill_lv,duration); + sc_start(src,bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000); } else if( sd ) { - int opt = skill_lv; - int rate = rnd()%100; - int val, brate; + int opt = 0, val = 0, splashrange = 0; + struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; + if( !shield_data || shield_data->type != IT_ARMOR ) { + //Skill will first check if a shield is equipped. If none is found on the caster the skill will fail. + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + //Generates a number between 1 - 3. The number generated will determine which effect will be triggered. + opt = rnd()%3 + 1; switch( skill_lv ) { case 1: - { - 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; + if ( shield_data->def >= 0 && shield_data->def <= 40) + splashrange = 1; + else if ( shield_data->def >= 41 && shield_data->def <= 80) + splashrange = 2; else - opt = 3; - + splashrange = 3; switch( opt ) { case 1: - sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1); + sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); //Splash AoE ATK clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - 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); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); break; case 2: - val = shield_data->def / 10; // % Reflected damage. - sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000); + val = shield_data->def/10; //Damage Reflecting Increase. + sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000); break; case 3: - val = shield_data->def; // Attack increase. - sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000); + //Weapon Attack Increase. + val = shield_data->def; + sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000); break; } - } break; case 2: - brate = sd->bonus.shieldmdef * 20; - if( rate < 30 ) - opt = 1; - else if( rate < 60 ) - opt = 2; + if ( sd->bonus.shieldmdef >= 1 && sd->bonus.shieldmdef <= 3 ) + splashrange = 1; + else if ( sd->bonus.shieldmdef >= 4 && sd->bonus.shieldmdef <= 5 ) + splashrange = 2; else - opt = 3; + splashrange = 3; switch( opt ) { case 1: - sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); + sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); //Splash AoE MATK clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - 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); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); break; case 2: - sc_start(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); + sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 2000); //Splash AoE Lex Divina + clif->skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); break; case 3: - if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) ) + if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 30000) ) //Magnificat clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, - sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); + sc_start(src,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; + struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; + int rate = 0; 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)); + sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield->refine * 30000); //Now breaks Armor at 100% rate break; case 2: - case 3: - if( rate < brate ) { - val = sstatus->max_hp * (11 + it->refine) / 100; - status->heal(bl, val, 0, 3); - } + val = shield->refine * 10 * status->get_lv(src) / 100; //DEF Increase + rate = (shield->refine * 2) + (status_get_luk(src) / 10); //Status Resistance Rate + if( sc_start2(src,bl,SC_SHIELDSPELL_REF,100,opt,val,shield->refine * 20000)) + clif->skill_nodamage(src,bl,SC_SCRESIST,skill_lv, + sc_start(src,bl,SC_SCRESIST,100,rate,shield->refine * 30000)); break; -#if 0 // TODO: I need confirm what effect should be here. Moved to case 2 to until we got it. case 3: - // Full protection. + sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery + val = sstatus->max_hp * ((status->get_lv(src) / 10) + (shield->refine + 1)) / 100; + status->heal(bl, val, 0, 2); + status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER); break; -#endif // 0 } } break; @@ -8508,7 +8656,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case LG_PIETY: if( flag&1 ) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); 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); @@ -8518,7 +8666,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case LG_KINGS_GRACE: if( flag&1 ){ int i; - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); for(i=0; i<SC_MAX; i++) { if (!tsc->data[i]) @@ -8530,9 +8678,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SC_BLOODING: case SC_CURSE: case SC_CONFUSION: case SC_ILLUSION: case SC_SILENCE: case SC_BURNING: - case SC_COLD: case SC_FROSTMISTY: + case SC_COLD: case SC_FROSTMISTY: case SC_DEEP_SLEEP: case SC_FEAR: - case SC_MANDRAGORA: + case SC_MANDRAGORA: case SC__CHAOS: status_change_end(bl, (sc_type)i, INVALID_TIMER); } } @@ -8552,12 +8700,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start(src,bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case SR_CURSEDCIRCLE: if( flag&1 ) { if( is_boss(bl) ) break; - if( sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { + if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { if( bl->type == BL_MOB ) mob->unlocktarget((TBL_MOB*)bl,timer->gettick()); unit->stop_attack(bl); @@ -8572,7 +8720,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start2(src, src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); } break; @@ -8580,10 +8728,10 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sd ) { short max = 5 + skill_lv; int i; - sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); for( i = 0; i < max; i++ ) // Don't call more than max available spheres. pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max); - clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); + clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); } break; @@ -8646,41 +8794,32 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); break; case SR_FLASHCOMBO: { int i; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); for(i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++) - skill->addtimerskill(src, tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1), bl->id, 0, 0, i, skill_lv, BF_WEAPON, flag|SD_LEVEL); + skill->addtimerskill(src, tick + 400 * (i - SR_FLASHCOMBO_ATK_STEP1), bl->id, 0, 0, i, skill_lv, BF_WEAPON, flag|SD_LEVEL); } break; case WA_SWING_DANCE: - case WA_MOONLIT_SERENADE: - if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - 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 WA_MOONLIT_SERENADE: 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. + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),skill->get_time(skill_id,skill_lv)); + else if( sd ) { + party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + sc_start2(src,bl,type,100,skill_lv,pc->checkskill(sd,WM_LESSON),skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - 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))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):1),skill->get_time(skill_id,skill_lv))); break; case WM_DEADHILLHERE: @@ -8689,99 +8828,107 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; if( rnd()%100 < 88 + 2 * skill_lv ) { - int heal = tstatus->sp; - if( heal <= 0 ) + int heal = 0; + status_zap(bl, 0, tstatus->sp * (60 - 10 * skill_lv) / 100); + heal = tstatus->sp; + if ( heal <= 0 ) heal = 1; - tstatus->hp = heal; - tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100; + status->fixed_revive(bl, heal, 0); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - pc->revive((TBL_PC*)bl,heal,0); - clif->resurrection(bl,1); + status->set_sp(bl, 0, 0); } } break; + case WM_LULLABY_DEEPSLEEP: + if ( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + else if ( sd ) { + int rate = 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 1) + status->get_lv(src) / 15 + (sd? sd->status.job_level:0) / 5; + if ( rnd()%100 < rate ) { + flag |= BCT_PARTY|BCT_GUILD; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_NPC|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + } + } + break; case WM_SIRCLEOFNATURE: flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; case WM_VOICEOFSIREN: if( skill_id != WM_SIRCLEOFNATURE ) flag &= ~BCT_SELF; if( flag&1 ) { - sc_start2(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); + sc_start2(src,bl,type,100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); + } else if( sd ) { + int rate = 6 * skill_lv + (sd ? pc->checkskill(sd,WM_LESSON) : 1) + (sd? sd->status.job_level:0) / 2; + if ( rnd()%100 < rate ) { + flag |= BCT_PARTY|BCT_GUILD; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_NPC|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + } } break; case WM_GLOOMYDAY: - 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,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,0,0,9999,0,0,0)); + if ( tsc && tsc->data[type] ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; } + // val4 indicates caster's voice lesson level + sc_start4(src,bl,type,100,skill_lv, 0, 0, sd?pc->checkskill(sd,WM_LESSON):10, skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case WM_SONG_OF_MANA: case WM_DANCE_WITH_WUG: case WM_LERADS_DEW: + case WM_UNLIMITED_HUMMING_VOICE: + { + int chorusbonus = battle->calc_chorusbonus(sd); + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + else if( sd ) { + party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + } + break; + case WM_SATURDAY_NIGHT_FEVER: + { if( flag&1 ) { - // 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)); - } + int madnesscheck = 0; + if ( sd )//Required to check if the lord of madness effect will be applied. + madnesscheck = map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); + sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); + if ( madnesscheck >= 8 )//The god of madness deals 9999 fixed unreduceable damage when 8 or more enemy players are affected. + status_fix_damage(src, bl, 9999, clif->damage(src, bl, 0, 0, 9999, 0, 0, 0)); + //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealed as reflected damage which I dont have it coded like that yet. [Rytech] } else if( sd ) { - uint16 lv = 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); - + int rate = sstatus->int_ / 6 + (sd? sd->status.job_level:0) / 5 + skill_lv * 4; + if ( rnd()%100 < rate ) { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } } + } break; case WM_MELODYOFSINK: case WM_BEYOND_OF_WARCRY: - 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. - uint16 lv = 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); + { + int chorusbonus = battle->calc_chorusbonus(sd); + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + else if( sd ) { + if ( rnd()%100 < 15 + 5 * skill_lv + 5 * chorusbonus ) { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } } + } break; case WM_RANDOMIZESPELL: { @@ -8870,23 +9017,10 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SO_ARRULLO: { // [(15 + 5 * Skill Level) + ( Caster?s INT / 5 ) + ( Caster?s Job Level / 5 ) - ( Target?s INT / 6 ) - ( Target?s LUK / 10 )] % - int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0); + int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd? sd->status.job_level:0)/5; rate -= status_get_int(bl)/6 - status_get_luk(bl)/10; clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - sc_start2(bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); - } - break; - - case WM_LULLABY_DEEPSLEEP: - if( flag&1 ){ - //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster?s Base Level / 15) + (Caster?s Job Level / 5)] % - int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status->get_lv(src) / 15; - if( bl != src ) - sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)); - }else { - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id); + sc_start2(src,bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); } break; @@ -8903,7 +9037,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin // 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); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -8971,16 +9105,6 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } break; - case SO_ELEMENTAL_SHIELD: - if( sd == NULL || !sd->ed ) - break; - elemental->delete(sd->ed, 0); - if( sd->status.party_id == 0 || flag&1 ) - skill->unitsetting(src,MG_SAFETYWALL,skill_lv,bl->x,bl->y,0); - else - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - case GN_CHANGEMATERIAL: case SO_EL_ANALYSIS: if( sd ) { @@ -8999,7 +9123,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); (sc->bs_counter)++; } else if( sd ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); @@ -9013,8 +9137,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int chance = 25 + 10 * skill_lv - (status_get_vit(bl) + status_get_luk(bl)) / 5; if ( chance < 10 ) chance = 10;//Minimal chance is 10%. - if ( rand()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech] - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + if ( rnd()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech] + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); } } else if ( sd ) { @@ -9099,9 +9223,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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)); + skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); } } } @@ -9129,8 +9253,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } 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)); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); } } } @@ -9179,7 +9303,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } if( dstsd && tsc && !tsc->data[type] && rand()%100 < rate ){ clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); }else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } @@ -9190,10 +9314,10 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin && rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ) { clif->skill_nodamage(src, bl, skill_id, skill_lv, - status->change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1)); + status->change_start(src, 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, skill_lv, skill_lv, 0, src->id, 0, 0, 0); + status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0); } else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; @@ -9209,13 +9333,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (unit->movepos(src, bl->x, bl->y, 0, 0)) { clif->skill_nodamage(src, src, skill_id, skill_lv, 1); clif->slide(src, bl->x, bl->y) ; - sc_start(src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv)); if ( !is_boss(bl) && unit->stop_walking(&sd->bl, 1) && unit->movepos(bl, x, y, 0, 0) ) { if( dstsd && pc_issit(dstsd) ) pc->setstand(dstsd); clif->slide(bl, x, y) ; - sc_start(bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); } } } @@ -9233,7 +9357,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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))); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); break; @@ -9242,8 +9366,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){ - sc_start(src, 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)); + sc_start(src, src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); @@ -9254,7 +9378,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } 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)); + sc_start(src, src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); } } else { skill->area_temp[2] = 0; @@ -9276,18 +9400,18 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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); + status->change_start(src, 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); + status->change_start(src, 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); + status->change_start(src, 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)); @@ -9303,9 +9427,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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(src, 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)); + sc_start(src, 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; @@ -9315,9 +9439,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin 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(src, 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)); + sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); } @@ -9331,7 +9455,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //don't break need to start status and start block timer case MH_MAGMA_FLOW: case MH_PAIN_KILLER: - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); if (hd) skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); break; @@ -9354,7 +9478,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin timer->delete(summon_md->deletetimer, mob->timer_delete); summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); mob->spawn(summon_md); //Now it is ready for spawning. - sc_start4(&summon_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); + sc_start4(src,&summon_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); } } if (hd) @@ -9387,7 +9511,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } skill->onskillusage(sd, bl, skill_id, tick); // perform skill requirement consumption - skill->consume_requirement(sd,skill_id,skill_lv,2); + if( skill_id != NC_SELFDESTRUCTION ) + skill->consume_requirement(sd,skill_id,skill_lv,2); } map->freeblock_unlock(); @@ -9551,6 +9676,14 @@ int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { return 0; } +static int check_npc_chaospanic(struct block_list* bl, va_list args) { + TBL_NPC* nd = (TBL_NPC*)bl; + + if( nd->option&(OPTION_HIDE|OPTION_INVISIBLE) || nd->class_ != 45 ) + return 0; + + return 1; +} /* skill count without self */ static int skill_count_wos(struct block_list *bl,va_list ap) { struct block_list* src = va_arg(ap, struct block_list*); @@ -9790,6 +9923,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui skill->unitsetting(src,skill_id,skill_lv,x,y,0); break; + case SC_CHAOSPANIC: + case SC_MAELSTROM: + if (sd && map->foreachinarea(&check_npc_chaospanic,src->m, x-3, y-3, x+3, y+3, BL_NPC) > 0 ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + case MG_SAFETYWALL: case MG_FIREWALL: case MG_THUNDERSTORM: @@ -9870,8 +10010,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case RA_ICEBOUNDTRAP: case SC_MANHOLE: case SC_DIMENSIONDOOR: - case SC_CHAOSPANIC: - case SC_MAELSTROM: case SC_BLOODYLUST: case WM_REVERBERATION: case WM_SEVERE_RAINSTORM: @@ -9898,6 +10036,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case MH_STEINWAND: case MH_XENO_SLASHER: case NC_MAGMA_ERUPTION: + case SO_ELEMENTAL_SHIELD: case RL_B_TRAP: 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. @@ -9920,14 +10059,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui 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)); + sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); flag|=1; } break; case CG_HERMODE: skill->clear_unitgroup(src); if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) - sc_start4(src,SC_DANCING,100, + sc_start4(src,src,SC_DANCING,100, skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; @@ -10089,7 +10228,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui 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)); + sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; @@ -10123,7 +10262,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui 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)); + sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; @@ -10137,13 +10276,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui if (sce) status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] status->change_clear_buffs(src,3); - sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet } break; case NJ_TATAMIGAESHI: if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) - sc_start(src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case AM_RESURRECTHOMUN: //[orn] @@ -10158,14 +10297,29 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui 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 RK_DRAGONBREATH_WATER: r = skill->get_splash(skill_id,skill_lv); map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); break; + case WM_GREAT_ECHO: + case WM_SOUND_OF_DESTRUCTION: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; + case WM_LULLABY_DEEPSLEEP: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); + break; + + case WM_VOICEOFSIREN: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); + break; case SO_ARRULLO: r = skill->get_splash(skill_id,skill_lv); map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), @@ -10226,7 +10380,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui 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)); + sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); if( sd ) pc->overheat(sd,1); } break; @@ -10255,8 +10409,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case SC_FEINTBOMB: skill->unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position clif->skill_nodamage(src,src,skill_id,skill_lv,1); - if( skill->blown(src,src,6,unit->getdir(src),0) ) - skill->castend_nodamage_id(src,src,TF_HIDING,1,tick,0x2); + skill->blown(src,src,3*skill_lv,unit->getdir(src),0); + //After back sliding, the player goes into hiding. Hiding level used is throught to be the learned level. + sc_start(src,src,SC_HIDING,100,(sd?pc->checkskill(sd,TF_HIDING):10),skill->get_time(TF_HIDING,(sd?pc->checkskill(sd,TF_HIDING):10))); break; case SC_ESCAPE: @@ -10284,7 +10439,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui 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)); + sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); if( sd ) pc->banding(sd,skill_lv); } clif->skill_nodamage(src,src,skill_id,skill_lv,1); @@ -10301,25 +10456,37 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case WM_DOMINION_IMPULSE: r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea( skill->activate_reverberation, - src->m, x-r, y-r, x+r,y+r,BL_SKILL); + map->foreachinarea( skill->activate_reverberation,src->m, x-r, y-r, x+r,y+r,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; - int i; + int area = skill->get_splash(skill_id, skill_lv); + short tmpx = 0, tmpy = 0, 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); + for( r = 0; r < 3 + (skill_lv>>1); r++ ) { + // Creates a random Cell in the Splash Area + tmpx = x - area + rnd()%(area * 2 + 1); + tmpy = y - area + rnd()%(area * 2 + 1); + + if( r > 0 ) + skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED,skill_lv,(x1<<16)|y1,flag); + + x1 = tmpx; + y1 = tmpy; } + + skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED,skill_lv,-1,flag); + } + break; + + case GN_CRAZYWEED_ATK: { + int dummy = 1; + //Enable if any unique animation gets added to this skill ID in the future. [Rytech] + //clif_skill_poseffect(src,skillid,skilllv,x,y,tick); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, skill_id, &dummy, src); + map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); } break; case GN_FIRE_EXPANSION: { @@ -10362,7 +10529,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui 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))); + sc_start2(src,src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); break; case KO_MAKIBISHI: @@ -10548,6 +10715,9 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ sc = status->get_sc(src); // for traps, firewall and fogwall - celest switch( skill_id ) { + case SO_ELEMENTAL_SHIELD: + val2 = 300 * skill_lv + 65 * (st->int_ + status->get_lv(src)) + st->max_sp; + break; case MH_STEINWAND: val2 = 4 + skill_lv; //nb of attack blocked break; @@ -10600,6 +10770,8 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] case AM_DEMONSTRATION: case GN_HELLS_PLANT: + if( skill_id == GN_HELLS_PLANT && map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) + return NULL; if (map_flag_vs(src->m) && battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall)) target = BCT_ALL; @@ -10828,7 +11000,9 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ limit = -1; break; case WM_REVERBERATION: - interval = limit; + if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) + target = BCT_ALL; + val1 = skill_lv + 1; val2 = 1; case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) @@ -10840,9 +11014,6 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ case SO_WARMER: skill->clear_group(src, 8); break; - case SO_VACUUM_EXTREME: - range++; - break; case GN_WALLOFTHORN: if( flag&1 ) limit = 3000; @@ -10890,7 +11061,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ sd->skill_lv_dance = skill_lv; } if ( - sc_start4(src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, + sc_start4(src,src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) && sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp! ) @@ -10956,11 +11127,9 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ 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] + val1 = 2000 + 2000 * skill_lv; + val2 = src->id; break; default: if (group->state.song_dance&0x1) @@ -10970,9 +11139,6 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2)) val2 |= UF_RANGEDSINGLEUNIT; // center. - if( sd && map->getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills - map->foreachincell(skill->maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv); - if( range <= 0 ) map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); if( !alive ) @@ -11034,13 +11200,14 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick 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] - if( map->getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) ) - return 0; sc = status->get_sc(bl); if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN ) return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex] + if (sc && sc->data[SC_VACUUM_EXTREME] && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) + status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); + 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. @@ -11052,7 +11219,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick break; } else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) { int sec = skill->get_time2(sg->skill_id,sg->skill_lv); - if( status->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { + if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK32(td->tick, tick); @@ -11067,19 +11234,21 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick break; case UNT_SAFETYWALL: if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); break; - case UNT_BLOODYLUST: if (sg->src_id == bl->id) break; //Does not affect the caster. - if( !sce && sc_start4(bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) ) - sc_start(bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit); + if (bl->type == BL_MOB) + break; //Does not affect the caster. + if( !sce && sc_start4(ss,bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) ) + sc_start(ss,bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit); break; case UNT_PNEUMA: case UNT_CHAOSPANIC: + case UNT_MAELSTROM: if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_WARP_WAITING: { @@ -11115,19 +11284,19 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick 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); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_VOLCANO: case UNT_DELUGE: case UNT_VIOLENTGALE: if(!sce) - sc_start(bl,type,100,sg->skill_lv,sg->limit); + sc_start(ss,bl,type,100,sg->skill_lv,sg->limit); break; case UNT_SUITON: if(!sce) - sc_start4(bl,type,100,sg->skill_lv, + sc_start4(ss,bl,type,100,sg->skill_lv, map_flag_vs(bl->m) || battle->check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. 0,0,sg->limit); break; @@ -11146,7 +11315,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) return skill_id; if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); break; case UNT_WHISTLE: case UNT_ASSASSINCROSS: @@ -11161,7 +11330,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick if (!sc) return 0; if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + sc_start4(ss,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; @@ -11173,7 +11342,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick case UNT_FOGWALL: if (!sce) { - sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); + sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); } @@ -11181,7 +11350,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick case UNT_GRAVITATION: if (!sce) - sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); + sc_start4(ss,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] @@ -11207,9 +11376,16 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); 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->unit_id = UNT_USED_TRAPS; + sg->limit = DIFF_TICK32(tick,sg->tick) + 1500; + break; + case UNT_VOLCANIC_ASH: if (!sce) - sc_start(bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); + sc_start(ss, bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); break; case UNT_GD_LEADERSHIP: @@ -11217,7 +11393,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick case UNT_GD_SOULCOLD: case UNT_GD_HAWKEYES: if ( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) - sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000); + sc_start4(ss,bl,type,100,sg->skill_lv,0,0,0,1000); break; } return skill_id; @@ -11231,7 +11407,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 struct block_list *ss; TBL_PC* tsd; struct status_data *tstatus; - struct status_change *tsc; + struct status_change *tsc, *ssc; struct skill_unit_group_tickset *ts; enum sc_type type; uint16 skill_id; @@ -11247,10 +11423,15 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 nullpo_ret(ss=map->id2bl(sg->src_id)); tsd = BL_CAST(BL_PC, bl); tsc = status->get_sc(bl); + ssc = status->get_sc(ss); // Status Effects for Unit caster. if ( tsc && tsc->data[SC_HOVERING] ) return 0; //Under hovering characters are immune to trap and ground target skills. + // Maestro or Wanderer is unaffected by traps of trappers he or she charmed [SuperHulk] + if ( ssc && ssc->data[SC_SIREN] && ssc->data[SC_SIREN]->val2 == bl->id && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) + return 0; + tstatus = status->get_status_data(bl); type = status->skill2sc(sg->skill_id); skill_id = sg->skill_id; @@ -11360,6 +11541,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 int count = 0; const int x = bl->x, y = bl->y; + map->freeblock_lock(); //If target isn't knocked back it should hit every "interval" ms [Playtester] do { if( bl->type == BL_PC ) @@ -11373,8 +11555,9 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 sg->limit = DIFF_TICK32(tick,sg->tick); break; } - } while( x == bl->x && y == bl->y + } while( x == bl->x && y == bl->y && sg->alive_count && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) ); + map->freeblock_unlock(); } break; /** @@ -11392,12 +11575,6 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 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); } @@ -11421,7 +11598,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 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) ) { + if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK32(td->tick, tick); @@ -11451,7 +11628,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 if( bl->id != ss->id ) { if( status_get_mode(bl)&MD_BOSS ) break; - if( status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) { + if( status->change_start(ss,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); @@ -11464,7 +11641,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case UNT_VENOMDUST: if(tsc && !tsc->data[type]) - status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0); + status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0); break; @@ -11567,46 +11744,46 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 if (tsd) clif->gospel_info(tsd, 0x15); break; case 2: // Immunity to all status - sc_start(bl,SC_SCRESIST,100,100,time); + sc_start(ss,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); + sc_start(ss,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); + sc_start(ss,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); + sc_start(ss,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); + sc_start(ss,bl,SC_BLESSING,100,10,time); break; case 7: // Level 10 Increase AGI - sc_start(bl,SC_INC_AGI,100,10,time); + sc_start(ss,bl,SC_INC_AGI,100,10,time); break; case 8: // Enchant weapon with Holy element - sc_start(bl,SC_ASPERSIO,100,1,time); + sc_start(ss,bl,SC_ASPERSIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1c); break; case 9: // Enchant armor with Holy element - sc_start(bl,SC_BENEDICTIO,100,1,time); + sc_start(ss,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); + sc_start(ss,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); + sc_start(ss,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); + sc_start(ss,bl,SC_INCHIT,100,50,time); + sc_start(ss,bl,SC_INCFLEE,100,50,time); if (tsd) clif->gospel_info(tsd, 0x20); break; } @@ -11621,28 +11798,28 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 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); + sc_start(ss,bl,SC_CURSE,100,1,time); break; case 2: // Blind - sc_start(bl,SC_BLIND,100,1,time); + sc_start(ss,bl,SC_BLIND,100,1,time); break; case 3: // Poison - sc_start(bl,SC_POISON,100,1,time); + sc_start(ss,bl,SC_POISON,100,1,time); break; case 4: // Level 10 Provoke - sc_start(bl,SC_PROVOKE,100,10,time); + sc_start(ss,bl,SC_PROVOKE,100,10,time); break; case 5: // DEF -100% - sc_start(bl,SC_INCDEFRATE,100,-100,time); + sc_start(ss,bl,SC_INCDEFRATE,100,-100,time); break; case 6: // ATK -100% - sc_start(bl,SC_INCATKRATE,100,-100,time); + sc_start(ss,bl,SC_INCATKRATE,100,-100,time); break; case 7: // Flee -100% - sc_start(bl,SC_INCFLEERATE,100,-100,time); + sc_start(ss,bl,SC_INCFLEERATE,100,-100,time); break; case 8: // Speed/ASPD -25% - sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); + sc_start4(ss,bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); break; } } @@ -11658,7 +11835,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 } if( sg->src_id != bl->id && i <= 0 ) - sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); + sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); } break; @@ -11688,8 +11865,12 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 * 3rd stuff **/ case UNT_POISONSMOKE: - if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 ) - sc_start(bl,sg->val2,100,sg->val3,skill->get_time2(GC_POISONINGWEAPON, 1)); + if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 ) { + short rate = 100; + if ( sg->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reduceable. [Rytech] + rate = 100 - tstatus->int_ * 4 / 5 ; + sc_start(ss,bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + } break; case UNT_EPICLESIS: @@ -11704,13 +11885,14 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 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); + sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); } // Reveal hidden players every 5 seconds. if( sg->val2 % 5 == 0 ) { // TODO: check if other hidden status can be removed. status_change_end(bl,SC_HIDING,INVALID_TIMER); status_change_end(bl,SC_CLOAKING,INVALID_TIMER); + status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER); } } /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie] @@ -11722,7 +11904,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 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); + sc_start(ss,bl,type,100,sg->skill_lv,sg->interval + 100); break; case UNT_DIMENSIONDOOR: @@ -11735,20 +11917,18 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case UNT_REVERBERATION: clif->changetraplook(&src->bl,UNT_USED_TRAPS); map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); - sg->limit = DIFF_TICK32(tick,sg->tick)+1000; + sg->limit = DIFF_TICK32(tick,sg->tick)+1500; sg->unit_id = UNT_USED_TRAPS; break; case UNT_SEVERE_RAINSTORM: - if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 ) + 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) > 0 ) { + if( !(status_get_mode(bl)&MD_BOSS)) { 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_TICK32(tick,sg->tick); - sg->unit_id = UNT_USED_TRAPS; + sc_start(ss, bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); } } break; @@ -11756,7 +11936,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 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) ) { + if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) { const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK32(td->tick, tick); @@ -11777,7 +11957,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case 1: case 2: default: - sc_start4(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, + sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); @@ -11792,11 +11972,11 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 break; case UNT_FIRE_EXPANSION_SMOKE_POWDER: - sc_start(bl, status->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); + sc_start(ss, 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); + sc_start(ss, bl, status->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); break; case UNT_HELLS_PLANT: @@ -11808,22 +11988,24 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 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); + status->change_start(ss,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); + int hp = 0; if( ssc && ssc->data[SC_HEATER_OPTION] ) - hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100; + hp = tstatus->max_hp * 3 * sg->skill_lv / 100; + else + hp = tstatus->max_hp * sg->skill_lv / 100; + status->heal(bl, hp, 0, 0); if( tstatus->hp != tstatus->max_hp ) clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); if( tsc && tsc->data[SC_AKAITSUKI] && hp ) hp = ~hp + 1; status->heal(bl, hp, 0, 0); - sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); + sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); } break; @@ -11832,7 +12014,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case UNT_WIND_INSIGNIA: case UNT_EARTH_INSIGNIA: case UNT_ZEPHYR: - sc_start(bl,type, 100, sg->skill_lv, sg->interval); + sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval); if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) { int hp = tstatus->max_hp / 100; //+1% each 5s if ((sg->val3) % 5) { //each 5s @@ -11852,31 +12034,11 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 break; case UNT_VACUUM_EXTREME: - {// TODO: official behavior in gvg area. [malufett] - int sec = sg->limit - DIFF_TICK32(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); - } + if ( tsc && tsc->data[SC_HALLUCINATIONWALK] ) { + return 0; + } else { + sg->limit -= 100 * tstatus->str/20; + sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit); } break; @@ -11892,25 +12054,25 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){ switch( sg->unit_id ){ case UNT_ZENKAI_WATER: - sc_start(bl, SC_COLD, 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_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_LAND: - sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_FIRE: - sc_start4(bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_WIND: - sc_start(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_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; } }else - sc_start2(bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_LAVA_SLIDE: @@ -11921,7 +12083,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 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); + status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8); break; } @@ -11947,7 +12109,7 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) 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) + || (status->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB && sg->unit_id != UNT_THORNS_TRAP) ) //Need to delete the trap if the source died. return 0; @@ -11957,6 +12119,7 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) case UNT_EPICLESIS://Arch Bishop case UNT_NEUTRALBARRIER: case UNT_STEALTHFIELD: + case UNT_WARMER: if (sce) status_change_end(bl, type, INVALID_TIMER); break; @@ -11970,6 +12133,7 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) status_change_end(bl, type, INVALID_TIMER); break; + case UNT_THORNS_TRAP: case UNT_SPIDERWEB: { struct block_list *target = map->id2bl(sg->val2); @@ -12041,6 +12205,7 @@ int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) { case SO_WATER_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: + case SO_ELEMENTAL_SHIELD: case SC_BLOODYLUST: if (sce) status_change_end(bl, type, INVALID_TIMER); @@ -12150,10 +12315,12 @@ int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int64 da case UNT_TALKIEBOX: case UNT_ANKLESNARE: case UNT_ICEWALL: - case UNT_REVERBERATION: case UNT_WALLOFTHORN: src->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX); break; + case UNT_REVERBERATION: + src->val1--; + break; default: damage = 0; break; @@ -12275,18 +12442,12 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16 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); + sc_start4(&tsd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000); clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); tsd->skill_id_dance = skill_id; tsd->skill_lv_dance = *skill_lv; @@ -12986,7 +13147,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id if( sd->spiritball > 0 ) sd->spiritball_old = require.spiritball = sd->spiritball; else { - clif->skill_fail(sd,skill_id,0,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; @@ -12997,7 +13158,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case SC_MANHOLE: case SC_DIMENSIONDOOR: if( sc && sc->data[SC_MAGNETICFIELD] ) { - clif->skill_fail(sd,skill_id,0,0); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; @@ -13011,11 +13172,17 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. } break; + case NC_PILEBUNKER: + if ( sd->equip_index[EQI_HAND_R] < 0 || sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid != ITEMID_PILEBUNCKER ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; case 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); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; @@ -13031,9 +13198,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } break; - case LG_REFLECTDAMAGE: case CR_REFLECTSHIELD: - if( sc && sc->data[SC_KYOMU] && rand()%100 < 5 * sc->data[SC_KYOMU]->val1 ){ + if( sc && sc->data[SC_KYOMU] && rnd()%100 < 5 * sc->data[SC_KYOMU]->val1 ){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } @@ -13617,7 +13783,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 if( sc->data[SC__LAZINESS] ) req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; if( sc->data[SC_UNLIMITED_HUMMING_VOICE] ) - req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val2 / 100; + req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val3 / 100; if( sc->data[SC_RECOGNIZEDSPELL] ) req.sp += req.sp / 4; if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) @@ -13735,6 +13901,22 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1]; break; } + if (skill_id == NC_REPAIR) { + switch(skill_lv) { + case 1: + case 2: + req.itemid[1] = ITEMID_REPAIR_A; + break; + case 3: + case 4: + req.itemid[1] = ITEMID_REPAIR_B; + break; + case 5: + req.itemid[1] = ITEMID_REPAIR_C; + break; + } + req.amount[1] = 1; + } // Check for cost reductions due to skills & SCs switch(skill_id) { @@ -13811,7 +13993,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 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] ) + if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] )) req.sp += req.sp * 150 / 100; break; } @@ -13996,13 +14178,15 @@ int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 // Fixed cast reduction bonuses if( sc->data[SC__LAZINESS] ) fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2); + if( sc->data[SC_DANCE_WITH_WUG]) + fixcast_r = max(fixcast_r, sc->data[SC_DANCE_WITH_WUG]->val4); if( sc->data[SC_SECRAMENT] ) fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) ) fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % // Fixed cast non percentage bonuses if( sc->data[SC_MANDRAGORA] ) - fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2; + fixed += sc->data[SC_MANDRAGORA]->val1 * 500; if( sc->data[SC_IZAYOI] ) fixed = 0; if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] ) @@ -14276,7 +14460,7 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s 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); + skill->brandishspear_dir(&tc,dir,-1); n--;c=-1; } } @@ -14491,7 +14675,7 @@ int skill_autospell (struct map_session_data *sd, uint16 skill_id) if(maxlv > lv) maxlv = lv; - sc_start4(&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, + sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, skill->get_time(SA_AUTOSPELL,skill_lv)); return 0; } @@ -14699,6 +14883,10 @@ int skill_clear_group (struct block_list *bl, int flag) if (flag&1) group[count++]= ud->skillunit[i]; break; + case SO_CLOUD_KILL: + if( flag&4 ) + group[count++]= ud->skillunit[i]; + break; case SO_WARMER: if( flag&8 ) group[count++]= ud->skillunit[i]; @@ -14731,6 +14919,7 @@ struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case NJ_SUITON: + case SO_CLOUD_KILL: case SO_WARMER: return ud->skillunit[i]; } @@ -14839,13 +15028,14 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { skill->delunit(su); return 1; } - if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR ) { //It deletes everything except songs/dances and traps + if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR || su->group->skill_id == GN_HELLS_PLANT) { //It deletes everything except songs/dances and traps skill->delunit(su); return 1; } break; case HW_GANBANTEIN: case LG_EARTHDRIVE: + case GN_CRAZYWEED_ATK: if( !(su->group->state.song_dance&0x1) ) {// Don't touch song/dance. skill->delunit(su); return 1; @@ -14892,25 +15082,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { return 1; } break; - case GN_CRAZYWEED_ATK: - switch(su->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(su); - return 1; - } - break; } if (su->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { @@ -14973,19 +15144,19 @@ int skill_trap_splash(struct block_list *bl, va_list ap) { 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)); + sc_start(src,bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_DARK: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(src,bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_POISON: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(src,bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_WATER: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(src,bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_FIRE: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) @@ -14999,11 +15170,13 @@ int skill_trap_splash(struct block_list *bl, va_list ap) { case UNT_MAIZETRAP: case UNT_VERDURETRAP: if( bl->type != BL_PC && !is_boss(bl) ) - sc_start2(bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); + sc_start2(ss,bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); break; case UNT_REVERBERATION: - 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); + if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) { + skill->attack(BF_WEAPON,ss,src,bl,WM_REVERBERATION_MELEE,sg->skill_lv,tick,0); + skill->addtimerskill(ss,tick+200,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL); + } break; case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: @@ -15044,33 +15217,6 @@ int skill_trap_splash(struct block_list *bl, va_list ap) { return 1; } -int skill_maelstrom_suction(struct block_list *bl, va_list ap) { - uint16 skill_id, skill_lv; - struct skill_unit *su; - - skill_id = va_arg(ap,int); - skill_lv = va_arg(ap,int); - su = (struct skill_unit *)bl; - - if( su == NULL || su->group == NULL ) - return 0; - - if( skill->get_inf2(skill_id)&INF2_TRAP ) - return 0; - - if( su->group->skill_id == SC_MAELSTROM ) { - struct block_list *src; - if( (src = map->id2bl(su->group->src_id)) ) { - int sp = su->group->skill_lv * skill_lv; - if( src->type == BL_PC ) - sp += ((TBL_PC*)src)->status.job_level / 5; - status->heal(src, 0, sp/2, 1); - } - } - - return 0; -} - /*========================================== * *------------------------------------------*/ @@ -15194,9 +15340,6 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int nullpo_retr(NULL, group->unit); // crash-protection against poor coding nullpo_retr(NULL, su=&group->unit[idx]); - if( map->getcell(map->id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) ) - return su; - if(!su->alive) group->alive_count++; @@ -15228,9 +15371,6 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int case HP_BASILICA: skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); break; - case SC_MAELSTROM: - skill->unitsetmapcell(su,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true); - break; default: if (group->state.song_dance&0x1) //Check for dissonance. skill->dance_overlap(su, 1); @@ -15289,9 +15429,6 @@ int skill_delunit (struct skill_unit* su) { status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER); } break; - case SC_MAELSTROM: - skill->unitsetmapcell(su,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)); @@ -15720,15 +15857,15 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { } clif->changetraplook(bl,UNT_USED_TRAPS); map->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); - group->limit = DIFF_TICK32(tick,group->tick)+1000; - su->limit = DIFF_TICK32(tick,group->tick)+1000; + group->limit = DIFF_TICK32(tick,group->tick)+1500; + su->limit = DIFF_TICK32(tick,group->tick)+1500; group->unit_id = UNT_USED_TRAPS; break; case UNT_FEINTBOMB: { struct block_list *src = map->id2bl(group->src_id); if( src ) - map->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); + map->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|1, skill->castend_damage_id); skill->delunit(su); break; } @@ -15779,13 +15916,8 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { } break; case UNT_REVERBERATION: - if( su->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_TICK32(tick,group->tick)+1000; - su->limit = DIFF_TICK32(tick,group->tick)+1000; - group->unit_id = UNT_USED_TRAPS; - } + if( su->val1 <= 0 ) + su->limit = DIFF_TICK32(tick + 700,group->tick); break; case UNT_WALLOFTHORN: if( su->val1 <= 0 ) { @@ -16331,7 +16463,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, const int max[10] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9}; int lv = max(0, pc->checkskill(sd,GC_RESEARCHNEWPOISON) - 1); qty = min[lv] + rnd()%(max[lv] - min[lv]); - make_per = 3000 + 500 * (lv+1); + make_per = 3000 + 500 * lv + st->dex / 3 * 10 + st->luk * 10 + sd->status.job_level * 10; } break; case GN_CHANGEMATERIAL: @@ -16776,8 +16908,9 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) { return 0; } + status_change_end(&sd->bl, SC_POISONINGWEAPON, -1);//Status must be forced to end so that a new poison will be applied if a player decides to change poisons. [Rytech] chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv - sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 + sc_start4(&sd->bl, &sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 type, chance, 0, skill->get_time(GC_POISONINGWEAPON, sd->menuskill_val)); return 0; @@ -16865,7 +16998,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) ) { // User don't know the skill - sc_start(&sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB))); + sc_start(&sd->bl, &sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB))); clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); return 0; } @@ -16881,13 +17014,13 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] if( !sc->data[i] ){ sc->data[SC_READING_SB]->val2 += point; // increase points - sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); + sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); break; } } }else{ - sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); - sc_start4(&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); + sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); + sc_start4(&sd->bl,&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); } return 1; @@ -16912,7 +17045,7 @@ int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { lv = (aslvl + 1) / 2; // The level the skill will be autocasted lv = min(lv,sd->status.skill[idx].lv); prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. - sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); + sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); return 0; } int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) { @@ -17604,7 +17737,7 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { switch(type){ case SC_STASIS: inf = skill->get_inf2(skill_id); - if( inf == INF2_SONG_DANCE || /*skill->get_inf2(skill_id) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL ) + 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: @@ -18413,7 +18546,7 @@ void skill_defaults(void) { skill->check_condition_mercenary = skill_check_condition_mercenary; skill->locate_element_field = skill_locate_element_field; skill->graffitiremover = skill_graffitiremover; - skill->activate_reverberation = skill_activate_reverbetion; + skill->activate_reverberation = skill_activate_reverberation; skill->dance_overlap = skill_dance_overlap; skill->dance_overlap_sub = skill_dance_overlap_sub; skill->get_unit_layout = skill_get_unit_layout; @@ -18470,7 +18603,6 @@ void skill_defaults(void) { skill->changematerial = skill_changematerial; skill->get_elemental_type = skill_get_elemental_type; skill->cooldown_save = skill_cooldown_save; - skill->maelstrom_suction = skill_maelstrom_suction; skill->get_new_group_id = skill_get_new_group_id; skill->check_shadowform = skill_check_shadowform; } |