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-rw-r--r--src/map/skill.c3688
1 files changed, 1848 insertions, 1840 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 06bfca5f8..509de6f4a 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -189,57 +189,66 @@ void skill_chk(int16* skill_id) {
}
#define skill_get(var,id) { skill->chk(&id); if(!id) return 0; return var; }
-#define skill_get2(var,id,lv) { skill->chk(&id); if(!id) return 0; if( lv > MAX_SKILL_LEVEL ) { int lv2 = lv; lv = skill_db[id].max; return (var) + (lv2-lv); } return var; }
+#define skill_get2(var,id,lv) { \
+ skill->chk(&id); \
+ if(!id) return 0; \
+ if( lv >= MAX_SKILL_LEVEL && var > 1 ) { \
+ int lv2 = lv; lv = skill_db[id].max; \
+ return (var) + (lv2-lv);\
+ } \
+ return var;\
+}
+#define skill_glv(lv) min(lv,MAX_SKILL_LEVEL-1)
// Skill DB
int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
-int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
+int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill_db[skill_id].element[skill_glv(skill_lv-1)], skill_id); }
int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
-int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
-int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
-int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp[skill_lv-1], skill_id, skill_lv); }
-int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp[skill_lv-1], skill_id, skill_lv); }
-int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp_rate[skill_lv-1], skill_id, skill_lv); }
-int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp_rate[skill_lv-1], skill_id, skill_lv); }
+int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill_db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); }
+int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_state(uint16 skill_id) { skill_get (skill_db[skill_id].state, skill_id); }
-int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill_db[skill_id].spiritball[skill_lv-1], skill_id, skill_lv); }
+int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill_db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].itemid[idx], skill_id); }
int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill_db[skill_id].amount[idx], skill_id); }
-int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].zeny[skill_lv-1], skill_id, skill_lv); }
-int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
-int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
-int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
-int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
-int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
-int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
+int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].weapon, skill_id); }
int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].ammo, skill_id); }
-int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].ammo_qty[skill_lv-1], skill_id, skill_lv); }
+int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
-int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
-int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
-int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].mhp[skill_lv-1], skill_id, skill_lv); }
-int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
-int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
+int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill_db[skill_id].unit_id[flag], skill_id); }
int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
-int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
+int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
-int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
-int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
+int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); }
#ifdef RENEWAL_CAST
-int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
+int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
#endif
int skill_tree_get_max(uint16 skill_id, int b_class)
{
int i;
- b_class = pc_class2idx(b_class);
+ b_class = pc->class2idx(b_class);
ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
@@ -313,7 +322,7 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
case RA_AIMEDBOLT:
case RA_WUGBITE:
if( bl->type == BL_PC )
- range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
+ range += pc->checkskill((TBL_PC*)bl, AC_VULTURE);
else
range += 10; //Assume level 10?
break;
@@ -324,20 +333,19 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
case GS_SPREADATTACK:
case GS_GROUNDDRIFT:
if (bl->type == BL_PC)
- range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
+ range += pc->checkskill((TBL_PC*)bl, GS_SNAKEEYE);
else
range += 10; //Assume level 10?
break;
case NJ_KIRIKAGE:
if (bl->type == BL_PC)
- range = skill->get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
+ range = skill->get_range(NJ_SHADOWJUMP,pc->checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
break;
/**
* Warlock
**/
case WL_WHITEIMPRISON:
case WL_SOULEXPANSION:
- case WL_FROSTMISTY:
case WL_MARSHOFABYSS:
case WL_SIENNAEXECRATE:
case WL_DRAINLIFE:
@@ -346,9 +354,10 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
case WL_COMET:
case WL_CHAINLIGHTNING:
case WL_TETRAVORTEX:
+ case WL_EARTHSTRAIN:
case WL_RELEASE:
if( bl->type == BL_PC )
- range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
+ range += pc->checkskill((TBL_PC*)bl, WL_RADIUS);
break;
/**
* Ranger Bonus
@@ -361,7 +370,7 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
if( bl->type == BL_PC )
- range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
+ range += (1 + pc->checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
}
if( !range && bl->type != BL_PC )
@@ -376,14 +385,14 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
struct status_change* sc;
switch( skill_id ) {
- case BA_APPLEIDUN:
+ case BA_APPLEIDUN:
#ifdef RENEWAL
- hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
+ hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
#else
- hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
+ hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
#endif
- if( sd )
- hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
+ if( sd )
+ hp += 5*pc->checkskill(sd,BA_MUSICALLESSON);
break;
case PR_SANCTUARY:
hp = (skill_lv>6)?777:skill_lv*100;
@@ -397,13 +406,13 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
#ifdef RENEWAL
/**
* Renewal Heal Formula
- * Formula: ( [(Base Level + INT) / 5] × 30 ) × (Heal Level / 10) × (Modifiers) + MATK
+ * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK
**/
hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
#else
- hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
+ hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
#endif
- if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
+ if( sd && ((skill = pc->checkskill(sd, HP_MEDITATIO)) > 0) )
hp += hp * skill * 2 / 100;
else if( src->type == BL_HOM && (skill = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
hp += hp * skill * 2 / 100;
@@ -413,10 +422,10 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
hp >>= 1;
- if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
+ if( sd && (skill = pc->skillheal_bonus(sd, skill_id)) )
hp += hp*skill/100;
- if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
+ if( tsd && (skill = pc->skillheal2_bonus(tsd, skill_id)) )
hp += hp*skill/100;
sc = status_get_sc(target);
@@ -425,10 +434,12 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
if( sc->data[SC_DEATHHURT] && heal )
hp -= hp * 20/100;
- if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
- hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
+ if( sc->data[SC_HEALPLUS] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
+ hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
hp += hp / 10;
+ if( sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
+ hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
}
#ifdef RENEWAL
@@ -438,32 +449,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
case BA_APPLEIDUN: case PR_SANCTUARY:
case NPC_EVILLAND: break;
default:
- {
- struct status_data *status = status_get_status_data(src);
- int min, max;
-
- min = max = status_base_matk(status, status_get_lv(src));
- if( status->rhw.matk > 0 ){
- int wMatk, variance;
- wMatk = status->rhw.matk;
- variance = wMatk * status->rhw.wlv / 10;
- min += wMatk - variance;
- max += wMatk + variance;
- }
-
- if( sc && sc->data[SC_RECOGNIZEDSPELL] )
- min = max;
-
- if( sd && sd->right_weapon.overrefine > 0 ){
- min++;
- max += sd->right_weapon.overrefine - 1;
- }
-
- if(max > min)
- hp += min+rnd()%(max-min);
- else
- hp += min;
- }
+ hp += status_get_matk(src, 3);
}
#endif
return hp;
@@ -523,7 +509,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
// allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
// AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
- DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) )
+ DIFF_TICK(iTimer->gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) )
{// attempted to cast a skill before the attack motion has finished
return 1;
}
@@ -548,7 +534,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
case RETURN_TO_ELDICASTES:
case ALL_GUARDIAN_RECALL:
if(map[m].flag.nowarp) {
- clif->skill_teleportmessage(sd,0);
+ clif->skill_mapinfomessage(sd,0);
return 1;
}
return 0;
@@ -556,7 +542,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
case SC_FATALMENACE:
case SC_DIMENSIONDOOR:
if(map[m].flag.noteleport) {
- clif->skill_teleportmessage(sd,0);
+ clif->skill_mapinfomessage(sd,0);
return 1;
}
return 0; // gonna be checked in 'skill->castend_nodamage_id'
@@ -564,7 +550,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
case WE_CALLPARENT:
case WE_CALLBABY:
if (map[m].flag.nomemo) {
- clif->skill_teleportmessage(sd,1);
+ clif->skill_mapinfomessage(sd,1);
return 1;
}
break;
@@ -595,7 +581,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
break;
case GD_EMERGENCYCALL:
if (
- !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
+ !(battle_config.emergency_call&((iMap->agit_flag || iMap->agit2_flag)?2:1)) ||
!(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
(battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
) {
@@ -616,7 +602,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
* These skills cannot be used while in mado gear (credits to Xantara)
**/
if( pc_ismadogear(sd) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
return 1;
}
break;
@@ -627,7 +613,7 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
case WM_LULLABY_DEEPSLEEP:
case WM_SATURDAY_NIGHT_FEVER:
if( !map_flag_vs(m) ) {
- clif->skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
+ clif->skill_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails.
return 1;
}
break;
@@ -692,7 +678,7 @@ struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill
if (pos != -1) // simple single-definition layout
return &skill_unit_layout[pos];
- dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
+ dir = (src->x == x && src->y == y) ? 6 : iMap->calc_dir(src,x,y); // 6 - default aegis direction
if (skill_id == MG_FIREWALL)
return &skill_unit_layout [firewall_unit_pos + dir];
@@ -805,44 +791,44 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break; // If a normal attack is a skill, it's splash damage. [Inkfish]
if(sd) {
// Automatic trigger of Blitz Beat
- if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
- rnd()%1000 <= sstatus->luk*10/3+1 ) {
- rate=(sd->status.job_level+9)/10;
+ if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 &&
+ rnd()%1000 <= sstatus->luk*3 ) {
+ rate = sd->status.job_level / 10 + 1;
skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL);
}
// Automatic trigger of Warg Strike [Jobbie]
- if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (temp=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
+ if( pc_iswug(sd) && (temp=pc->checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*3 )
skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0);
// Gank
if(dstmd && sd->status.weapon != W_BOW &&
- (temp=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
- (temp*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
- if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
+ (temp=pc->checkskill(sd,RG_SNATCHER)) > 0 &&
+ (temp*15 + 55) + pc->checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
+ if(pc->steal_item(sd,bl,pc->checkskill(sd,TF_STEAL)))
clif->skill_nodamage(src,bl,TF_STEAL,temp,1);
else
clif->skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
}
// Chance to trigger Taekwon kicks [Dralnu]
- if(sc && !sc->data[SC_COMBO]) {
- if(sc->data[SC_READYSTORM] &&
- sc_start(src,SC_COMBO, 15, TK_STORMKICK,
+ if(sc && !sc->data[SC_COMBOATTACK]) {
+ if(sc->data[SC_STORMKICK_READY] &&
+ sc_start(src,SC_COMBOATTACK, 15, TK_STORMKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
- else if(sc->data[SC_READYDOWN] &&
- sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
+ else if(sc->data[SC_DOWNKICK_READY] &&
+ sc_start(src,SC_COMBOATTACK, 15, TK_DOWNKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
- else if(sc->data[SC_READYTURN] &&
- sc_start(src,SC_COMBO, 15, TK_TURNKICK,
+ else if(sc->data[SC_TURNKICK_READY] &&
+ sc_start(src,SC_COMBOATTACK, 15, TK_TURNKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
- else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
+ else if (sc->data[SC_COUNTERKICK_READY]) { //additional chance from SG_FRIEND [Komurka]
rate = 20;
if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
}
- sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id,
+ sc_start2(src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id,
(2000 - 4*sstatus->agi - 2*sstatus->dex));
}
}
@@ -853,7 +839,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
if (sc) {
struct status_change_entry *sce;
// Enchant Poison gives a chance to poison attacked enemies
- if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
+ if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
skill->get_time2(AS_ENCHANTPOISON,sce->val1),0);
// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
@@ -862,10 +848,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
skill->get_time2(ASC_EDP,sce->val1));
}
}
- break;
+ break;
case SM_BASH:
- if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
+ if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ){
//TODO: How much % per base level it actually is?
sc_start(bl,SC_STUN,(5*(skill_lv-5)+(int)sd->status.base_level/10),
skill_lv,skill->get_time2(SM_FATALBLOW,skill_lv));
@@ -878,7 +864,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case AS_VENOMKNIFE:
if (sd) //Poison chance must be that of Envenom. [Skotlex]
- skill_lv = pc_checkskill(sd, TF_POISON);
+ 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))
@@ -981,7 +967,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case AM_ACIDTERROR:
- sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY))
clif->emotion(bl,E_OMG);
break;
@@ -1025,7 +1011,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case DC_UGLYDANCE:
rate = 5+5*skill_lv;
- if(sd && (temp=pc_checkskill(sd,DC_DANCINGLESSON)))
+ if(sd && (temp=pc->checkskill(sd,DC_DANCINGLESSON)))
rate += 5+temp;
status_zap(bl, 0, rate);
break;
@@ -1053,14 +1039,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_BLEEDING:
- sc_start2(bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ sc_start2(bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
break;
case NPC_MENTALBREAKER:
{ //Based on observations by Tharis, Mental Breaker should do SP damage
- //equal to Matk*skLevel.
- rate = sstatus->matk_min;
- if (rate < sstatus->matk_max)
- rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
+ //equal to Matk*skLevel.
+ rate = status_get_matk(src, 2);
rate*=skill_lv;
status_zap(bl, 0, rate);
break;
@@ -1099,7 +1083,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
- sc_start2(bl, SC_BLEEDING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv));
+ sc_start2(bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv));
break;
case LK_JOINTBEAT:
@@ -1119,8 +1103,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2));
break;
default:
- sc_start2(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3));
- }
+ sc_start2(bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3));
+ }
break;
case HW_NAPALMVULCAN:
@@ -1142,12 +1126,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case TK_JUMPKICK:
if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
{// debuff the following statuses
- status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
+ status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
status_change_end(bl, SC_KAITE, INVALID_TIMER);
status_change_end(bl, SC_KAAHI, INVALID_TIMER);
- status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
}
break;
case TK_TURNKICK:
@@ -1160,7 +1144,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
break;
case GS_PIERCINGSHOT:
- sc_start2(bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
+ sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
break;
case NJ_HYOUSYOURAKU:
sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
@@ -1185,7 +1169,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
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 )
+ 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 )
@@ -1195,42 +1179,45 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case RK_DRAGONBREATH:
- sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
+ sc_start4(bl,SC_BURNING,5+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv));
+ break;
+ case RK_DRAGONBREATH_WATER:
+ sc_start4(bl,SC_FROSTMISTY,5+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv));
break;
case AB_ADORAMUS:
- if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
+ if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect.
sc_start(bl, SC_ADORAMUS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case WL_CRIMSONROCK:
sc_start(bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case WL_COMET:
- sc_start4(bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
+ sc_start4(bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv));
break;
case WL_EARTHSTRAIN:
{
- int rate = 0, i;
- const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
- rate = 6 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
- //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
-
- for( i = 0; i < skill_lv; i++ )
- skill->strip_equip(bl,pos[i],rate,skill_lv,skill->get_time2(skill_id,skill_lv));
+ // lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett]
+ const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC };
+ skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + status_get_lv(src) / 4 + status_get_dex(src) / 10,
+ skill_lv, skill->get_time2(skill_id,skill_lv));
}
break;
case WL_JACKFROST:
sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
+ case WL_FROSTMISTY:
+ sc_start(bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
+ break;
case RA_WUGBITE:
- sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill->get_time(skill_id,skill_lv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
+ sc_start(bl, SC_WUGBITE, (sd ? pc->checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skill_lv, (skill->get_time(skill_id,skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
break;
case RA_SENSITIVEKEEN:
if( rnd()%100 < 8 * skill_lv )
- skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
+ skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc->checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION);
break;
case RA_FIRINGTRAP:
case RA_ICEBOUNDTRAP:
- sc_start(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
+ sc_start4(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 40 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
break;
case NC_PILEBUNKER:
if( rnd()%100 < 5 + 15*skill_lv )
@@ -1243,32 +1230,39 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
break;
case NC_FLAMELAUNCHER:
- sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time2(skill_id, skill_lv));
+ sc_start4(bl, SC_BURNING, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
break;
case NC_COLDSLOWER:
sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
- sc_start(bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ sc_start(bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case NC_POWERSWING:
sc_start(bl, SC_STUN, 5*skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
if( rnd()%100 < 5*skill_lv )
- skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
+ skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1);
+ break;
+ case NC_MAGMA_ERUPTION:
+ sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv));
+ sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case GC_WEAPONCRUSH:
skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
break;
+ case GC_DARKCROW:
+ sc_start(bl, SC_DARKCROW, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
+ break;
case LG_SHIELDPRESS:
sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv));
break;
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):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
switch( skill_lv ) {
case 1:
- sc_start2(bl,SC_BLEEDING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
+ sc_start2(bl,SC_BLOODING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
break;
case 2:
if( dstsd && dstsd->spiritball && rnd()%100 < rate )
- pc_delspiritball(dstsd, dstsd->spiritball, 0);
+ pc->delspiritball(dstsd, dstsd->spiritball, 0);
break;
default:
skill->break_equip(bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
@@ -1326,25 +1320,25 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
status_change_end(bl, SC_HUMMING, INVALID_TIMER);
status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
- status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
+ status_change_end(bl, SC_SERVICEFORYOU, INVALID_TIMER);
status_change_end(bl, SC_LONGING, INVALID_TIMER);
- status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
- status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
- status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
- status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
+ status_change_end(bl, SC_SWING, INVALID_TIMER);
+ status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
+ status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
+ status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
- status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
- status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
- status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
- status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
+ status_change_end(bl, SC_DC_WINKCHARM, INVALID_TIMER);
+ status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
+ status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
+ status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
- status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
- status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
+ status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
+ status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
}
break;
case SO_EARTHGRAVE:
- sc_start2(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
+ sc_start2(bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
break;
case SO_DIAMONDDUST:
rate = 5 + 5 * skill_lv;
@@ -1360,14 +1354,14 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
switch( sd->itemid ) { // Starting SCs here instead of do it in skill->additional_effect to simplify the code.
case 13261:
sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(GN_SLINGITEM, skill_lv));
- sc_start2(bl, SC_BLEEDING, 100, skill_lv, src->id, skill->get_time2(GN_SLINGITEM, skill_lv));
+ sc_start2(bl, SC_BLOODING, 100, skill_lv, src->id, skill->get_time2(GN_SLINGITEM, skill_lv));
break;
case 13262:
sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed
break;
case 13264:
sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, skill->get_time(GN_SLINGITEM, skill_lv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
- sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill->get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
+ sc_start(bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, 75, skill_lv, skill->get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv)); // Sitdown for 3 seconds.
break;
}
sd->itemid = -1;
@@ -1375,10 +1369,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case GN_HELLS_PLANT_ATK:
sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
- sc_start2(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv));
+ sc_start2(bl, SC_BLOODING, 20 + 10 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv));
break;
case EL_WIND_SLASH: // Non confirmed rate.
- sc_start2(bl, SC_BLEEDING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
+ sc_start2(bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
break;
case EL_STONE_HAMMER:
rate = 10 * skill_lv;
@@ -1391,26 +1385,26 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case EL_TYPOON_MIS:
sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
break;
- case KO_JYUMONJIKIRI: // needs more info
- sc_start(bl,SC_JYUMONJIKIRI,25,skill_lv,skill->get_time(skill_id,skill_lv));
+ case KO_JYUMONJIKIRI:
+ sc_start(bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case KO_MAKIBISHI:
- sc_start(bl, SC_STUN, 100, skill_lv, skill->get_time2(skill_id,skill_lv));
+ sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2));
break;
case MH_LAVA_SLIDE:
- if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill->get_time(skill_id, skill_lv));
+ if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv));
break;
case MH_STAHL_HORN:
sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv));
break;
case MH_NEEDLE_OF_PARALYZE:
- sc_start(bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv));
+ sc_start(bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv));
break;
}
if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
{ //Pass heritage to Master for status causing effects. [Skotlex]
- sd = map_id2sd(md->master_id);
+ sd = iMap->id2sd(md->master_id);
src = sd?&sd->bl:src;
}
@@ -1433,7 +1427,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
rate += 10;
if(sc->data[SC_OVERTHRUST])
rate += 10;
- if(sc->data[SC_MAXOVERTHRUST])
+ if(sc->data[SC_OVERTHRUSTMAX])
rate += 10;
}
if( rate )
@@ -1483,7 +1477,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if ( battle_config.display_status_timers )
- clif->status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
+ clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0);
}
}
}
@@ -1580,7 +1574,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if ( battle_config.display_status_timers && sd )
- clif->status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
+ clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0);
}
}
}
@@ -1600,7 +1594,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
continue; // one or more trigger conditions were not fulfilled
- pc_exeautobonus(sd,&sd->autobonus[i]);
+ pc->exeautobonus(sd,&sd->autobonus[i]);
}
}
@@ -1713,7 +1707,7 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint1
continue;
if( sd->autobonus3[i].atk_type != skill_id )
continue;
- pc_exeautobonus(sd,&sd->autobonus3[i]);
+ pc->exeautobonus(sd,&sd->autobonus3[i]);
}
}
@@ -1798,9 +1792,9 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
!(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
- (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
+ (rate=pc->checkskill(sd,HW_SOULDRAIN))>0
){ //Soul Drain should only work on targetted spells [Skotlex]
- if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
+ if (pc_issit(sd)) pc->setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
}
@@ -1819,10 +1813,10 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
struct status_change *sc = NULL;
if( ( sc = status_get_sc(src) ) ) {
- if(sc->data[SC_SPIRIT] &&
- sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
- sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
- sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
+ if(sc->data[SC_SOULLINK] &&
+ sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
+ sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL)
+ sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
}
}
}
@@ -1916,7 +1910,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if ( battle_config.display_status_timers && dstsd )
- clif->status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
+ clif->status_change(bl, SI_POSTDELAY, 1, rate, 0, 0, 0);
}
}
}
@@ -1934,7 +1928,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
continue; // one or more trigger conditions were not fulfilled
- pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
+ pc->exeautobonus(dstsd,&dstsd->autobonus2[i]);
}
}
@@ -1948,8 +1942,8 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
--------------------------------------------------------------------------*/
int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) {
const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
- const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
- const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
+ const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM};
+ const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM};
struct status_change *sc = status_get_sc(bl);
int i,j;
TBL_PC *sd;
@@ -2027,7 +2021,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
}
if (flag) {
sd->status.inventory[j].attribute = 1;
- pc_unequipitem(sd, j, 3);
+ pc->unequipitem(sd, j, 3);
}
}
clif->equiplist(sd);
@@ -2039,8 +2033,8 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) {
struct status_change *sc;
const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
- const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
- const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
+ const enum sc_type sc_atk[5] = {SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC__STRIPACCESSARY};
+ const enum sc_type sc_def[5] = {SC_PROTECTWEAPON, SC_PROTECTSHIELD, SC_PROTECTARMOR, SC_PROTECTHELM, 0};
int i;
if (rnd()%100 >= rate)
@@ -2107,7 +2101,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
}
if (dir == -1) // <optimized>: do the computation here instead of outside
- dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
+ dir = iMap->calc_dir(target, src->x, src->y); // direction from src to target, reversed
if (dir >= 0 && dir < 8)
{ // take the reversed 'direction' and reverse it
@@ -2173,7 +2167,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
struct status_data *sstatus, *tstatus;
struct status_change *sc;
struct map_session_data *sd, *tsd;
- int type,damage,rdamage=0;
+ int type,damage;
int8 rmdamage=0;//magic reflected
bool additional_effects = true;
@@ -2244,15 +2238,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
flag |= 2;
//Spirit of Wizard blocks Kaite's reflection
- if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
+ if( type == 2 && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD )
{ //Consume one Fragment per hit of the casted skill? [Skotlex]
- type = tsd?pc_search_inventory (tsd, 7321):0;
+ type = tsd?pc->search_inventory (tsd, 7321):0;
if (type >= 0) {
- if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
+ if ( tsd ) pc->delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_MISS;
- sc->data[SC_SPIRIT]->val3 = skill_id;
- sc->data[SC_SPIRIT]->val4 = dsrc->id;
+ sc->data[SC_SOULLINK]->val3 = skill_id;
+ sc->data[SC_SOULLINK]->val4 = dsrc->id;
}
} else if( type != 2 ) /* Kaite bypasses */
additional_effects = false;
@@ -2302,19 +2296,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
- skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
+ skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_PROPERTYUNDEAD] )
damage = 1;
- if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) ) ))
- || (sc && sc->data[SC_REFLECTDAMAGE])) )
- rdamage = battle->calc_return_damage(bl,src, &damage, dmg.flag, skill_id);
-
if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
struct block_list *nbl;
nbl = battle->get_enemy_area(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
if( nbl ){ // Only one target is chosen.
- damage = damage / 2; // Deflect half of the damage to a target nearby
- clif->skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
+ int temp = (int)(damage / (float)(10 / skill_lv));
+ clif->skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,temp,0), 1, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
}
}
@@ -2339,84 +2329,88 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if(sd) {
int flag = 0; //Used to signal if this skill can be combo'ed later on.
struct status_change_entry *sce;
- if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex]
+ if ((sce = sd->sc.data[SC_COMBOATTACK])) {//End combo state after skill is invoked. [Skotlex]
switch (skill_id) {
case TK_TURNKICK:
case TK_STORMKICK:
case TK_DOWNKICK:
case TK_COUNTER:
- if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
+ if (pc->famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
sce->val1 = skill_id; //Update combo-skill
sce->val3 = skill_id;
if( sce->timer != INVALID_TIMER )
- delete_timer(sce->timer, status_change_timer);
- sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
+ iTimer->delete_timer(sce->timer, status_change_timer);
+ sce->timer = iTimer->add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBOATTACK);
break;
}
unit_cancel_combo(src); // Cancel combo wait
break;
default:
if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
- status_change_end(src, SC_COMBO, INVALID_TIMER);
+ status_change_end(src, SC_COMBOATTACK, INVALID_TIMER);
}
}
switch(skill_id) {
case MO_TRIPLEATTACK:
- if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
+ if (pc->checkskill(sd, MO_CHAINCOMBO) > 0 || pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
flag=1;
break;
case MO_CHAINCOMBO:
- if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
+ if(pc->checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
flag=1;
break;
case MO_COMBOFINISH:
if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
- party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
- if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
+ party->skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
+ if (pc->checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
flag=1;
case CH_TIGERFIST:
- if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
+ if (!flag && pc->checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
flag=1;
case CH_CHAINCRUSH:
- if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
+ if (!flag && pc->checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
flag=1;
break;
case AC_DOUBLE:
- if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
+ if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc->checkskill(sd, HT_POWER))
{
//TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
- sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
+ sc_start2(src,SC_COMBOATTACK,100,HT_POWER,bl->id,2000);
clif->combo_delay(src,2000);
}
break;
case TK_COUNTER:
{ //bonus from SG_FRIEND [Komurka]
int level;
- if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
- party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
+ if(sd->status.party_id>0 && (level = pc->checkskill(sd,SG_FRIEND)))
+ party->skill_check(sd, sd->status.party_id, TK_COUNTER,level);
}
break;
case SL_STIN:
case SL_STUN:
- if (skill_lv >= 7 && !sd->sc.data[SC_SMA])
- sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA, skill_lv));
+ if (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY])
+ sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv));
break;
case GS_FULLBUSTER:
//Can't attack nor use items until skill's delay expires. [Skotlex]
sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
break;
+ case TK_DODGE:
+ if( pc->checkskill(sd, TK_JUMPKICK) > 0 )
+ flag = 1;
+ break;
case SR_DRAGONCOMBO:
- if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
+ if( pc->checkskill(sd, SR_FALLENEMPIRE) > 0 )
flag = 1;
break;
case SR_FALLENEMPIRE:
- if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
+ if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 )
flag = 1;
break;
} //Switch End
if (flag) { //Possible to chain
if ( (flag = DIFF_TICK(sd->ud.canact_tick, tick)) < 50 ) flag = 50;/* less is a waste. */
- sc_start2(src,SC_COMBO,100,skill_id,bl->id,flag);
+ sc_start2(src,SC_COMBOATTACK,100,skill_id,bl->id,flag);
clif->combo_delay(src, flag);
}
}
@@ -2450,9 +2444,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case SR_EARTHSHAKER:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
break;
+ case KO_MUCHANAGE:
+ if( dmg.dmg_lv == ATK_FLEE )
+ break;
case WL_SOULEXPANSION:
case WL_COMET:
- case KO_MUCHANAGE:
case NJ_HUUMA:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
break;
@@ -2479,6 +2475,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case EL_HURRICANE_ATK:
case KO_BAKURETSU:
case GN_CRAZYWEED_ATK:
+ case NC_MAGMA_ERUPTION:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
break;
case GN_SLINGITEM_RANGEMELEEATK:
@@ -2494,6 +2491,12 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case WM_REVERBERATION_MAGIC:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
break;
+ case WL_TETRAVORTEX_FIRE:
+ case WL_TETRAVORTEX_WATER:
+ case WL_TETRAVORTEX_WIND:
+ case WL_TETRAVORTEX_GROUND:
+ dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_, WL_TETRAVORTEX,-1,5);
+ break;
case HT_CLAYMORETRAP:
case HT_BLASTMINE:
case HT_FLASHER:
@@ -2509,7 +2512,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
break;
case WZ_SIGHTBLASTER:
dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
- break;
+ break;
case AB_DUPLELIGHT_MELEE:
case AB_DUPLELIGHT_MAGIC:
dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
@@ -2525,10 +2528,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
break;
}
- map_freeblock_lock();
+ iMap->freeblock_lock();
if(damage > 0 && dmg.flag&BF_SKILL && tsd
- && pc_checkskill(tsd,RG_PLAGIARISM)
+ && pc->checkskill(tsd,RG_PLAGIARISM)
&& (!sc || !sc->data[SC_PRESERVE])
&& damage < tsd->battle_status.hp)
{ //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
@@ -2570,7 +2573,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
//Level dependent and limitation.
lv = min(lv,skill->get_max(copy_skill));
- idx = skill->get_index(tsd->reproduceskill_id);
+
if( tsd->reproduceskill_id ) {
idx = skill->get_index(tsd->reproduceskill_id);
if(tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) {
@@ -2601,16 +2604,16 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
}
}
- if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
+ if ((type = pc->checkskill(tsd,RG_PLAGIARISM)) < lv)
lv = type;
tsd->cloneskill_id = copy_skill;
pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
- tsd->status.skill[idx].id = copy_skill;
- tsd->status.skill[idx].lv = lv;
- tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
+ tsd->status.skill[cidx].id = copy_skill;
+ tsd->status.skill[cidx].lv = lv;
+ tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED;
clif->addskill(tsd,copy_skill);
}
}
@@ -2634,8 +2637,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
}
// Hell Inferno burning status only starts if Fire part hits.
- if( skill_id == WL_HELLINFERNO && dmg.damage > 0 )
- sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv));
+ if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) )
+ sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv));
// Apply knock back chance in SC_TRIANGLESHOT skill.
else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) )
dmg.blewcount = 0;
@@ -2659,7 +2662,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
dir = rand()%8;
break;
case WL_CRIMSONROCK:
- dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
+ dir = iMap->calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
break;
}
@@ -2670,7 +2673,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
short dir_x, dir_y;
dir_x = dirx[(dir+4)%8];
dir_y = diry[(dir+4)%8];
- if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
+ if( iMap->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
} else
skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag );
@@ -2680,7 +2683,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
short dir_x, dir_y;
dir_x = dirx[(dir+4)%8];
dir_y = diry[(dir+4)%8];
- if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
+ if( iMap->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
}
break;
@@ -2706,7 +2709,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
struct status_change_entry *sce = sc->data[SC_DEVOTION];
- struct block_list *d_bl = map_id2bl(sce->val1);
+ struct block_list *d_bl = iMap->id2bl(sce->val1);
if( d_bl && (
(d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
@@ -2714,12 +2717,12 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
) && check_distance_bl(bl, d_bl, sce->val3) )
{
if(!rmdamage){
- clif->damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
+ clif->damage(d_bl,d_bl, iTimer->gettick(), 0, 0, damage, 0, 0, 0);
status_fix_damage(NULL,d_bl, damage, 0);
} else{ //Reflected magics are done directly on the target not on paladin
//This check is only for magical skill.
//For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
- clif->damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
+ clif->damage(bl,bl, iTimer->gettick(), 0, 0, damage, 0, 0, 0);
status_fix_damage(bl,bl, damage, 0);
}
}
@@ -2744,7 +2747,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
dmg.flag |= BF_WEAPON;
if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
- (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH)) ) )
+ (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
{
if (battle_config.left_cardfix_to_right)
battle->drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
@@ -2752,30 +2755,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
battle->drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
}
- if( rdamage > 0 ) {
- if( sc && sc->data[SC_REFLECTDAMAGE] ) {
- if( src != bl ) {// Don't reflect your own damage (Grand Cross)
- bool change = false;
- if( sd && !sd->state.autocast )
- change = true;
- if( change )
- sd->state.autocast = 1;
- map_foreachinshootrange(battle->damage_area,bl,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
- if( change )
- sd->state.autocast = 0;
- }
- } else {
- if( dmg.amotion )
- battle->delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0,additional_effects);
- else
- status_fix_damage(bl,src,rdamage,0);
- clif->damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
- //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
- if( tsd && src != bl )
- battle->drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
- skill->additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
- }
- }
+
if( damage > 0 ) {
/**
* Post-damage effects
@@ -2794,7 +2774,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
}
break;
case WM_METALICSOUND:
- status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
+ status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10)));
break;
case SR_TIGERCANNON:
status_zap(bl, 0, damage/10); // 10% of damage dealt
@@ -2809,14 +2789,14 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
) &&
(sc = status_get_sc(src)) &&
- sc->data[SC_DOUBLECAST] &&
- rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
+ sc->data[SC_DOUBLECASTING] &&
+ rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2)
{
// skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
}
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return damage;
}
@@ -2928,7 +2908,7 @@ int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id
}
range += layout_type;
- return map_foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
+ return iMap->foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
}
int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) {
@@ -2975,7 +2955,7 @@ int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_i
else
type = BL_PC;
- return map_foreachinarea(skill->check_unit_range2_sub, bl->m,
+ return iMap->foreachinarea(skill->check_unit_range2_sub, bl->m,
x - range, y - range, x + range, y + range,
type, skill_id);
}
@@ -3089,10 +3069,10 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv,
{
index[i] = -1;
if( itemid[i] < 1 ) continue; // No item
- index[i] = pc_search_inventory(sd, itemid[i]);
+ index[i] = pc->search_inventory(sd, itemid[i]);
if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
{
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i]|(itemid[i] << 16));
return 0;
}
}
@@ -3100,7 +3080,7 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv,
// Consume items
for( i = 0; i < ARRAYLENGTH(itemid); i++ )
{
- if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
+ if( index[i] >= 0 ) pc->delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
}
if( type&2 )
@@ -3123,7 +3103,7 @@ int skill_area_sub_count (struct block_list *src, struct block_list *target, uin
*
*------------------------------------------*/
int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
- struct block_list *src = map_id2bl(id),*target;
+ struct block_list *src = iMap->id2bl(id),*target;
struct unit_data *ud = unit_bl2ud(src);
struct skill_timerskill *skl;
int range;
@@ -3138,7 +3118,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
if(src->prev == NULL)
break; // Source not on Map
if(skl->target_id) {
- target = map_id2bl(skl->target_id);
+ target = iMap->id2bl(skl->target_id);
if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
target = src; //Required since it has to warp.
if(target == NULL)
@@ -3156,7 +3136,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
case RG_INTIMIDATE:
if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
short x,y;
- map_search_freecell(src, 0, &x, &y, 1, 1, 0);
+ iMap->search_freecell(src, 0, &x, &y, 1, 1, 0);
if (target != src && !status_isdead(target))
unit_warp(target, -1, x, y, CLR_TELEPORT);
}
@@ -3164,16 +3144,16 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
case BA_FROSTJOKER:
case DC_SCREAM:
range= skill->get_splash(skl->skill_id, skl->skill_lv);
- map_foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range,
+ iMap->foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range,
skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
break;
case NPC_EARTHQUAKE:
if( skl->type > 1 )
skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
- skill_area_temp[0] = map_foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
+ skill_area_temp[0] = iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
skill_area_temp[1] = src->id;
skill_area_temp[2] = 0;
- map_foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id);
break;
case WZ_WATERBALL:
skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
@@ -3184,10 +3164,10 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
} else {
struct status_change *sc = status_get_sc(src);
if(sc) {
- if(sc->data[SC_SPIRIT] &&
- sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
- sc->data[SC_SPIRIT]->val3 == skl->skill_id)
- sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
+ if(sc->data[SC_SOULLINK] &&
+ sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
+ sc->data[SC_SOULLINK]->val3 == skl->skill_id)
+ sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
}
}
break;
@@ -3196,48 +3176,33 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
**/
case WL_CHAINLIGHTNING_ATK: {
struct block_list *nbl = NULL; // Next Target of Chain
- skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
+ skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); // Hit a Lightning on the current Target
skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
- if( skl->type > 1 ) { // Remaining Chains Hit
- nbl = battle->get_enemy_area(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
- if( nbl == NULL && skl->x > 1 ) {
- nbl = target;
- skl->x--;
- } else
- skl->x = 3;
+
+ if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
+ { // Remaining Chains Hit
+ nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
+ BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
+ if( nbl == NULL)
+ skl->x++;
+ else
+ skl->x = 0;
+
+ skill->addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
}
-
- if( nbl )
- skill->addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
}
break;
case WL_TETRAVORTEX_FIRE:
case WL_TETRAVORTEX_WATER:
case WL_TETRAVORTEX_WIND:
case WL_TETRAVORTEX_GROUND:
- skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
+ clif->skill_nodamage(src, target, skl->skill_id, skl->skill_lv, 1);
+ skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
- if( skl->type >= 3 ) { // Final Hit
- if( !status_isdead(target) ) { // Final Status Effect
- int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
- applyeffects[4] = { 0, 0, 0, 0 },
- i, j = 0, k = 0;
- for( i = 1; i <= 8; i = i + i ) {
- if( skl->x&i )
- {
- applyeffects[j] = effects[k];
- j++;
- }
- k++;
- }
- if( j ) {
- i = applyeffects[rnd()%j];
- status_change_start(target, i, 10000, skl->skill_lv,
- (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
- (i == SC_BURNING ? src->id : 0),
- 0, skill->get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
- }
- }
+ if( skl->type == 4 ){
+ const enum sc_type scs[] = { SC_BURNING, SC_BLOODING, SC_FROSTMISTY, SC_STUN }; // status inflicts are depend on what summoned element is used.
+ int rate = skl->y, index = skl->x-1;
+ sc_start2(target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index));
}
break;
case WM_REVERBERATION_MELEE:
@@ -3249,7 +3214,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
unit_warp(src, -1, skl->x, skl->y, 3);
else { // Target's Part
short x = skl->x, y = skl->y;
- map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
+ iMap->search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
unit_warp(target,-1,x,y,3);
}
break;
@@ -3270,9 +3235,22 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
break;
case GN_SPORE_EXPLOSION:
- map_foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
+ iMap->foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id);
break;
+ case SR_FLASHCOMBO_ATK_STEP1:
+ case SR_FLASHCOMBO_ATK_STEP2:
+ case SR_FLASHCOMBO_ATK_STEP3:
+ case SR_FLASHCOMBO_ATK_STEP4:
+ if( src->type == BL_PC ) {
+ struct map_session_data *sd = NULL;
+ const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
+ if( (sd = ((TBL_PC*)src)) ){
+ uint16 cid = combos[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1];
+ skill->castend_damage_id(src, target, cid, pc->checkskill(sd, cid), tick, 0);
+ }
+ }
+ break;
case CH_PALMSTRIKE:
{
struct status_change* tsc = status_get_sc(target);
@@ -3304,7 +3282,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
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);
+ iMap->foreachinarea(skill->cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
}
case WL_EARTHSTRAIN:
skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
@@ -3335,7 +3313,7 @@ int skill_addtimerskill (struct block_list *src, unsigned int tick, int target,
if( i == MAX_SKILLTIMERSKILL ) return 1;
ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
- ud->skilltimerskill[i]->timer = add_timer(tick, skill->timerskill, src->id, i);
+ ud->skilltimerskill[i]->timer = iTimer->add_timer(tick, skill->timerskill, src->id, i);
ud->skilltimerskill[i]->src_id = src->id;
ud->skilltimerskill[i]->target_id = target;
ud->skilltimerskill[i]->skill_id = skill_id;
@@ -3361,7 +3339,7 @@ int skill_cleartimerskill (struct block_list *src)
for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
if(ud->skilltimerskill[i]) {
- delete_timer(ud->skilltimerskill[i]->timer, skill->timerskill);
+ iTimer->delete_timer(ud->skilltimerskill[i]->timer, skill->timerskill);
ers_free(skill_timer_ers, ud->skilltimerskill[i]);
ud->skilltimerskill[i]=NULL;
}
@@ -3374,8 +3352,8 @@ int skill_activate_reverbetion( struct block_list *bl, va_list ap) {
if( bl->type != BL_SKILL )
return 0;
if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
- map_foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
- su->limit=DIFF_TICK(gettick(),sg->tick);
+ iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, iTimer->gettick());
+ su->limit=DIFF_TICK(iTimer->gettick(),sg->tick);
sg->unit_id = UNT_USED_TRAPS;
}
return 0;
@@ -3433,7 +3411,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
tstatus = status_get_status_data(bl);
- map_freeblock_lock();
+ iMap->freeblock_lock();
switch(skill_id) {
case MER_CRASH:
@@ -3516,7 +3494,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case GS_FULLBUSTER:
case NJ_SYURIKEN:
case NJ_KUNAI:
+#ifndef RENEWAL
case ASC_BREAKER:
+#endif
case HFLI_MOON: //[orn]
case HFLI_SBR44: //[orn]
case NPC_BLEEDING:
@@ -3524,6 +3504,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NPC_HELLPOWER:
case RK_SONICWAVE:
case RK_HUNDREDSPEAR:
+ case RK_STORMBLAST:
+ case RK_CRUSHSTRIKE:
case AB_DUPLELIGHT_MELEE:
case RA_AIMEDBOLT:
case NC_AXEBOOMERANG:
@@ -3546,7 +3528,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case GN_SLINGITEM_RANGEMELEEATK:
case KO_JYUMONJIKIRI:
case KO_SETSUDAN:
- case KO_KAIHOU:
+ case GC_DARKCROW:
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
@@ -3558,7 +3540,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NC_VULCANARM:
case NC_COLDSLOWER:
case NC_ARMSCANNON:
- if (sd) pc_overheat(sd,1);
+ if (sd) pc->overheat(sd,1);
case RK_WINDCUTTER:
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
break;
@@ -3579,9 +3561,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case MO_COMBOFINISH:
- if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
+ if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK)
{ //Becomes a splash attack when Soul Linked.
- map_foreachinrange(skill->area_sub, bl,
+ iMap->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv),splash_target(src),
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
skill->castend_damage_id);
@@ -3592,7 +3574,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case TK_STORMKICK: // Taekwon kicks [Dralnu]
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill_area_temp[1] = 0;
- map_foreachinrange(skill->attack_area, src,
+ iMap->foreachinrange(skill->attack_area, src,
skill->get_splash(skill_id, skill_lv), splash_target(src),
BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
break;
@@ -3600,7 +3582,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case KN_CHARGEATK: {
bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
unsigned int dist = distance_bl(src, bl);
- uint8 dir = map_calc_dir(bl, src->x, src->y);
+ uint8 dir = iMap->calc_dir(bl, src->x, src->y);
// teleport to target (if not on WoE grounds)
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
@@ -3619,7 +3601,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case NC_FLAMELAUNCHER:
- if (sd) pc_overheat(sd,1);
+ if (sd) pc->overheat(sd,1);
case SN_SHARPSHOOTING:
case MA_SHARPSHOOTING:
case NJ_KAMAITACHI:
@@ -3627,7 +3609,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
//It won't shoot through walls since on castend there has to be a direct
//line of sight between caster and target.
skill_area_temp[1] = bl->id;
- map_foreachinpath (skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
+ iMap->foreachinpath (skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
break;
@@ -3638,7 +3620,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NPC_ICEBREATH:
case NPC_THUNDERBREATH:
skill_area_temp[1] = bl->id;
- map_foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
+ iMap->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src),
skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
break;
@@ -3650,8 +3632,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case RG_BACKSTAP:
{
- uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
- if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
+ uint8 dir = iMap->calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
+ if ((!check_distance_bl(src, bl, 0) && !iMap->check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
status_change_end(src, SC_HIDING, INVALID_TIMER);
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
@@ -3678,9 +3660,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case NJ_ISSEN:
- status_change_end(src, SC_NEN, INVALID_TIMER);
- status_change_end(src, SC_HIDING, INVALID_TIMER);
- // fall through
case MO_EXTREMITYFIST:
{
short x, y, i = 2; // Move 2 cells for Issen(from target)
@@ -3699,7 +3678,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
#ifdef RENEWAL
sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv));
#endif
- }else
+ }else{
+ status_change_end(src, SC_NJ_NEN, INVALID_TIMER);
+ status_change_end(src, SC_HIDING, INVALID_TIMER);
status_set_hp(src,
#ifdef RENEWAL
max(status_get_max_hp(src)/100, 1)
@@ -3707,8 +3688,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
1
#endif
, 0);
-
- dir = map_calc_dir(src,bl->x,bl->y);
+ }
+ dir = iMap->calc_dir(src,bl->x,bl->y);
if( dir > 0 && dir < 4) x = -i;
else if( dir > 4 ) x = i;
else x = 0;
@@ -3784,7 +3765,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
int sflag = skill_area_temp[0] & 0xFFF, heal;
if( flag&SD_LEVEL )
sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
- if( skill_area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL) )
+ if( (skill_area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION )
sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
@@ -3799,6 +3780,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case GN_CARTCANNON:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
+ case SR_TIGERCANNON:
+ flag |= SD_ANIMATION;
case LG_MOONSLASHER:
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
break;
@@ -3821,10 +3804,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
//special case: Venom Splasher uses a different range for searching than for splashing
if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT )
- skill_area_temp[0] = map_foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
+ skill_area_temp[0] = iMap->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);
+ iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
}
break;
@@ -3852,13 +3835,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
for(i=0;i<c;i++){
if (!skill->blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
break; //Can't knockback
- skill_area_temp[0] = map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count);
+ skill_area_temp[0] = iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count);
if( skill_area_temp[0] > 1 ) break; // collision
}
clif->blown(bl); //Update target pos.
if (i!=c) { //Splash
skill_area_temp[1] = bl->id;
- map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
}
//Weirdo dual-hit property, two attacks for 500%
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0);
@@ -3874,14 +3857,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill->blown(src,bl,skill_area_temp[2],-1,0);
} else {
int x=bl->x,y=bl->y,i,dir;
- dir = map_calc_dir(bl,src->x,src->y);
+ dir = iMap->calc_dir(bl,src->x,src->y);
skill_area_temp[1] = bl->id;
skill_area_temp[2] = skill->get_blewcount(skill_id,skill_lv);
// all the enemies between the caster and the target are hit, as well as the target
if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
skill->blown(src,bl,skill_area_temp[2],-1,0);
for (i=0;i<4;i++) {
- map_foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,
+ iMap->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
x += dirx[dir];
y += diry[dir];
@@ -3894,7 +3877,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
{
skill_area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target.
if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
- map_foreachinrange(skill->area_sub,bl,
+ iMap->foreachinrange(skill->area_sub,bl,
skill->get_splash(skill_id, skill_lv),BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
skill->castend_nodamage_id);
@@ -3936,6 +3919,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case AB_DUPLELIGHT_MAGIC:
case WM_METALICSOUND:
case MH_ERASER_CUTTER:
+ case KO_KAIHOU:
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
@@ -3977,11 +3961,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
for( y = src->y - range; y <= src->y + range; ++y )
for( x = src->x - range; x <= src->x + range; ++x )
{
- if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
+ if( !iMap->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
{
- if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
+ if( src->type != BL_PC || iMap->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
count++; // natural water cell
- else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
+ else if( (unit = iMap->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = iMap->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
{
count++; // skill-induced water cell
skill->delunit(unit); // consume cell
@@ -4002,7 +3986,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case SL_SMA:
- status_change_end(src, SC_SMA, INVALID_TIMER);
+ status_change_end(src, SC_SMA_READY, INVALID_TIMER);
case SL_STIN:
case SL_STUN:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
@@ -4024,11 +4008,15 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NJ_ZENYNAGE:
case GN_THORNS_TRAP:
case GN_HELLS_PLANT_ATK:
+#ifdef RENEWAL
+ case ASC_BREAKER:
+#endif
skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
/**
* Rune Knight
**/
+ case RK_DRAGONBREATH_WATER:
case RK_DRAGONBREATH: {
struct status_change *tsc = NULL;
if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
@@ -4087,7 +4075,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
{ //You don't move on GVG grounds.
short x, y;
- map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
+ iMap->search_freecell(bl, 0, &x, &y, 1, 1, 0);
if (unit_movepos(src, x, y, 0, 0))
clif->slide(src,src->x,src->y);
}
@@ -4095,7 +4083,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
case RK_PHANTOMTHRUST:
- unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
+ unit_setdir(src,iMap->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);
@@ -4103,20 +4091,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
- case RK_STORMBLAST:
- case RK_CRUSHSTRIKE:
- if( sd ) {
- if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- else
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- } else //non-sd support
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- break;
case GC_DARKILLUSION:
{
short x, y;
- short dir = map_calc_dir(src,bl->x,bl->y);
+ short dir = iMap->calc_dir(src,bl->x,bl->y);
if( dir > 0 && dir < 4) x = 2;
else if( dir > 4 ) x = -2;
@@ -4136,9 +4114,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}
break;
-
case GC_WEAPONCRUSH:
- if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
+ if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING )
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
else if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
@@ -4164,7 +4141,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case WL_CHAINLIGHTNING:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- skill->addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skill_lv,4+skill_lv,flag);
+ skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
break;
case WL_DRAINLIFE:
{
@@ -4173,7 +4150,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
heal = heal * (5 + 5 * skill_lv) / 100;
- if( bl->type == BL_SKILL )
+ if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP
heal = 0; // Don't absorb heal from Ice Walls or other skill units.
if( heal && rnd()%100 < rate )
@@ -4185,61 +4162,43 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case WL_TETRAVORTEX:
- if( sd ) {
- int spheres[5] = { 0, 0, 0, 0, 0 },
- positions[5] = {-1,-1,-1,-1,-1 },
- i, j = 0, k, subskill = 0;
-
- for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
- if( sc && sc->data[i] )
- {
- spheres[j] = i;
- positions[j] = sc->data[i]->val2;
- j++; //
- }
-
- if( j < 4 )
- { // Need 4 spheres minimum
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
-
- // Sphere Sort, this time from new to old
- for( i = 0; i <= j - 2; i++ )
- for( k = i + 1; k <= j - 1; k++ )
- if( positions[i] < positions[k] )
- {
- swap(positions[i],positions[k]);
- swap(spheres[i],spheres[k]);
+ if( sc ){
+ int i = SC_SUMMON5, x = 0;
+ int types[][2] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}};
+ for(; i >= SC_SUMMON1; i--){
+ if( sc->data[i] ){
+ int skillid = WL_TETRAVORTEX_FIRE + (sc->data[i]->val1 - WLS_FIRE) + (sc->data[i]->val1 == WLS_WIND) - (sc->data[i]->val1 == WLS_WATER), sc_index = 0, rate = 0;
+ if( x < 4 ){
+ types[x][0] = (sc->data[i]->val1 - WLS_FIRE) + 1;
+ types[x][1] = 25; // 25% each for equal sharing
+ if( x == 3 ){
+ x = 0;
+ sc_index = types[rand()%4][0];
+ for(; x < 4; x++)
+ if(types[x][0] == sc_index)
+ rate += types[x][1];
+ }
+ skill->addtimerskill(src, tick + (SC_SUMMON5-i) * 206, bl->id, sc_index, rate, skillid, skill_lv, x, flag);
}
-
- k = 0;
- for( i = 0; i < 4; i++ )
- {
- switch( sc->data[spheres[i]]->val1 )
- {
- case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
- case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
- case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
- case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
+ status_change_end(src, (sc_type)i, INVALID_TIMER);
+ x++;
}
- skill->addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
- clif->skill_nodamage(src, bl, subskill, skill_lv, 1);
- status_change_end(src, spheres[i], INVALID_TIMER);
}
}
break;
case WL_RELEASE:
if( sd ) {
- int i;
+ int i, cooldown;
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ skill->toggle_magicpower(src, skill_id);
// Priority is to release SpellBook
if( sc && sc->data[SC_READING_SB] ) { // SpellBook
uint16 skill_id, skill_lv, point, s = 0;
- int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
+ int spell[SC_SPELLBOOK7-SC_SPELLBOOK1 + 1];
- for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
- if( sc->data[i] ) spell[s++] = i;
+ for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
+ if( sc->data[i] ) spell[s++] = i;
if ( s == 0 )
break;
@@ -4252,13 +4211,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
status_change_end(src, (sc_type)i, INVALID_TIMER);
}else //something went wrong :(
break;
-
+
if( sc->data[SC_READING_SB]->val2 > point )
sc->data[SC_READING_SB]->val2 -= point;
else // Last spell to be released
status_change_end(src, SC_READING_SB, INVALID_TIMER);
- if( bl->type != BL_SKILL ) /* skill types will crash the client */
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+
if( !skill->check_condition_castbegin(sd, skill_id, skill_lv) )
break;
@@ -4275,47 +4233,32 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}
sd->ud.canact_tick = tick + skill->delay_fix(src, skill_id, skill_lv);
- clif->status_change(src, SI_ACTIONDELAY, 1, skill->delay_fix(src, skill_id, skill_lv), 0, 0, 0);
- } else { // Summon Balls
- int j = 0, k, skele;
- int spheres[5] = { 0, 0, 0, 0, 0 },
- positions[5] = {-1,-1,-1,-1,-1 };
-
- for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
- if( sc && sc->data[i] ) {
- spheres[j] = i;
- positions[j] = sc->data[i]->val2;
- sc->data[i]->val2--; // Prepares for next position
- j++;
- }
+ clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, skill_id, skill_lv), 0, 0, 0);
- if( j == 0 ) { // No Spheres
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
- break;
+ cooldown = skill_get_cooldown(skill_id, skill_lv);
+ for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) {
+ if (sd->skillcooldown[i].id == skill_id){
+ cooldown += sd->skillcooldown[i].val;
+ break;
+ }
}
-
- // Sphere Sort
- for( i = 0; i <= j - 2; i++ )
- for( k = i + 1; k <= j - 1; k++ )
- if( positions[i] > positions[k] ) {
- swap(positions[i],positions[k]);
- swap(spheres[i],spheres[k]);
- }
-
- if( skill_lv == 1 ) j = 1; // Limit only to one ball
- for( i = 0; i < j; i++ ) {
- skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
- // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
- skill->addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
- status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
+ if(cooldown)
+ skill->blockpc_start(sd, skill_id, cooldown, false);
+ }else if( sc ){ // Summon Balls
+ int i = SC_SUMMON5;
+ for(; i >= SC_SUMMON1; i--){
+ if( sc->data[i] ){
+ int skillid = WL_SUMMON_ATK_FIRE + (sc->data[i]->val1 - WLS_FIRE);
+ skill->addtimerskill(src, tick + status_get_adelay(src) * (SC_SUMMON5 - i), bl->id, 0, 0, skillid, skill_lv, BF_MAGIC, flag);
+ status_change_end(src, (sc_type)i, INVALID_TIMER);
+ if(skill_lv == 1)
+ break;
+ }
}
- clif->skill_nodamage(src,bl,skill_id,0,1);
}
}
break;
case WL_FROSTMISTY:
- // Causes Freezing status through walls.
- sc_start(bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill->get_time(skill_id,skill_lv));
// Doesn't deal damage through non-shootable walls.
if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
@@ -4328,7 +4271,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
if( sd && pc_isridingwug(sd) ){
short x[8]={0,-1,-1,-1,0,1,1,1};
short y[8]={1,1,0,-1,-1,-1,0,1};
- uint8 dir = map_calc_dir(bl, src->x, src->y);
+ uint8 dir = iMap->calc_dir(bl, src->x, src->y);
if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
{
@@ -4368,7 +4311,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
item_tmp.identify = 1;
if( item_tmp.nameid )
- map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
+ iMap->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
}
skill->delunit(su);
}
@@ -4385,9 +4328,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}
else
{
- map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( sd ) pc_overheat(sd,1);
+ if( sd ) pc->overheat(sd,1);
}
break;
@@ -4400,11 +4343,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
else
{
short x, y;
- map_search_freecell(src, 0, &x, &y, -1, -1, 0);
+ iMap->search_freecell(src, 0, &x, &y, -1, -1, 0);
// Destination area
skill_area_temp[4] = x;
skill_area_temp[5] = y;
- map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
}
@@ -4444,19 +4387,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case SR_HOWLINGOFLION:
- status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
- status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
- status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
- status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
+ status_change_end(bl, SC_SWING, INVALID_TIMER);
+ status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
+ status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
+ status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
- status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
- status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
- status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
+ status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
+ status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
+ status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
- status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
- status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
+ status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
+ status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
break;
@@ -4466,7 +4409,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
} else{
- map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
}
break;
@@ -4487,7 +4430,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
else {
clif->skill_nodamage(src, bl, skill_id, 0, 1);
- skill->addtimerskill(src, gettick() + skill->get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
+ skill->addtimerskill(src, iTimer->gettick() + skill->get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
}
break;
@@ -4503,7 +4446,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rnd()%100 < 30 )
- map_foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
else
skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
}
@@ -4526,7 +4469,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rnd()%100 < 30 )
- map_foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
else
skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
}
@@ -4564,7 +4507,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}
break;
-
//recursive homon skill
case MH_MAGMA_FLOW:
case MH_XENO_SLASHER:
@@ -4572,7 +4514,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
if(flag & 1)
skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
else {
- map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id);
+ iMap->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;
@@ -4580,8 +4522,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case MH_NEEDLE_OF_PARALYZE:
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
break;
- case MH_TINDER_BREAKER:
- if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
+ case MH_TINDER_BREAKER:
+ if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
#if PACKETVER >= 20111005
clif->snap(src, bl->x, bl->y);
#else
@@ -4589,7 +4531,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
#endif
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(bl,SC_CLOSECONFINE2,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
+ sc_start4(bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
break;
@@ -4600,7 +4542,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
} else {
skill_area_temp[1] = bl->id;
- map_foreachinrange(skill->area_sub, bl,
+ iMap->foreachinrange(skill->area_sub, bl,
sd->bonus.splash_range, BL_CHAR,
src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
skill->castend_damage_id);
@@ -4614,18 +4556,18 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
clif->skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
0, abs(skill->get_num(skill_id, skill_lv)),
skill_id, skill_lv, skill->get_hit(skill_id));
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
if( sd && !(flag&1) )
{// ensure that the skill last-cast tick is recorded
- sd->canskill_tick = gettick();
+ sd->canskill_tick = iTimer->gettick();
if( sd->state.arrow_atk )
{// consume arrow on last invocation to this skill.
@@ -4642,6 +4584,333 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
/*==========================================
*
*------------------------------------------*/
+int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
+{
+ struct block_list *target, *src;
+ struct map_session_data *sd;
+ struct mob_data *md;
+ struct unit_data *ud;
+ struct status_change *sc = NULL;
+ int inf,inf2,flag = 0;
+
+ src = iMap->id2bl(id);
+ if( src == NULL )
+ {
+ ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
+ return 0;// not found
+ }
+
+ ud = unit_bl2ud(src);
+ if( ud == NULL )
+ {
+ ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
+ return 0;// ???
+ }
+
+ sd = BL_CAST(BL_PC, src);
+ md = BL_CAST(BL_MOB, src);
+
+ if( src->prev == NULL ) {
+ ud->skilltimer = INVALID_TIMER;
+ return 0;
+ }
+
+ if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
+ if( ud->skilltimer != tid ) {
+ ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
+ ud->skilltimer = INVALID_TIMER;
+ return 0;
+ }
+
+ if( sd && ud->skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
+ {// restore original walk speed
+ ud->skilltimer = INVALID_TIMER;
+ status_calc_bl(&sd->bl, SCB_SPEED);
+ }
+
+ ud->skilltimer = INVALID_TIMER;
+ }
+
+ if (ud->skilltarget == id)
+ target = src;
+ else
+ target = iMap->id2bl(ud->skilltarget);
+
+ // Use a do so that you can break out of it when the skill fails.
+ do {
+ if(!target || target->prev==NULL) break;
+
+ if(src->m != target->m || status_isdead(src)) break;
+
+ switch (ud->skill_id) {
+ //These should become skill_castend_pos
+ case WE_CALLPARTNER:
+ if(sd) clif->callpartner(sd);
+ case WE_CALLPARENT:
+ case WE_CALLBABY:
+ case AM_RESURRECTHOMUN:
+ case PF_SPIDERWEB:
+ //Find a random spot to place the skill. [Skotlex]
+ inf2 = skill->get_splash(ud->skill_id, ud->skill_lv);
+ ud->skillx = target->x + inf2;
+ ud->skilly = target->y + inf2;
+ if (inf2 && !iMap->random_dir(target, &ud->skillx, &ud->skilly)) {
+ ud->skillx = target->x;
+ ud->skilly = target->y;
+ }
+ ud->skilltimer=tid;
+ return skill->castend_pos(tid,tick,id,data);
+ case GN_WALLOFTHORN:
+ ud->skillx = target->x;
+ ud->skilly = target->y;
+ ud->skilltimer = tid;
+ return skill->castend_pos(tid,tick,id,data);
+ }
+
+ if(ud->skill_id == RG_BACKSTAP) {
+ uint8 dir = iMap->calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
+ if(check_distance_bl(src, target, 0) || iMap->check_dir(dir,t_dir)) {
+ break;
+ }
+ }
+
+ if( ud->skill_id == PR_TURNUNDEAD ) {
+ struct status_data *tstatus = status_get_status_data(target);
+ if( !battle->check_undead(tstatus->race, tstatus->def_ele) )
+ break;
+ }
+
+ if( ud->skill_id == RA_WUGSTRIKE ){
+ if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
+ break;
+ }
+
+ if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
+ {
+ sc = status_get_sc(target);
+ if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
+ { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
+ clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
+ break;
+ }
+ }
+ else
+ { // Check target validity.
+ inf = skill->get_inf(ud->skill_id);
+ inf2 = skill->get_inf2(ud->skill_id);
+
+ if(inf&INF_ATTACK_SKILL ||
+ (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
+ ) // Casted through combo.
+ inf = BCT_ENEMY; //Offensive skill.
+ else if(inf2&INF2_NO_ENEMY)
+ inf = BCT_NOENEMY;
+ else
+ inf = 0;
+
+ if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
+ {
+ inf |=
+ (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
+ (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
+ //Remove neutral targets (but allow enemy if skill is designed to be so)
+ inf &= ~BCT_NEUTRAL;
+ }
+
+ if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
+ clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
+ break;
+ }
+
+ if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
+ {
+ if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
+ break;
+ }
+ else if (inf && battle->check_target(src, target, inf) <= 0){
+ if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
+ }
+
+ if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
+ sc->data[SC_FOGWALL] &&
+ rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
+ if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
+ }
+ }
+
+ //Avoid doing double checks for instant-cast skills.
+ if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
+ break;
+
+ if(md) {
+ md->last_thinktime=tick +MIN_MOBTHINKTIME;
+ if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
+ clif->emotion(src, md->db->skill[md->skill_idx].emotion);
+ }
+
+ if(src != target && battle_config.skill_add_range &&
+ !check_distance_bl(src, target, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
+ {
+ if (sd) {
+ clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
+ if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
+ skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
+ }
+ break;
+ }
+
+ if( sd )
+ {
+ if( !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
+ break;
+ else
+ skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
+ }
+#ifdef OFFICIAL_WALKPATH
+ if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
+ break;
+#endif
+ if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
+ break;
+
+ if (ud->state.running && ud->skill_id == TK_JUMPKICK) {
+ ud->state.running = 0;
+ status_change_end(src, SC_RUN, INVALID_TIMER);
+ flag = 1;
+ }
+
+ if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
+ unit_stop_walking(src,1);
+
+ if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
+ ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
+ if (sd) { //Cooldown application
+ int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
+ for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
+ if (sd->skillcooldown[i].id == ud->skill_id){
+ cooldown += sd->skillcooldown[i].val;
+ break;
+ }
+ }
+ if(cooldown)
+ skill->blockpc_start(sd, ud->skill_id, cooldown, false);
+ }
+ if( battle_config.display_status_timers && sd )
+ clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
+ if( sd )
+ {
+ switch( ud->skill_id )
+ {
+ case GS_DESPERADO:
+ sd->canequip_tick = tick + skill->get_time(ud->skill_id, ud->skill_lv);
+ break;
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ if( (sc = status_get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] )
+ {
+ const struct TimerData *timer = iTimer->get_timer(sc->data[SC_NOEQUIPSHIELD]->timer);
+ if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,iTimer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
+ break;
+ }
+ sc_start2(src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv));
+ break;
+ }
+ }
+ if (skill->get_state(ud->skill_id) != ST_MOVE_ENABLE)
+ unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1);
+
+ if(battle_config.skill_log && battle_config.skill_log&src->type)
+ ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
+ src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
+
+ iMap->freeblock_lock();
+
+ // SC_MAGICPOWER needs to switch states before any damage is actually dealt
+ skill->toggle_magicpower(src, ud->skill_id);
+ if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
+ status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
+
+ if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE)
+ skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
+ else
+ skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
+
+ sc = status_get_sc(src);
+ if(sc && sc->count) {
+ if(sc->data[SC_SOULLINK] &&
+ sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
+ sc->data[SC_SOULLINK]->val3 == ud->skill_id &&
+ ud->skill_id != WZ_WATERBALL)
+ sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
+
+ if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
+ skill->blockpc_start(sd,BD_ADAPTATION,3000, false);
+ }
+
+ if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
+ sd->skillitem = sd->skillitemlv = 0;
+
+ if (ud->skilltimer == INVALID_TIMER) {
+ if(md) md->skill_idx = -1;
+ else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
+ ud->skill_lv = ud->skilltarget = 0;
+ }
+ iMap->freeblock_unlock();
+ return 1;
+ } while(0);
+
+ //Skill failed.
+ if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
+ { //When Asura fails... (except when it fails from Fog of Wall)
+ //Consume SP/spheres
+ skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
+ status_set_sp(src, 0, 0);
+ sc = &sd->sc;
+ if (sc->count)
+ { //End states
+ status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
+ status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
+#ifdef RENEWAL
+ sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv));
+#endif
+ }
+ if (target && target->m == src->m)
+ { //Move character to target anyway.
+ int dir, x, y;
+ dir = iMap->calc_dir(src,target->x,target->y);
+ if( dir > 0 && dir < 4) x = -2;
+ else if( dir > 4 ) x = 2;
+ else x = 0;
+ if( dir > 2 && dir < 6 ) y = -2;
+ else if( dir == 7 || dir < 2 ) y = 2;
+ else y = 0;
+ if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
+ { //Display movement + animation.
+ clif->slide(src,src->x,src->y);
+ clif->skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
+ }
+ clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
+ }
+ }
+
+ ud->skill_id = ud->skill_lv = ud->skilltarget = 0;
+ if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
+ ud->canact_tick = tick;
+ //You can't place a skill failed packet here because it would be
+ //sent in ALL cases, even cases where skill_check_condition fails
+ //which would lead to double 'skill failed' messages u.u [Skotlex]
+ if(sd)
+ sd->skillitem = sd->skillitemlv = 0;
+ else if(md)
+ md->skill_idx = -1;
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------*/
int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
struct map_session_data *sd, *dstsd;
@@ -4733,6 +5002,23 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
return ret;
}
break;
+ case RK_MILLENNIUMSHIELD:
+ case RK_CRUSHSTRIKE:
+ case RK_REFRESH:
+ case RK_GIANTGROWTH:
+ case RK_STONEHARDSKIN:
+ case RK_VITALITYACTIVATION:
+ case RK_STORMBLAST:
+ case RK_FIGHTINGSPIRIT:
+ case RK_ABUNDANCE:
+ if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){
+ if( status_change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){
+ skill->consume_requirement(sd,skill_id,skill_lv,2);
+ iMap->freeblock_unlock();
+ return 0;
+ }
+ }
+ break;
default:
//Skill is actually ground placed.
if (src == bl && skill->get_unit_id(skill_id,0))
@@ -4749,7 +5035,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
battle->attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
return 1; //Skills that cause an status should be blocked if the target element blocks its element.
- map_freeblock_lock();
+ iMap->freeblock_lock();
switch(skill_id) {
case HLIF_HEAL: //[orn]
case AL_HEAL:
@@ -4785,7 +5071,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
dstsd = sd;
}
}
- else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
+ else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC__BLOODYLUST])
heal = 0; //Needed so that it actually displays 0 when healing.
}
clif->skill_nodamage (src, bl, skill_id, heal, 1);
@@ -4797,7 +5083,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
if (heal_get_jobexp <= 0)
heal_get_jobexp = 1;
- pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
+ pc->gainexp (sd, bl, 0, heal_get_jobexp, false);
}
}
break;
@@ -4819,8 +5105,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
- sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
- sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
+ sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
+ sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill_area_temp[0] * 2/1000);
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_JOBEXP);
}
@@ -4864,16 +5150,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
int exp = 0,jexp = 0;
int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
- if(lv > 0 && pc_nextbaseexp(dstsd)) {
+ if(lv > 0 && pc->nextbaseexp(dstsd)) {
exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
if (exp < 1) exp = 1;
}
- if(jlv > 0 && pc_nextjobexp(dstsd)) {
+ if(jlv > 0 && pc->nextjobexp(dstsd)) {
jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
if (jexp < 1) jexp = 1;
}
if(exp > 0 || jexp > 0)
- pc_gainexp (sd, bl, exp, jexp, false);
+ pc->gainexp (sd, bl, exp, jexp, false);
}
}
}
@@ -4889,7 +5175,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (flag&1)
sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
else {
- map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
@@ -4945,7 +5231,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (!target_id)
break;
if (skill->get_casttype(abra_skill_id) == CAST_GROUND) {
- bl = map_id2bl(target_id);
+ bl = iMap->id2bl(target_id);
if (!bl) bl = src;
unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
} else
@@ -4985,7 +5271,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SA_LEVELUP:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
+ if (sd && pc->nextbaseexp(sd)) pc->gainexp(sd, NULL, pc->nextbaseexp(sd) * 10 / 100, 0, false);
break;
case SA_INSTANTDEATH:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -5010,7 +5296,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
mob_class_change(dstmd,class_);
if( tsc && dstmd->status.mode&MD_BOSS )
{
- const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
+ const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_NJ_SUITON, SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC_BLADESTOP };
for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
for (i = 0; i < ARRAYLENGTH(scs); i++)
@@ -5033,7 +5319,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SA_FORTUNE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
+ if(sd) pc->getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
break;
case SA_TAMINGMONSTER:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -5048,7 +5334,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(sd && dstsd){ //Check they are not another crusader [Skotlex]
if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
}
@@ -5063,31 +5349,31 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
{// Cannot cast on another bard/dancer-type class of the same gender as caster
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
if( sc && tsc )
{
- if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
+ if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] )
{
- sc_start(src,SC_MARIONETTE,100,bl->id,skill->get_time(skill_id,skill_lv));
- sc_start(bl,SC_MARIONETTE2,100,src->id,skill->get_time(skill_id,skill_lv));
+ sc_start(src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv));
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
else
- if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
- tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
+ if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id &&
+ tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id )
{
- status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
- status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
+ status_change_end(src, SC_MARIONETTE_MASTER, INVALID_TIMER);
+ status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
}
else
{
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
}
@@ -5106,13 +5392,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(dstsd->status.weapon == W_FIST ||
(dstsd->sc.count && !dstsd->sc.data[type] &&
( //Allow re-enchanting to lenghten time. [Skotlex]
- dstsd->sc.data[SC_FIREWEAPON] ||
- dstsd->sc.data[SC_WATERWEAPON] ||
- dstsd->sc.data[SC_WINDWEAPON] ||
- dstsd->sc.data[SC_EARTHWEAPON] ||
- dstsd->sc.data[SC_SHADOWWEAPON] ||
- dstsd->sc.data[SC_GHOSTWEAPON] ||
- dstsd->sc.data[SC_ENCPOISON]
+ dstsd->sc.data[SC_PROPERTYFIRE] ||
+ dstsd->sc.data[SC_PROPERTYWATER] ||
+ dstsd->sc.data[SC_PROPERTYWIND] ||
+ dstsd->sc.data[SC_PROPERTYGROUND] ||
+ dstsd->sc.data[SC_PROPERTYDARK] ||
+ dstsd->sc.data[SC_PROPERTYTELEKINESIS] ||
+ dstsd->sc.data[SC_ENCHANTPOISON]
))
) {
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
@@ -5146,18 +5432,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case TK_SEVENWIND:
switch(skill->get_ele(skill_id,skill_lv)) {
- case ELE_EARTH : type = SC_EARTHWEAPON; break;
- case ELE_WIND : type = SC_WINDWEAPON; break;
- case ELE_WATER : type = SC_WATERWEAPON; break;
- case ELE_FIRE : type = SC_FIREWEAPON; break;
- case ELE_GHOST : type = SC_GHOSTWEAPON; break;
- case ELE_DARK : type = SC_SHADOWWEAPON; break;
+ case ELE_EARTH : type = SC_PROPERTYGROUND; break;
+ case ELE_WIND : type = SC_PROPERTYWIND; break;
+ case ELE_WATER : type = SC_PROPERTYWATER; break;
+ case ELE_FIRE : type = SC_PROPERTYFIRE; break;
+ case ELE_GHOST : type = SC_PROPERTYTELEKINESIS; break;
+ case ELE_DARK : type = SC_PROPERTYDARK; break;
case ELE_HOLY : type = SC_ASPERSIO; break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- sc_start(bl,SC_SEVENWIND,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start2(bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv));
break;
@@ -5170,7 +5456,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SM_MAGNUM:
case MS_MAGNUM:
skill_area_temp[1] = 0;
- map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
+ iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
clif->skill_nodamage (src,src,skill_id,skill_lv,1);
// Initiate 10% of your damage becomes fire element.
@@ -5199,7 +5485,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case AL_BLESSING:
case MER_INCAGI:
case MER_BLESSING:
- if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
+ if (dstsd != NULL && tsc->data[SC_PROPERTYUNDEAD]) {
skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
break;
}
@@ -5270,6 +5556,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SR_GENTLETOUCH_ENERGYGAIN:
case GN_CARTBOOST:
case KO_MEIKYOUSISUI:
+ case ALL_FULL_THROTTLE:
+ case RA_UNLIMIT:
+ case WL_TELEKINESIS_INTENSE:
+ case AB_OFFERTORIUM:
+ case RK_GIANTGROWTH:
+ case RK_VITALITYACTIVATION:
+ case RK_ABUNDANCE:
+ case RK_CRUSHSTRIKE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
break;
@@ -5277,7 +5571,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SO_STRIKING:
if (sd) {
int bonus = 25 + 10 * skill_lv;
- bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
+ 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)) :
@@ -5317,7 +5611,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NJ_BUNSINJYUTSU:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- status_change_end(bl, SC_NEN, INVALID_TIMER);
+ status_change_end(bl, SC_NJ_NEN, INVALID_TIMER);
break;
/* Was modified to only affect targetted char. [Skotlex]
case HP_ASSUMPTIO:
@@ -5325,7 +5619,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
else
{
- map_foreachinrange(skill->area_sub, bl,
+ iMap->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv), BL_PC,
src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
skill->castend_nodamage_id);
@@ -5342,13 +5636,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
if (sd && dstsd && dstsd->sc.count) {
- if (dstsd->sc.data[SC_FIREWEAPON] ||
- dstsd->sc.data[SC_WATERWEAPON] ||
- dstsd->sc.data[SC_WINDWEAPON] ||
- dstsd->sc.data[SC_EARTHWEAPON] ||
- dstsd->sc.data[SC_SHADOWWEAPON] ||
- dstsd->sc.data[SC_GHOSTWEAPON]
- // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
+ if (dstsd->sc.data[SC_PROPERTYFIRE] ||
+ dstsd->sc.data[SC_PROPERTYWATER] ||
+ dstsd->sc.data[SC_PROPERTYWIND] ||
+ dstsd->sc.data[SC_PROPERTYGROUND] ||
+ dstsd->sc.data[SC_PROPERTYDARK] ||
+ dstsd->sc.data[SC_PROPERTYTELEKINESIS]
+ // dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
@@ -5394,7 +5688,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- map_foreachinrange( status_change_timer_sub, src,
+ iMap->foreachinrange( status_change_timer_sub, src,
skill->get_splash(skill_id, skill_lv), BL_CHAR,
src,NULL,type,tick);
}
@@ -5405,7 +5699,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case MER_PROVOKE:
if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) )
{
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
@@ -5415,7 +5709,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 0;
}
unit_skillcastcancel(bl, 2);
@@ -5457,7 +5751,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
@@ -5472,7 +5766,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( i == count )
{ // No free slots, skill Fail
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
}
@@ -5494,7 +5788,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd->sc.data[SC_RAISINGDRAGON] )
limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
+ pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
}
break;
@@ -5505,13 +5799,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
for (i = 0; i < limit; i++)
- pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
+ pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit);
}
break;
case MO_KITRANSLATION:
if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
- pc_addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5);
+ pc->addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5);
}
break;
@@ -5528,7 +5822,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
{ // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
i = dstsd->spiritball * 7;
- pc_delspiritball(dstsd,dstsd->spiritball,0);
+ pc->delspiritball(dstsd,dstsd->spiritball,0);
} else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
{ // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
i = 2 * dstmd->level;
@@ -5566,7 +5860,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case RG_RAID:
skill_area_temp[1] = 0;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill->area_sub, bl,
+ iMap->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv), splash_target(src),
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
skill->castend_damage_id);
@@ -5584,7 +5878,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case KO_HAPPOKUNAI:
skill_area_temp[1] = 0;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- i = map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src),
+ i = iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src),
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id);
if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
@@ -5617,7 +5911,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
//Passive side of the attack.
status_change_end(src, SC_SIGHT, INVALID_TIMER);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill->area_sub,src,
+ iMap->foreachinrange(skill->area_sub,src,
skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
skill->castend_damage_id);
@@ -5628,7 +5922,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WZ_FROSTNOVA:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill_area_temp[1] = 0;
- map_foreachinrange(skill->attack_area, src,
+ iMap->foreachinrange(skill->attack_area, src,
skill->get_splash(skill_id, skill_lv), splash_target(src),
BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
break;
@@ -5640,12 +5934,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
BCT_ENEMY:BCT_ALL;
clif->skill_nodamage(src, src, skill_id, -1, 1);
- map_delblock(src); //Required to prevent chain-self-destructions hitting back.
- map_foreachinrange(skill->area_sub, bl,
+ iMap->delblock(src); //Required to prevent chain-self-destructions hitting back.
+ iMap->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv), splash_target(src),
src, skill_id, skill_lv, tick, flag|i,
skill->castend_damage_id);
- map_addblock(src);
+ iMap->addblock(src);
status_damage(src, src, sstatus->max_hp,0,0,1);
break;
@@ -5656,6 +5950,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case CASH_BLESSING:
case CASH_INCAGI:
case CASH_ASSUMPTIO:
+ case WM_FRIGG_SONG:
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
else if( sd )
@@ -5704,7 +5999,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( tsce )
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
- map_freeblock_unlock();
+ iMap->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)));
@@ -5715,7 +6010,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SL_KAUPE:
if (sd) {
if (!dstsd || !(
- (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
+ (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) ||
(dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
dstsd->status.char_id == sd->status.char_id ||
dstsd->status.char_id == sd->status.partner_id ||
@@ -5743,12 +6038,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (tsce)
{
clif->skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 0;
} else if( tsc && tsc->option&OPTION_MADOGEAR ) {
//Mado Gear cannot hide
if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->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)));
@@ -5757,7 +6052,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (tsce)
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
- map_freeblock_unlock();
+ iMap->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));
@@ -5775,7 +6070,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
else if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 0;
}
case RA_CAMOUFLAGE:
@@ -5831,7 +6126,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case TF_STEAL:
if(sd) {
- if(pc_steal_item(sd,bl,skill_lv))
+ if(pc->steal_item(sd,bl,skill_lv))
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
@@ -5840,7 +6135,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case RG_STEALCOIN:
if(sd) {
- if(pc_steal_coin(sd,bl))
+ if(pc->steal_coin(sd,bl))
{
dstmd->state.provoke_flag = src->id;
mob_target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
@@ -5879,7 +6174,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
// Level 6-10 doesn't consume a red gem if it fails [celest]
if (skill_lv > 5)
{ // not to consume items
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 0;
}
}
@@ -5939,7 +6234,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_COMPRESS:
- status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
+ status_change_end(bl, SC_BLOODING, INVALID_TIMER);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
case MER_MENTALCURE:
@@ -5997,23 +6292,31 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case MC_IDENTIFY:
- if(sd)
+ if(sd) {
clif->item_identify_list(sd);
+ if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, dont consume anything, return */
+ iMap->freeblock_unlock();
+ return 1;
+ }
+ status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded
+ }
break;
// Weapon Refining [Celest]
case WS_WEAPONREFINE:
- if(sd)
+ if(sd){
+ sd->state.prerefining = 1;
clif->item_refine_list(sd);
+ }
break;
case MC_VENDING:
if(sd)
{ //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
- if ( !pc_can_give_items(sd) )
+ if ( !pc->can_give_items(sd) )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
else {
- sd->state.prevend = 1;
+ sd->state.prevend = sd->state.workinprogress = 3;
clif->openvendingreq(sd,2+skill_lv);
}
}
@@ -6023,7 +6326,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(sd)
{
if (map[bl->m].flag.noteleport && skill_lv <= 2) {
- clif->skill_teleportmessage(sd,0);
+ clif->skill_mapinfomessage(sd,0);
break;
}
if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
@@ -6035,9 +6338,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
{
if( skill_lv == 1 )
- pc_randomwarp(sd,CLR_TELEPORT);
+ pc->randomwarp(sd,CLR_TELEPORT);
else
- pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
+ pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
break;
}
@@ -6076,10 +6379,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
item_tmp.identify = 1;
tbl.id = 0;
clif->takeitem(&sd->bl,&tbl);
- eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
+ eflag = pc->additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
if(eflag) {
clif->additem(sd,0,0,eflag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ iMap->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
break;
@@ -6146,7 +6449,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
//Special message when trying to use strip on FCP [Jobbie]
- if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
+ if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_PROTECTWEAPON] && tsc->data[SC_PROTECTHELM] && tsc->data[SC_PROTECTARMOR] && tsc->data[SC_PROTECTSHIELD])
{
clif->gospel_info(sd, 0x28);
break;
@@ -6164,29 +6467,30 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case AM_BERSERKPITCHER:
case AM_POTIONPITCHER: {
- int i,hp = 0,sp = 0;
+ int i,sp = 0;
+ int64 hp = 0;
if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
if( sd ) {
- int x,bonus=100;
+ int x,bonus=100, potion = min(500+skill_lv,505);
x = skill_lv%11 - 1;
- i = pc_search_inventory(sd,skill_db[skill_id].itemid[x]);
+ i = pc->search_inventory(sd,skill_db[skill_id].itemid[x]);
if( i < 0 || skill_db[skill_id].itemid[x] <= 0 ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skill_id].amount[x]) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
if( skill_id == AM_BERSERKPITCHER ) {
if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
}
@@ -6195,36 +6499,39 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
potion_target = bl->id;
run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
potion_flag = potion_target = 0;
- if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
+ if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ALCHEMIST )
bonus += sd->status.base_level;
if( potion_per_hp > 0 || potion_per_sp > 0 ) {
hp = tstatus->max_hp * potion_per_hp / 100;
- hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ hp = hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
if( dstsd ) {
sp = dstsd->status.max_sp * potion_per_sp / 100;
- sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ sp = sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
}
} else {
if( potion_hp > 0 ) {
- hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ hp = potion_hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
hp = hp * (100 + (tstatus->vit<<1)) / 100;
if( dstsd )
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
+ hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100;
}
if( potion_sp > 0 ) {
- sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
+ sp = potion_sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
sp = sp * (100 + (tstatus->int_<<1)) / 100;
if( dstsd )
- sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
+ sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10) / 100;
}
}
- if (sd->itemgrouphealrate[IG_POTION]>0) {
- hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
- sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
+ for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) {
+ if (sd->itemhealrate[i].nameid == potion) {
+ hp += hp * sd->itemhealrate[i].rate / 100;
+ sp += sp * sd->itemhealrate[i].rate / 100;
+ break;
+ }
}
-
- if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
+
+ if( (i = pc->skillheal_bonus(sd, skill_id)) ) {
hp += hp * i / 100;
sp += sp * i / 100;
}
@@ -6232,9 +6539,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100;
hp = hp * (100 + (tstatus->vit<<1)) / 100;
if( dstsd )
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
+ hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100;
}
- if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
+ if( dstsd && (i = pc->skillheal2_bonus(dstsd, skill_id)) ) {
hp += hp * i / 100;
sp += sp * i / 100;
}
@@ -6254,14 +6561,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
- clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1);
+ clif->skill_nodamage(NULL,bl,AL_HEAL,(int)hp,1);
if( sp > 0 )
clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
#ifdef RENEWAL
if( tsc && tsc->data[SC_EXTREMITYFIST2] )
sp = 0;
#endif
- status_heal(bl,hp,sp,0);
+ status_heal(bl,(int)hp,sp,0);
}
break;
case AM_CP_WEAPON:
@@ -6271,9 +6578,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
- if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
+ if( sd && ( bl->type != BL_PC || ( dstsd && pc->checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock(); // Don't consume item requirements
+ iMap->freeblock_unlock(); // Don't consume item requirements
return 0;
}
@@ -6299,7 +6606,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case AM_TWILIGHT3:
if (sd) {
- int ebottle = pc_search_inventory(sd,713);
+ int ebottle = pc->search_inventory(sd,713);
if( ebottle >= 0 )
ebottle = sd->status.inventory[ebottle].amount;
//check if you can produce all three, if not, then fail:
@@ -6322,9 +6629,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
- || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
- || rnd()%100 >= 50+10*skill_lv
- || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
+ || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
+ || rnd()%100 >= 50+10*skill_lv )
{
if (sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
@@ -6337,84 +6643,45 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
-
- for(i=0;i<SC_MAX;i++)
+
+ for(i = 0; i < SC_MAX; i++)
{
- if (!tsc->data[i])
- continue;
- switch (i) {
- case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
- case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
- case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
- case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
- case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
- case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
- case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
- case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
- case SC_EDP: case SC_AUTOBERSERK:
- case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
- case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
- case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
- case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
- case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
- case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
- case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
- case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
- case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
- case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
- case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
- case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
- case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
- case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
- case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
- case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
- case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
- case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
- case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
- //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
- //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
- case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
- case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
- case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
- case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
- case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
- case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
- case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
- case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
- case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
- case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
- case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
- case SC_ADJUSTMENT: case SC_MADNESSCANCEL: case SC_ALL_RIDING:
- #ifdef RENEWAL
- case SC_EXTREMITYFIST2:
- #endif
- continue;
- /**
- * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
- **/
- case SC_WHISTLE:
- case SC_ASSNCROS:
- case SC_POEMBRAGI:
- case SC_APPLEIDUN:
- case SC_HUMMING:
- case SC_DONTFORGETME:
- case SC_FORTUNE:
- case SC_SERVICE4U:
- if( !tsc->data[i]->val4 ) //val4 = out-of-song-area
+ if ( !tsc->data[i] )
continue;
- break;
- case SC_ASSUMPTIO:
- if( bl->type == BL_MOB )
+ if( SC_COMMON_MAX < i ){
+ if ( status_get_sc_type(i)&SC_NO_DISPELL )
continue;
- break;
}
- if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
+ switch (i) {
+ /**
+ * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
+ **/
+ case SC_WHISTLE:
+ case SC_ASSNCROS:
+ case SC_POEMBRAGI:
+ case SC_APPLEIDUN:
+ case SC_HUMMING:
+ case SC_DONTFORGETME:
+ case SC_FORTUNE:
+ case SC_SERVICEFORYOU:
+ if( tsc->data[i]->val4 ) //val4 = out-of-song-area
+ continue;
+ break;
+ case SC_ASSUMPTIO:
+ if( bl->type == BL_MOB )
+ continue;
+ break;
+ case SC_BERSERK:
+ case SC_SATURDAY_NIGHT_FEVER:
+ tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
+ break;
+ }
status_change_end(bl, (sc_type)i, INVALID_TIMER);
}
break;
}
//Affect all targets on splash area.
- map_foreachinrange(skill->area_sub, bl, i, BL_CHAR,
+ iMap->foreachinrange(skill->area_sub, bl, i, BL_CHAR,
src, skill_id, skill_lv, tick, flag|1,
skill->castend_damage_id);
break;
@@ -6440,7 +6707,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
- if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
+ if(!iMap->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && iMap->getcell(src->m,x,y,CELL_CHKREACH)) {
clif->slide(src,x,y);
unit_movepos(src, x, y, 1, 0);
}
@@ -6520,7 +6787,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
if(skill_lv >= 10) {
spellid = MG_FROSTDIVER;
- // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
+ // if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE)
// maxlv = 10;
// else
maxlv = skill_lv - 9;
@@ -6551,7 +6818,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case BS_GREED:
if(sd){
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill->greed,bl,
+ iMap->foreachinrange(skill->greed,bl,
skill->get_splash(skill_id, skill_lv),BL_ITEM,bl);
}
break;
@@ -6648,9 +6915,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NPC_SPEEDUP:
{
// or does it increase casting rate? just a guess xD
- int i = SC_ASPDPOTION0 + skill_lv - 1;
- if (i > SC_ASPDPOTION3)
- i = SC_ASPDPOTION3;
+ int i = SC_ATTHASTE_POTION1 + skill_lv - 1;
+ if (i > SC_ATTHASTE_INFINITY)
+ i = SC_ATTHASTE_INFINITY;
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
}
@@ -6660,7 +6927,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
// not really needed... but adding here anyway ^^
if (md && md->master_id > 0) {
struct block_list *mbl, *tbl;
- if ((mbl = map_id2bl(md->master_id)) == NULL ||
+ if ((mbl = iMap->id2bl(md->master_id)) == NULL ||
(tbl = battle->get_targeted(mbl)) == NULL)
break;
md->state.provoke_flag = tbl->id;
@@ -6671,7 +6938,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NPC_RUN:
{
const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
- uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
+ uint8 dir = (bl == src)?unit_getdir(src):iMap->calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
unit_stop_attack(src);
//Run skillv tiles overriding the can-move check.
if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
@@ -6722,7 +6989,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case NPC_AGIUP:
- sc_start(bl,SC_SPEEDUP1,100,skill_lv,skill->get_time(skill_id, skill_lv));
+ sc_start(bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv));
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv)));
break;
@@ -6756,12 +7023,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
// parent-baby skills
case WE_BABY:
if(sd){
- struct map_session_data *f_sd = pc_get_father(sd);
- struct map_session_data *m_sd = pc_get_mother(sd);
+ struct map_session_data *f_sd = pc->get_father(sd);
+ struct map_session_data *m_sd = pc->get_mother(sd);
// if neither was found
if(!f_sd && !m_sd){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 0;
}
status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
@@ -6809,10 +7076,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
item_tmp.identify = 1;
- if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
+ if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
{
clif->additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ iMap->addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
}
@@ -6823,10 +7090,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
item_tmp.identify = 1;
- if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
+ if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
{
clif->additem(sd,0,0,flag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ iMap->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
}
@@ -6881,7 +7148,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
#endif
) {
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
@@ -6894,14 +7161,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case PF_MINDBREAKER:
{
if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) {
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
if (tsce)
{ //HelloKitty2 (?) explained that this silently fails when target is
//already inflicted. [Skotlex]
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
@@ -6910,7 +7177,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))))
{
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 0;
}
@@ -6967,9 +7234,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sp = sp * (100 + (tstatus->int_<<1))/100;
if (dstsd) {
if (hp)
- hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
+ hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100;
if (sp)
- sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
+ sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100;
}
if( tsc && tsc->count ) {
if (tsc->data[SC_CRITICALWOUND]) {
@@ -6999,14 +7266,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int i, s = 0, skilltime = skill->get_time(skill_id,skill_lv);
for (i=0 ; i<4; i++) {
- if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
+ if( bl->type != BL_PC || ( dstsd && pc->checkequip(dstsd,equip[i]) < 0 ) )
continue;
- sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
+ sc_start(bl,(sc_type)(SC_PROTECTWEAPON + i),100,skill_lv,skilltime);
s++;
}
if( sd && !s ){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock(); // Don't consume item requirements
+ iMap->freeblock_unlock(); // Don't consume item requirements
return 0;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -7031,18 +7298,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case CG_TAROTCARD:
{
int eff, count = -1;
+ if( tsc && tsc->data[type] ){
+ iMap->freeblock_unlock();
+ return 0;
+ }
if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
{
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 0;
}
status_zap(src,0,skill_db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish]
do {
eff = rnd() % 14;
- clif->specialeffect(bl, 523 + eff, AREA);
+ if( eff == 5 )
+ clif->specialeffect(src, 528, AREA);
+ else
+ clif->specialeffect(bl, 523 + eff, AREA);
switch (eff)
{
case 0: // heals SP to 0
@@ -7112,6 +7386,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv));
sc_start(bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv));
sc_start(bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
default:
break;
@@ -7136,7 +7411,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SL_STAR:
case SL_SUPERNOVICE:
case SL_WIZARD:
- //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
+ //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SOULLINK constant.
if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
@@ -7146,11 +7421,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
dstsd->die_counter = 0;
pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
clif->specialeffect(bl, 0x152, AREA);
- //SC_SPIRIT invokes status_calc_pc for us.
+ //SC_SOULLINK invokes status_calc_pc for us.
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start4(bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
- sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
+ sc_start4(bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
+ sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
break;
case SL_HIGH:
if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
@@ -7159,7 +7434,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv)));
- sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
+ sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
break;
case SL_SWOO:
@@ -7179,7 +7454,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
if (skill_id == SL_SKE)
- sc_start(src,SC_SMA,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
+ sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv));
break;
// New guild skills [Celest]
@@ -7189,7 +7464,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
} else if (status_get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill->area_sub, src,
+ iMap->foreachinrange(skill->area_sub, src,
skill->get_splash(skill_id, skill_lv), BL_PC,
src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
skill->castend_nodamage_id);
@@ -7203,7 +7478,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
} else if (status_get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill->area_sub, src,
+ iMap->foreachinrange(skill->area_sub, src,
skill->get_splash(skill_id, skill_lv), BL_PC,
src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
skill->castend_nodamage_id);
@@ -7217,7 +7492,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
} else if (status_get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill->area_sub, src,
+ iMap->foreachinrange(skill->area_sub, src,
skill->get_splash(skill_id, skill_lv), BL_PC,
src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
skill->castend_nodamage_id);
@@ -7241,9 +7516,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
continue;
- if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
+ if(iMap->getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
dx[j] = dy[j] = 0;
- pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
+ pc->setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
}
}
if (sd)
@@ -7264,7 +7539,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SG_HATE:
if (sd) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (!pc_set_hate_mob(sd, skill_lv-1, bl))
+ if (!pc->set_hate_mob(sd, skill_lv-1, bl))
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
@@ -7273,9 +7548,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(sd) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if(rnd()%100 < (20+10*skill_lv))
- pc_addspiritball(sd,skill->get_time(skill_id,skill_lv),10);
+ pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),10);
else if(sd->spiritball > 0)
- pc_delspiritball(sd,1,0);
+ pc->delspiritball(sd,1,0);
}
break;
@@ -7323,7 +7598,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
//TODO: Shouldn't also players and the like switch targets?
- map_foreachinrange(skill->chastle_mob_changetarget,src,
+ iMap->foreachinrange(skill->chastle_mob_changetarget,src,
AREA_SIZE, BL_MOB, bl, src);
}
}
@@ -7343,7 +7618,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
else if(r<per[i][1]) //Master
bl = battle->get_master(src);
else //Enemy
- bl = map_id2bl(battle->get_target(src));
+ bl = iMap->id2bl(battle->get_target(src));
if (!bl) bl = src;
i = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
@@ -7368,7 +7643,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NPC_DRAGONFEAR:
if (flag&1) {
- const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
+ const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING };
int j;
j = i = rnd()%ARRAYLENGTH(sc);
while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) {
@@ -7395,7 +7670,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
else {
skill_area_temp[2] = 0; //For SD_PREAMBLE
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill->area_sub, bl,
+ iMap->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv),BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
skill->castend_nodamage_id);
@@ -7407,7 +7682,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
else {
skill_area_temp[2] = 0; //For SD_PREAMBLE
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill->area_sub, bl,
+ iMap->foreachinrange(skill->area_sub, bl,
skill->get_splash(skill_id, skill_lv),BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
skill->castend_nodamage_id);
@@ -7447,7 +7722,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
skill_area_temp[2] = 0;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill->area_sub, src,
+ iMap->foreachinrange(skill->area_sub, src,
skill->get_splash(skill_id,skill_lv),BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
skill->castend_nodamage_id);
@@ -7459,13 +7734,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
i = skill->get_splash(skill_id,skill_lv);
if( skill_id == LG_EARTHDRIVE ) {
int dummy = 1;
- map_foreachinarea(skill->cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
+ iMap->foreachinarea(skill->cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
}
- map_foreachinrange(skill->area_sub, bl,i,BL_CHAR,
+ iMap->foreachinrange(skill->area_sub, bl,i,BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
break;
case RK_STONEHARDSKIN:
- if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
+ if( sd )
{
int heal = sstatus->hp / 4; // 25% HP
if( status_charge(bl,heal,0) )
@@ -7475,7 +7750,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
break;
case RK_REFRESH:
- if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
{
int heal = status_get_max_hp(bl) * 25 / 100;
clif->skill_nodamage(src,bl,skill_id,skill_lv,
@@ -7486,8 +7760,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case RK_MILLENNIUMSHIELD:
- if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
- {
+ if( sd ){
short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
sc_start4(bl,type,100,skill_lv,shields,1000,0,skill->get_time(skill_id,skill_lv));
clif->millenniumshield(sd,shields);
@@ -7495,31 +7768,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
break;
- case RK_GIANTGROWTH:
- case RK_VITALITYACTIVATION:
- case RK_ABUNDANCE:
- case RK_CRUSHSTRIKE:
- if( sd )
- {
- int lv = 1; // RK_GIANTGROWTH
- if( skill_id == RK_VITALITYACTIVATION )
- lv = 2;
- else if( skill_id == RK_ABUNDANCE )
- lv = 6;
- else if( skill_id == RK_CRUSHSTRIKE )
- lv = 7;
- if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
- clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- }
- break;
-
case RK_FIGHTINGSPIRIT:
if( flag&1 ) {
if( src == bl )
- sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
+ sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv));
else
sc_start(bl,type,100,skill_area_temp[5]/4,skill->get_time(skill_id,skill_lv));
- } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
+ } else if( sd ) {
if( sd->status.party_id ) {
i = party_foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count);
skill_area_temp[5] = 7 * i; // ATK
@@ -7536,7 +7791,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
short count = 1;
skill_area_temp[2] = 0;
- map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id);
if( tsc && tsc->data[SC_ROLLINGCUTTER] )
{ // Every time the skill is casted the status change is reseted adding a counter.
count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
@@ -7590,7 +7845,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case GC_PHANTOMMENACE:
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,
+ iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
break;
@@ -7622,8 +7877,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case AB_CLEMENTIA:
case AB_CANTO:
{
- int bless_lv = pc_checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10);
- int agi_lv = pc_checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10);
+ int bless_lv = pc->checkskill(sd,AL_BLESSING) + (sd->status.job_level / 10);
+ int agi_lv = pc->checkskill(sd,AL_INCAGI) + (sd->status.job_level / 10);
if( sd == NULL || sd->status.party_id == 0 || flag&1 )
clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,
(skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill->get_time(skill_id,skill_lv)));
@@ -7642,7 +7897,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case AB_CHEAL:
if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) ) {
- i = skill->calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
+ i = skill->calc_heal(src, bl, AL_HEAL, pc->checkskill(sd, AL_HEAL), true);
if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
@@ -7662,7 +7917,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
else
{
- map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
@@ -7671,14 +7926,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case AB_LAUDAAGNUS:
if( flag&1 || sd == NULL ) {
if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
- tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
+ tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || tsc->data[SC_CRYSTALIZE])) {
// Success Chance: (40 + 10 * Skill Level) %
if( rnd()%100 > 40+10*skill_lv ) break;
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_BLIND, INVALID_TIMER);
status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FREEZING, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
}else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
clif->skill_nodamage(bl, bl, skill_id, skill_lv,
@@ -7717,71 +7972,33 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
if(status_isimmune(bl) || !tsc || !tsc->count)
break;
- for(i=0;i<SC_MAX;i++)
+ for(i = 0; i < SC_MAX; i++)
{
- if (!tsc->data[i])
- continue;
- switch (i) {
- case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
- case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
- case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
- case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
- case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
- case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
- case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
- case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
- case SC_SPIRIT: case SC_AUTOBERSERK:
- case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
- case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
- case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
- case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
- case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
- case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
- case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
- case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
- case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
- case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
- case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
- case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
- case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
- case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
- case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
- case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
- case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
- case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
- case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
- case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
- case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
- case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
- case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
- case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
- //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
- case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
- case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
- case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
- case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
- case SC_PARTYFLEE: case SC_GT_REVITALIZE:
- case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
- #ifdef RENEWAL
- case SC_EXTREMITYFIST2:
- #endif
+ if ( !tsc->data[i] )
continue;
- case SC_ASSUMPTIO:
- if( bl->type == BL_MOB )
+ if( SC_COMMON_MAX > i )
+ if ( status_get_sc_type(i)&SC_NO_CLEARANCE )
continue;
- break;
+ switch (i) {
+ case SC_ASSUMPTIO:
+ if( bl->type == BL_MOB )
+ continue;
+ break;
+ case SC_BERSERK:
+ case SC_SATURDAY_NIGHT_FEVER:
+ tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
+ break;
}
- if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
status_change_end(bl,(sc_type)i,INVALID_TIMER);
}
break;
}
- map_foreachinrange(skill->area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id);
break;
case AB_SILENTIUM:
// Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
- map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
break;
@@ -7793,7 +8010,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
else
{
- map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id);
+ iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
}
break;
@@ -7813,7 +8030,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( !(tsc && tsc->data[type]) ){
i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv));
clif->skill_nodamage(src,bl,skill_id,skill_lv,i);
- if( !i )
+ if( sd && !i )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
}else
@@ -7823,51 +8040,33 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WL_FROSTMISTY:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
break;
case WL_JACKFROST:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ iMap->foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
break;
case WL_MARSHOFABYSS:
- // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
clif->skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start4(bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
- skill->get_time(skill_id, skill_lv)));
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
break;
case WL_SIENNAEXECRATE:
- if( status_isimmune(bl) || !tsc )
- break;
-
if( flag&1 ) {
- if( bl->id == skill_area_temp[1] )
- break; // Already work on this target
-
+ if( status_isimmune(bl) || !tsc )
+ break;
if( tsc && tsc->data[SC_STONE] )
status_change_end(bl,SC_STONE,INVALID_TIMER);
else
- status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),2);
+ status_change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2);
} else {
- int rate = 40 + 8 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
- // IroWiki says Rate should be reduced by target stats, but currently unknown
- if( rnd()%100 < rate ) { // Success on First Target
- if( !tsc->data[SC_STONE] )
- rate = status_change_start(bl,SC_STONE,10000,skill_lv,0,0,1000,skill->get_time(skill_id, skill_lv),2);
- else {
- rate = 1;
- status_change_end(bl,SC_STONE,INVALID_TIMER);
- }
-
- if( rate ) {
- skill_area_temp[1] = bl->id;
- map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
- }
- // Doesn't send failure packet if it fails on defense.
- }
- else if( sd ) // Failure on Rate
+ int rate = 45 + 5 * skill_lv;
+ if( rnd()%100 < rate ){
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ iMap->foreachinrange(skill_area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
+ }else if( sd ) // Failure on Rate
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
@@ -7876,36 +8075,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WL_SUMMONBL:
case WL_SUMMONWB:
case WL_SUMMONSTONE:
- {
- short element = 0, sctype = 0, pos = -1;
- struct status_change *sc = status_get_sc(src);
- if( !sc ) break;
-
- for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
- {
- if( !sctype && !sc->data[i] )
- sctype = i; // Take the free SC
- if( sc->data[i] )
- pos = max(sc->data[i]->val2,pos);
- }
-
- if( !sctype )
- {
- if( sd ) // No free slots to put SC
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
+ for( i = SC_SUMMON1; i <= SC_SUMMON5; i++ ){
+ if( tsc && !tsc->data[i] ){ // officially it doesn't work like a stack
+ int ele = WLS_FIRE + (skill_id - WL_SUMMONFB) - (skill_id == WL_SUMMONSTONE ? 4 : 0);
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start(bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv)));
break;
}
-
- pos++; // Used in val2 for SC. Indicates the order of this ball
- switch( skill_id ) { // Set val1. The SC element for this ball
- case WL_SUMMONFB: element = WLS_FIRE; break;
- case WL_SUMMONBL: element = WLS_WIND; break;
- case WL_SUMMONWB: element = WLS_WATER; break;
- case WL_SUMMONSTONE: element = WLS_STONE; break;
- }
-
- sc_start4(src,sctype,100,element,pos,skill_lv,0,skill->get_time(skill_id,skill_lv));
- clif->skill_nodamage(src,bl,skill_id,0,0);
}
break;
@@ -7913,10 +8089,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd ) {
struct status_change *sc = status_get_sc(bl);
- for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
+ for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++)
if( sc && !sc->data[i] )
break;
- if( i == SC_MAXSPELLBOOK ) {
+ if( i == SC_SPELLBOOK7 ) {
clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
break;
}
@@ -7937,9 +8113,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case RA_WUGMASTERY:
if( sd ) {
if( !pc_iswug(sd) )
- pc_setoption(sd,sd->sc.option|OPTION_WUG);
+ pc->setoption(sd,sd->sc.option|OPTION_WUG);
else
- pc_setoption(sd,sd->sc.option&~OPTION_WUG);
+ pc->setoption(sd,sd->sc.option&~OPTION_WUG);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -7947,11 +8123,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case RA_WUGRIDER:
if( sd ) {
if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
- pc_setoption(sd,sd->sc.option&~OPTION_WUG);
- pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
+ pc->setoption(sd,sd->sc.option&~OPTION_WUG);
+ pc->setoption(sd,sd->sc.option|OPTION_WUGRIDER);
} else if( pc_isridingwug(sd) ) {
- pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
- pc_setoption(sd,sd->sc.option|OPTION_WUG);
+ pc->setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
+ pc->setoption(sd,sd->sc.option|OPTION_WUG);
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
@@ -7960,7 +8136,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case RA_WUGDASH:
if( tsce ) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 0;
}
if( sd && pc_isridingwug(sd) ) {
@@ -7972,7 +8148,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case RA_SENSITIVEKEEN:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id);
break;
/**
* Mechanic
@@ -7981,9 +8157,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NC_B_SIDESLIDE:
{
uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
- skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0x1);
+ skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0);
clif->slide(src,src->x,src->y);
- clif->fixpos(src); //Aegis sent this packet
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -7991,7 +8166,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NC_SELFDESTRUCTION:
if( sd ) {
if( pc_ismadogear(sd) )
- pc_setmadogear(sd, 0);
+ pc->setmadogear(sd, 0);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
status_set_sp(src, 0, 0);
@@ -8002,15 +8177,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
clif->skill_nodamage(src, bl, skill_id, skill_lv,
sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)));
- if( sd ) pc_overheat(sd,1);
+ if( sd ) pc->overheat(sd,1);
break;
case NC_MAGNETICFIELD:
if( (i = sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) )
{
- map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);;
+ iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);;
clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
- if (sd) pc_overheat(sd,1);
+ if (sd) pc->overheat(sd,1);
}
clif->skill_nodamage(src,src,skill_id,skill_lv,i);
break;
@@ -8036,7 +8211,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NC_DISJOINT:
{
if( bl->type != BL_MOB ) break;
- md = map_id2md(bl->id);
+ md = iMap->id2md(bl->id);
if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
status_kill(bl);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
@@ -8080,7 +8255,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
} else {
clif->skill_nodamage(src, bl, skill_id, 0, 1);
- map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
}
break;
@@ -8118,7 +8293,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case LG_TRAMPLE:
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- map_foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick);
+ iMap->foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick);
break;
case LG_REFLECTDAMAGE:
@@ -8158,7 +8333,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rate < brate )
- map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
break;
case 2:
@@ -8186,14 +8361,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rate < brate )
- map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|2,skill->castend_damage_id);
status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
break;
case 2:
sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
if( rate < brate )
- map_foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
+ iMap->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id);
break;
case 3:
if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
@@ -8245,15 +8420,42 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
else {
skill_area_temp[2] = 0;
- map_foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
+ iMap->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ }
+ break;
+ case LG_KINGS_GRACE:
+ if( flag&1 ){
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ for(i=0; i<SC_MAX; i++)
+ {
+ if (!tsc->data[i])
+ continue;
+ switch(i){
+ case SC_POISON: case SC_BLIND:
+ case SC_FREEZE: case SC_STONE:
+ case SC_STUN: case SC_SLEEP:
+ case SC_BLOODING: case SC_CURSE:
+ case SC_CONFUSION: case SC_ILLUSION:
+ case SC_SILENCE: case SC_BURNING:
+ case SC_CRYSTALIZE: case SC_FROSTMISTY:
+ case SC_DEEP_SLEEP: case SC_FEAR:
+ case SC_MANDRAGORA:
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ }
+ }
+ }else {
+ skill_area_temp[2] = 0;
+ if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
+ flag |= BCT_GUILD;
+ iMap->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
-
case LG_INSPIRATION:
if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
- sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
- sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
+ sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * 1 / 100); // 1% penalty.
+ sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * 1 / 100);
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_JOBEXP);
}
@@ -8265,18 +8467,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( is_boss(bl) ) break;
if( sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) {
if( bl->type == BL_MOB )
- mob_unlocktarget((TBL_MOB*)bl,gettick());
+ mob_unlocktarget((TBL_MOB*)bl,iTimer->gettick());
unit_stop_attack(bl);
clif->bladestop(src, bl->id, 1);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
} else {
int count = 0;
clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- count = map_forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
+ count = iMap->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
- if( sd ) pc_delspiritball(sd, count, 0);
+ 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)));
}
@@ -8287,7 +8489,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
short max = 5 + skill_lv;
sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv));
for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
- pc_addspiritball(sd, skill->get_time(skill_id, skill_lv), max);
+ pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max);
clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)));
}
break;
@@ -8298,13 +8500,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
{
i = dstsd->spiritball; //1%sp per spiritball.
- pc_delspiritball(dstsd, dstsd->spiritball, 0);
+ pc->delspiritball(dstsd, dstsd->spiritball, 0);
}
if( i ) status_percent_heal(src, 0, i);
clif->skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
} else {
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id);
+ iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id);
}
break;
@@ -8313,8 +8515,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
if( sd && dstsd->spiritball <= 5 ) {
for(i = 0; i <= 5; i++) {
- pc_addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
- pc_delspiritball(sd, sd->spiritball, 0);
+ pc->addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), i);
+ pc->delspiritball(sd, sd->spiritball, 0);
}
}
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
@@ -8341,9 +8543,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
status_change_end(bl, SC_POISON, INVALID_TIMER);
status_change_end(bl, SC_SILENCE, INVALID_TIMER);
status_change_end(bl, SC_BLIND, INVALID_TIMER);
- status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
+ status_change_end(bl, SC_ILLUSION, INVALID_TIMER);
status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FREEZING, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -8354,6 +8556,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
break;
+ case SR_FLASHCOMBO:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
+ for(i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++)
+ skill->addtimerskill(src, tick + 500 * (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) )
@@ -8368,7 +8575,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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));
+ sc_start4(bl,type,100,skill_lv,6*skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill->get_time(skill_id,skill_lv));
else if( sd ) { // Only shows effects on caster.
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
@@ -8393,7 +8600,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
tstatus->hp = heal;
tstatus->sp -= tstatus->sp * ( 120 - 20 * skill_lv ) / 100;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- pc_revive((TBL_PC*)bl,heal,0);
+ pc->revive((TBL_PC*)bl,heal,0);
clif->resurrection(bl,1);
}
}
@@ -8407,16 +8614,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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);
+ iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
case WM_GLOOMYDAY:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
- pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
- pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
+ 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;
@@ -8437,12 +8644,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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),
+ if( iMap->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);
+ iMap->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
@@ -8476,7 +8683,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
} else { // These affect to all targets arround the caster.
short lv = (short)skill_lv;
skill_area_temp[0] = (sd) ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),1) : 50; // 50% chance in non BL_PC (clones).
- map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
+ iMap->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;
@@ -8515,7 +8722,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (!target_id)
break;
if (skill->get_casttype(improv_skill_id) == CAST_GROUND) {
- bl = map_id2bl(target_id);
+ bl = iMap->id2bl(target_id);
if (!bl) bl = src;
unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
} else
@@ -8549,10 +8756,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(!mapindex)
{ //Given map not found?
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 0;
}
- pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
+ pc->setpos(sd, mapindex, x, y, CLR_TELEPORT);
}
break;
@@ -8569,7 +8776,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SO_ARRULLO:
{
- // [(15 + 5 * Skill Level) + ( Caster’s INT / 5 ) + ( Caster’s Job Level / 5 ) - ( Target’s INT / 6 ) - ( Target’s LUK / 10 )] %
+ // [(15 + 5 * Skill Level) + ( Caster?s INT / 5 ) + ( Caster?s Job Level / 5 ) - ( Target?s INT / 6 ) - ( Target?s LUK / 10 )] %
int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
@@ -8579,13 +8786,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_LULLABY_DEEPSLEEP:
if( flag&1 ){
- //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster’s Base Level / 15) + (Caster’s Job Level / 5)] %
- int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
+ //[(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,
+ iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id);
}
break;
@@ -8704,7 +8911,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl, type, 25 + 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv))) )
status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
} else
- map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
break;
@@ -8721,7 +8928,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( itemdb_is_GNbomb(ammo_id) ) {
if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
if( ammo_id == 13263 )
- map_foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ iMap->foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
else
skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
} else //Otherwise, it fails, shows animation and removes items.
@@ -8826,7 +9033,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(sd) {
int ttype = skill->get_ele(skill_id, skill_lv);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- pc_add_talisman(sd, skill->get_time(skill_id, skill_lv), 10, ttype);
+ ARR_FIND(1, 6, i, sd->charm[i] > 0 && ttype != i);
+ if( i < 6 )
+ pc->del_charm(sd, sd->charm[i], i); // replace with a new one.
+ pc->add_charm(sd, skill->get_time(skill_id, skill_lv), 10, ttype);
}
break;
@@ -8840,10 +9050,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
md->master_id = src->id;
md->special_state.ai = AI_ZANZOU;
if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
+ iTimer->delete_timer(md->deletetimer, mob_timer_delete);
+ md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn( md );
- pc_setinvincibletimer(sd,500);// unlock target lock
+ pc->setinvincibletimer(sd,500);// unlock target lock
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
}
@@ -8851,45 +9061,50 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case KO_KYOUGAKU:
- if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- }else if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ {
+ int rate = max(5, (45 + 5 * skill_lv - status_get_int(bl) / 10));
+ if( sd && !map_flag_gvg(src->m) ){
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0);
+ break;
+ }
+ if( dstsd && tsc && !tsc->data[type] && rand()%100 < rate ){
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
+ }else if( sd )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ }
break;
case KO_JYUSATSU:
if( dstsd && tsc && !tsc->data[type] &&
- rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- status_change_start(bl,type,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),1));
- status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
+ rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ){
+ clif->skill_nodamage(src, bl, skill_id, skill_lv,
+ status_change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1));
+ status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0);
if( status_get_lv(bl) <= status_get_lv(src) )
- status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
+ status_change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0);
}else if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
case KO_GENWAKU:
- if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
+ if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) {
int x = src->x, y = src->y;
-
- if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ if( sd && rnd()%100 > max(5, (45 + 5 * skill_lv) - status_get_int(bl) / 10) ){//[(Base chance of success) - ( target's int / 10)]%.
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
}
- if (unit_movepos(src,bl->x,bl->y,0,0)) {
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- clif->slide(src,bl->x,bl->y) ;
- sc_start(src,SC_CONFUSION,80,skill_lv,skill->get_time(skill_id,skill_lv));
- if (unit_movepos(bl,x,y,0,0))
+ if (unit_movepos(src, bl->x, bl->y, 0, 0)) {
+ clif->skill_nodamage(src, src, skill_id, skill_lv, 1);
+ clif->slide(src, bl->x, bl->y) ;
+ sc_start(src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv));
+ if ( !is_boss(bl) && unit_stop_walking(&sd->bl, 1) && unit_movepos(bl, x, y, 0, 0) )
{
- clif->skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
- if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
- clif->sitting(bl); //Avoid sitting sync problem
- clif->slide(bl,x,y) ;
- sc_start(bl,SC_CONFUSION,80,skill_lv,skill->get_time(skill_id,skill_lv));
+ if( dstsd && pc_issit(dstsd) )
+ pc->setstand(dstsd);
+ clif->slide(bl, x, y) ;
+ sc_start(bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv));
}
}
}
@@ -8899,7 +9114,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case OB_OBOROGENSOU:
if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
|| is_boss(bl) ) ){ // Does not work on Boss monsters.
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET_PLAYER, 0);
break;
}
case KO_IZAYOI:
@@ -8915,7 +9130,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( flag&1 ){
if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
- tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
+ tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){
sc_start(src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
status_change_end(bl, SC_HIDING, INVALID_TIMER);
@@ -8923,7 +9138,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
+ status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER);
status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
}
if( skill_area_temp[2] == 1 ){
@@ -8932,7 +9147,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
}else{
skill_area_temp[2] = 0;
- map_foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id);
+ iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id);
}
break;
@@ -8940,7 +9155,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
struct status_change *ssc = status_get_sc(src);
struct block_list *m_bl = battle->get_master(src);
const enum sc_type scs[] = {
- SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
+ SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION
};
int heal;
if(tsc){
@@ -9010,27 +9225,31 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int summons[5] = {1004, 1303, 1303, 1994, 1994};
int qty[5] = {3 , 3 , 4 , 4 , 5};
struct mob_data *md;
- int i;
+ int i, dummy = 0;
+ i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &dummy);
+ if(i >= qty[skill_lv-1])
+ break;
+
for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
if (md) {
- md->master_id = src->id;
+ md->master_id = src->id;
if (md->deletetimer != INVALID_TIMER)
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer(gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
+ iTimer->delete_timer(md->deletetimer, mob_timer_delete);
+ md->deletetimer = iTimer->add_timer(iTimer->gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn(md); //Now it is ready for spawning.
- sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000);
+ sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
}
}
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
}
break;
default:
ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
}
@@ -9046,7 +9265,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded
- sd->canskill_tick = gettick();
+ sd->canskill_tick = iTimer->gettick();
if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill.
battle->consume_ammo(sd, skill_id, skill_lv);
@@ -9056,334 +9275,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
skill->consume_requirement(sd,skill_id,skill_lv,2);
}
- map_freeblock_unlock();
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------*/
-int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
-{
- struct block_list *target, *src;
- struct map_session_data *sd;
- struct mob_data *md;
- struct unit_data *ud;
- struct status_change *sc = NULL;
- int inf,inf2,flag = 0;
-
- src = map_id2bl(id);
- if( src == NULL )
- {
- ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
- return 0;// not found
- }
-
- ud = unit_bl2ud(src);
- if( ud == NULL )
- {
- ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
- return 0;// ???
- }
-
- sd = BL_CAST(BL_PC, src);
- md = BL_CAST(BL_MOB, src);
-
- if( src->prev == NULL ) {
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
-
- if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
- if( ud->skilltimer != tid ) {
- ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
- ud->skilltimer = INVALID_TIMER;
- return 0;
- }
-
- if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
- {// restore original walk speed
- ud->skilltimer = INVALID_TIMER;
- status_calc_bl(&sd->bl, SCB_SPEED);
- }
-
- ud->skilltimer = INVALID_TIMER;
- }
-
- if (ud->skilltarget == id)
- target = src;
- else
- target = map_id2bl(ud->skilltarget);
-
- // Use a do so that you can break out of it when the skill fails.
- do {
- if(!target || target->prev==NULL) break;
-
- if(src->m != target->m || status_isdead(src)) break;
-
- switch (ud->skill_id) {
- //These should become skill_castend_pos
- case WE_CALLPARTNER:
- if(sd) clif->callpartner(sd);
- case WE_CALLPARENT:
- case WE_CALLBABY:
- case AM_RESURRECTHOMUN:
- case PF_SPIDERWEB:
- //Find a random spot to place the skill. [Skotlex]
- inf2 = skill->get_splash(ud->skill_id, ud->skill_lv);
- ud->skillx = target->x + inf2;
- ud->skilly = target->y + inf2;
- if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
- ud->skillx = target->x;
- ud->skilly = target->y;
- }
- ud->skilltimer=tid;
- return skill->castend_pos(tid,tick,id,data);
- case GN_WALLOFTHORN:
- ud->skillx = target->x;
- ud->skilly = target->y;
- ud->skilltimer = tid;
- return skill->castend_pos(tid,tick,id,data);
- }
-
- if(ud->skill_id == RG_BACKSTAP) {
- uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
- if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
- break;
- }
- }
-
- if( ud->skill_id == PR_TURNUNDEAD ) {
- struct status_data *tstatus = status_get_status_data(target);
- if( !battle->check_undead(tstatus->race, tstatus->def_ele) )
- break;
- }
-
- if( ud->skill_id == RA_WUGSTRIKE ){
- if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
- break;
- }
-
- if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
- {
- sc = status_get_sc(target);
- if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
- { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
- clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
- break;
- }
- }
- else
- { // Check target validity.
- inf = skill->get_inf(ud->skill_id);
- inf2 = skill->get_inf2(ud->skill_id);
-
- if(inf&INF_ATTACK_SKILL ||
- (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
- ) // Casted through combo.
- inf = BCT_ENEMY; //Offensive skill.
- else if(inf2&INF2_NO_ENEMY)
- inf = BCT_NOENEMY;
- else
- inf = 0;
-
- if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
- {
- inf |=
- (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
- (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
- //Remove neutral targets (but allow enemy if skill is designed to be so)
- inf &= ~BCT_NEUTRAL;
- }
-
- if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
- clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
- break;
- }
-
- if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
- {
- if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
- break;
- }
- else if (inf && battle->check_target(src, target, inf) <= 0){
- if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
-
- if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
- sc->data[SC_FOGWALL] &&
- rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
- if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
- }
- }
-
- //Avoid doing double checks for instant-cast skills.
- if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
- break;
-
- if(md) {
- md->last_thinktime=tick +MIN_MOBTHINKTIME;
- if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
- clif->emotion(src, md->db->skill[md->skill_idx].emotion);
- }
-
- if(src != target && battle_config.skill_add_range &&
- !check_distance_bl(src, target, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
- {
- if (sd) {
- clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
- if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
- skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
- }
- break;
- }
-
- if( sd )
- {
- if( !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
- break;
- else
- skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
- }
-#ifdef OFFICIAL_WALKPATH
- if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
- break;
-#endif
- if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
- break;
-
- if (ud->state.running && ud->skill_id == TK_JUMPKICK) {
- ud->state.running = 0;
- status_change_end(src, SC_RUN, INVALID_TIMER);
- flag = 1;
- }
-
- if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
- unit_stop_walking(src,1);
-
- if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
- ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
- if (sd) { //Cooldown application
- int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
- for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
- if (sd->skillcooldown[i].id == ud->skill_id){
- cooldown += sd->skillcooldown[i].val;
- break;
- }
- }
- if(cooldown)
- skill->blockpc_start(sd, ud->skill_id, cooldown, false);
- }
- if( battle_config.display_status_timers && sd )
- clif->status_change(src, SI_ACTIONDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
- if( sd )
- {
- switch( ud->skill_id )
- {
- case GS_DESPERADO:
- sd->canequip_tick = tick + skill->get_time(ud->skill_id, ud->skill_lv);
- break;
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
- {
- const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
- if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
- break;
- }
- sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv));
- break;
- }
- }
- if (skill->get_state(ud->skill_id) != ST_MOVE_ENABLE)
- unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1);
-
- if(battle_config.skill_log && battle_config.skill_log&src->type)
- ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
- src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
-
- map_freeblock_lock();
-
- // SC_MAGICPOWER needs to switch states before any damage is actually dealt
- skill->toggle_magicpower(src, ud->skill_id);
- if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
- status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
-
- if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE)
- skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
- else
- skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
-
- sc = status_get_sc(src);
- if(sc && sc->count) {
- if(sc->data[SC_SPIRIT] &&
- sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
- sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
- ud->skill_id != WZ_WATERBALL)
- sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
-
- if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
- skill->blockpc_start(sd,BD_ADAPTATION,3000, false);
- }
-
- if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
- sd->skillitem = sd->skillitemlv = 0;
-
- if (ud->skilltimer == INVALID_TIMER) {
- if(md) md->skill_idx = -1;
- else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
- ud->skill_lv = ud->skilltarget = 0;
- }
- map_freeblock_unlock();
- return 1;
- } while(0);
-
- //Skill failed.
- if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
- { //When Asura fails... (except when it fails from Fog of Wall)
- //Consume SP/spheres
- skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
- status_set_sp(src, 0, 0);
- sc = &sd->sc;
- if (sc->count)
- { //End states
- status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
- status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
-#ifdef RENEWAL
- sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv));
-#endif
- }
- if (target && target->m == src->m)
- { //Move character to target anyway.
- int dir, x, y;
- dir = map_calc_dir(src,target->x,target->y);
- if( dir > 0 && dir < 4) x = -2;
- else if( dir > 4 ) x = 2;
- else x = 0;
- if( dir > 2 && dir < 6 ) y = -2;
- else if( dir == 7 || dir < 2 ) y = 2;
- else y = 0;
- if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
- { //Display movement + animation.
- clif->slide(src,src->x,src->y);
- clif->skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
- }
- clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
- }
- }
-
- ud->skill_id = ud->skill_lv = ud->skilltarget = 0;
- if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
- ud->canact_tick = tick;
- //You can't place a skill failed packet here because it would be
- //sent in ALL cases, even cases where skill_check_condition fails
- //which would lead to double 'skill failed' messages u.u [Skotlex]
- if(sd)
- sd->skillitem = sd->skillitemlv = 0;
- else if(md)
- md->skill_idx = -1;
+ iMap->freeblock_unlock();
return 0;
}
@@ -9392,7 +9284,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
*------------------------------------------*/
int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
{
- struct block_list* src = map_id2bl(id);
+ struct block_list* src = iMap->id2bl(id);
int maxcount;
struct map_session_data *sd;
struct unit_data *ud = unit_bl2ud(src);
@@ -9415,7 +9307,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
return 0;
}
- if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
+ if( sd && ud->skilltimer != INVALID_TIMER && ( pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
{// restore original walk speed
ud->skilltimer = INVALID_TIMER;
status_calc_bl(&sd->bl, SCB_SPEED);
@@ -9507,7 +9399,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
skill->blockpc_start(sd, ud->skill_id, cooldown, false);
}
if( battle_config.display_status_timers && sd )
- clif->status_change(src, SI_ACTIONDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
+ clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
// if( sd )
// {
// switch( ud->skill_id )
@@ -9519,7 +9411,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
// }
unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1);
status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
- map_freeblock_lock();
+ iMap->freeblock_lock();
skill->castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
@@ -9531,7 +9423,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
ud->skill_lv = ud->skillx = ud->skilly = 0;
}
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 1;
} while(0);
@@ -9553,6 +9445,143 @@ static int skill_count_wos(struct block_list *bl,va_list ap) {
}
return 0;
}
+
+/*==========================================
+ *
+ *------------------------------------------*/
+int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
+{
+ nullpo_ret(sd);
+
+//Simplify skill_failed code.
+#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
+ if(skill_id != sd->menuskill_id)
+ return 0;
+
+ if( sd->bl.prev == NULL || pc_isdead(sd) ) {
+ skill_failed(sd);
+ return 0;
+ }
+
+ if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
+ skill_failed(sd);
+ return 0;
+ }
+ if(sd->sc.count && (
+ sd->sc.data[SC_SILENCE] ||
+ sd->sc.data[SC_ROKISWEIL] ||
+ sd->sc.data[SC_AUTOCOUNTER] ||
+ sd->sc.data[SC_STEELBODY] ||
+ (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc->checkskill(sd, WM_LESSON)) ||
+ sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
+ sd->sc.data[SC_BASILICA] ||
+ sd->sc.data[SC_MARIONETTE_MASTER] ||
+ sd->sc.data[SC_WHITEIMPRISON] ||
+ (sd->sc.data[SC_STASIS] && skill->block_check(&sd->bl, SC_STASIS, skill_id)) ||
+ (sd->sc.data[SC_KG_KAGEHUMI] && skill->block_check(&sd->bl, SC_KG_KAGEHUMI, skill_id)) ||
+ sd->sc.data[SC_OBLIVIONCURSE] ||
+ sd->sc.data[SC__MANHOLE] ||
+ (sd->sc.data[SC_VOLCANIC_ASH] && rnd()%2) //50% fail chance under ASH
+ )) {
+ skill_failed(sd);
+ return 0;
+ }
+
+ pc_stop_attack(sd);
+ pc_stop_walking(sd,0);
+
+ if(battle_config.skill_log && battle_config.skill_log&BL_PC)
+ ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
+
+ if(strcmp(map,"cancel")==0) {
+ skill_failed(sd);
+ return 0;
+ }
+
+ switch(skill_id) {
+ case AL_TELEPORT:
+ if(strcmp(map,"Random")==0)
+ pc->randomwarp(sd,CLR_TELEPORT);
+ else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
+ pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
+ break;
+
+ case AL_WARP:
+ {
+ const struct point *p[4];
+ struct skill_unit_group *group;
+ int i, lv, wx, wy;
+ int maxcount=0;
+ int x,y;
+ unsigned short mapindex;
+
+ mapindex = mapindex_name2id((char*)map);
+ sd->state.workinprogress = 0;
+ if(!mapindex) { //Given map not found?
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ skill_failed(sd);
+ return 0;
+ }
+ p[0] = &sd->status.save_point;
+ p[1] = &sd->status.memo_point[0];
+ p[2] = &sd->status.memo_point[1];
+ p[3] = &sd->status.memo_point[2];
+
+ if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) {
+ for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
+ if(sd->ud.skillunit[i]->skill_id == skill_id)
+ maxcount--;
+ }
+ if(!maxcount) {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ skill_failed(sd);
+ return 0;
+ }
+ }
+
+ lv = sd->skillitem==skill_id?sd->skillitemlv:pc->checkskill(sd,skill_id);
+ wx = sd->menuskill_val>>16;
+ wy = sd->menuskill_val&0xffff;
+
+ if( lv <= 0 ) return 0;
+ if( lv > 4 ) lv = 4; // crash prevention
+
+ // check if the chosen map exists in the memo list
+ ARR_FIND( 0, lv, i, mapindex == p[i]->map );
+ if( i < lv ) {
+ x=p[i]->x;
+ y=p[i]->y;
+ } else {
+ skill_failed(sd);
+ return 0;
+ }
+
+ if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv...
+ skill_failed(sd);
+ return 0;
+ }
+
+ skill->consume_requirement(sd,sd->menuskill_id,lv,2);
+ sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
+
+ if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
+ skill_failed(sd);
+ return 0;
+ }
+
+ group->val1 = (group->val1<<16)|(short)0;
+ // record the destination coordinates
+ group->val2 = (x<<16)|y;
+ group->val3 = mapindex;
+ }
+ break;
+ }
+
+ sd->menuskill_id = sd->menuskill_val = 0;
+ return 0;
+#undef skill_failed
+}
+
/*==========================================
*
*------------------------------------------*/
@@ -9600,11 +9629,11 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case PR_BENEDICTIO:
skill_area_temp[1] = src->id;
i = skill->get_splash(skill_id, skill_lv);
- map_foreachinarea(skill->area_sub,
+ iMap->foreachinarea(skill->area_sub,
src->m, x-i, y-i, x+i, y+i, BL_PC,
src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
skill->castend_nodamage_id);
- map_foreachinarea(skill->area_sub,
+ iMap->foreachinarea(skill->area_sub,
src->m, x-i, y-i, x+i, y+i, BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
skill->castend_damage_id);
@@ -9612,7 +9641,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case BS_HAMMERFALL:
i = skill->get_splash(skill_id, skill_lv);
- map_foreachinarea (skill->area_sub,
+ iMap->foreachinarea (skill->area_sub,
src->m, x-i, y-i, x+i, y+i, BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
skill->castend_nodamage_id);
@@ -9620,17 +9649,17 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case HT_DETECTING:
i = skill->get_splash(skill_id, skill_lv);
- map_foreachinarea( status_change_timer_sub,
+ iMap->foreachinarea( status_change_timer_sub,
src->m, x-i, y-i, x+i,y+i,BL_CHAR,
src,NULL,SC_SIGHT,tick);
if(battle_config.traps_setting&1)
- map_foreachinarea( skill_reveal_trap,
+ iMap->foreachinarea( skill_reveal_trap,
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
break;
case SR_RIDEINLIGHTNING:
i = skill->get_splash(skill_id, skill_lv);
- map_foreachinarea(skill->area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
+ iMap->foreachinarea(skill->area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
break;
@@ -9641,7 +9670,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
struct skill_unit_group *sg;
if ((sg= skill->locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
{
- if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) {
+ if (sg->limit - DIFF_TICK(iTimer->gettick(), sg->tick) > 0) {
skill->unitsetting(src,skill_id,skill_lv,x,y,0);
return 0; // not to consume items
} else
@@ -9719,6 +9748,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case NJ_HUUMA:
#endif
case NPC_EVILLAND:
+ case WL_COMET:
case RA_ELECTRICSHOCKER:
case RA_CLUSTERBOMB:
case RA_MAGENTATRAP:
@@ -9755,6 +9785,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case MH_POISON_MIST:
case MH_STEINWAND:
case MH_XENO_SLASHER:
+ case NC_MAGMA_ERUPTION:
flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
case GS_GROUNDDRIFT: //Ammo should be deleted right away.
skill->unitsetting(src,skill_id,skill_lv,x,y,0);
@@ -9768,7 +9799,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
if( sc->data[SC_BASILICA] )
status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
- if( map_foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) {
+ if( iMap->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) {
if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
return 1;
@@ -9789,7 +9820,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
break;
case RG_CLEANER: // [Valaris]
i = skill->get_splash(skill_id, skill_lv);
- map_foreachinarea(skill->graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
+ iMap->foreachinarea(skill->graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
break;
case SO_WARMER:
@@ -9866,8 +9897,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
md->master_id = src->id;
md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill->get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
+ iTimer->delete_timer(md->deletetimer, mob_timer_delete);
+ md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn (md); //Now it is ready for spawning.
}
}
@@ -9877,7 +9908,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case CR_SLIMPITCHER:
if (sd) {
int i = skill_lv%11 - 1;
- int j = pc_search_inventory(sd,skill_db[skill_id].itemid[i]);
+ int j = pc->search_inventory(sd,skill_db[skill_id].itemid[i]);
if( j < 0 || skill_db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skill_id].amount[i] )
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
@@ -9889,17 +9920,17 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
potion_flag = 0;
//Apply skill bonuses
- i = pc_checkskill(sd,CR_SLIMPITCHER)*10
- + pc_checkskill(sd,AM_POTIONPITCHER)*10
- + pc_checkskill(sd,AM_LEARNINGPOTION)*5
- + pc_skillheal_bonus(sd, skill_id);
+ i = pc->checkskill(sd,CR_SLIMPITCHER)*10
+ + pc->checkskill(sd,AM_POTIONPITCHER)*10
+ + pc->checkskill(sd,AM_LEARNINGPOTION)*5
+ + pc->skillheal_bonus(sd, skill_id);
potion_hp = potion_hp * (100+i)/100;
potion_sp = potion_sp * (100+i)/100;
if(potion_hp > 0 || potion_sp > 0) {
i = skill->get_splash(skill_id, skill_lv);
- map_foreachinarea(skill->area_sub,
+ iMap->foreachinarea(skill->area_sub,
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
skill->castend_nodamage_id);
@@ -9908,7 +9939,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
int i = skill_lv%11 - 1;
struct item_data *item;
i = skill_db[skill_id].itemid[i];
- item = itemdb_search(i);
+ item = itemdb->search(i);
potion_flag = 1;
potion_hp = 0;
potion_sp = 0;
@@ -9921,7 +9952,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
if(potion_hp > 0 || potion_sp > 0) {
i = skill->get_splash(skill_id, skill_lv);
- map_foreachinarea(skill->area_sub,
+ iMap->foreachinarea(skill->area_sub,
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
skill->castend_nodamage_id);
@@ -9934,7 +9965,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
int dummy = 1;
clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick);
i = skill->get_splash(skill_id, skill_lv);
- map_foreachinarea(skill->cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
+ iMap->foreachinarea(skill->cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
} else {
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
@@ -9950,7 +9981,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
// Plant Cultivation [Celest]
case CR_CULTIVATION:
if (sd) {
- if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
+ if( iMap->count_oncell(src->m,x,y,BL_CHAR) > 0 )
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
@@ -9965,8 +9996,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
if ((i = skill->get_time(skill_id, skill_lv)) > 0)
{
if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
+ iTimer->delete_timer(md->deletetimer, mob_timer_delete);
+ md->deletetimer = iTimer->add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
}
mob_spawn (md);
}
@@ -10017,14 +10048,15 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case NC_COLDSLOWER:
case NC_ARMSCANNON:
case RK_DRAGONBREATH:
+ case RK_DRAGONBREATH_WATER:
i = skill->get_splash(skill_id,skill_lv);
- map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
+ iMap->foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
break;
case SO_ARRULLO:
i = skill->get_splash(skill_id,skill_lv);
- map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
+ iMap->foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
break;
/**
@@ -10046,24 +10078,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case AB_EPICLESIS:
if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
i = sg->unit->range;
- map_foreachinarea(skill->area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id);
+ iMap->foreachinarea(skill->area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id);
}
break;
- /**
- * Warlock
- **/
- case WL_COMET:
- if( sc ) {
- sc->comet_x = x;
- sc->comet_y = y;
- }
- i = skill->get_splash(skill_id,skill_lv);
- map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
- break;
case WL_EARTHSTRAIN:
{
- int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
+ int i, wave = skill_lv + 4, dir = iMap->calc_dir(src,x,y);
int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
for( i = 1; i <= wave; i++ )
@@ -10074,7 +10095,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case 2: sx = x - i; break;
case 6: sx = x + i; break;
}
- skill->addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
+ skill->addtimerskill(src,iTimer->gettick() + (50 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
}
}
break;
@@ -10083,7 +10104,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
**/
case RA_DETONATOR:
i = skill->get_splash(skill_id, skill_lv);
- map_foreachinarea(skill->detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
+ iMap->foreachinarea(skill->detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
break;
/**
@@ -10094,7 +10115,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
skill->clear_unitgroup(src); // To remove previous skills - cannot used combined
if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv));
- if( sd ) pc_overheat(sd,1);
+ if( sd ) pc->overheat(sd,1);
}
break;
@@ -10109,8 +10130,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
md->master_id = src->id;
md->special_state.ai = AI_FLORA;
if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
+ iTimer->delete_timer(md->deletetimer, mob_timer_delete);
+ md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
mob_spawn( md );
}
}
@@ -10121,10 +10142,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
break;
case SC_FEINTBOMB:
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
skill->unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
if( skill->blown(src,src,6,unit_getdir(src),0) )
- skill->castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
+ skill->castend_nodamage_id(src,src,TF_HIDING,1,tick,0x2);
break;
case LG_OVERBRAND:
@@ -10132,10 +10153,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
int width;//according to data from irowiki it actually is a square
for( width = 0; width < 7; width++ )
for( i = 0; i < 7; i++ )
- map_foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
+ iMap->foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
for( width = 0; width < 7; width++ )
for( i = 0; i < 7; i++ )
- map_foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
+ iMap->foreachincell(skill->area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY,skill->castend_damage_id);
}
break;
@@ -10144,7 +10165,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
status_change_end(src,SC_BANDING,INVALID_TIMER);
else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv));
- if( sd ) pc_banding(sd,skill_lv);
+ if( sd ) pc->banding(sd,skill_lv);
}
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
break;
@@ -10152,7 +10173,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case LG_RAYOFGENESIS:
if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
i = skill->get_splash(skill_id,skill_lv);
- map_foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
+ iMap->foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
} else if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
@@ -10160,13 +10181,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case WM_DOMINION_IMPULSE:
i = skill->get_splash(skill_id, skill_lv);
- map_foreachinarea( skill->activate_reverberation,
+ iMap->foreachinarea( skill->activate_reverberation,
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
break;
case WM_GREAT_ECHO:
flag|=1; // Should counsume 1 item per skill usage.
- map_foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->castend_damage_id);
+ iMap->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);
@@ -10198,10 +10219,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
break;
case 5:
- map_foreachinarea(skill->area_sub, src->m,
+ iMap->foreachinarea(skill->area_sub, src->m,
ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
- src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
+ src, CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
skill->delunit(ud->skillunit[i]->unit);
break;
default:
@@ -10244,7 +10265,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
if( sd ) {// ensure that the skill last-cast tick is recorded
- sd->canskill_tick = gettick();
+ sd->canskill_tick = iTimer->gettick();
if( sd->state.arrow_atk && !(flag&1) ) {
// consume arrow if this is a ground skill
@@ -10258,141 +10279,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
return 0;
}
-/*==========================================
- *
- *------------------------------------------*/
-int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
-{
- nullpo_ret(sd);
-
-//Simplify skill_failed code.
-#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
- if(skill_id != sd->menuskill_id)
- return 0;
-
- if( sd->bl.prev == NULL || pc_isdead(sd) ) {
- skill_failed(sd);
- return 0;
- }
-
- if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
- skill_failed(sd);
- return 0;
- }
- if(sd->sc.count && (
- sd->sc.data[SC_SILENCE] ||
- sd->sc.data[SC_ROKISWEIL] ||
- sd->sc.data[SC_AUTOCOUNTER] ||
- sd->sc.data[SC_STEELBODY] ||
- (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
- sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
- sd->sc.data[SC_BASILICA] ||
- sd->sc.data[SC_MARIONETTE] ||
- sd->sc.data[SC_WHITEIMPRISON] ||
- (sd->sc.data[SC_STASIS] && skill->block_check(&sd->bl, SC_STASIS, skill_id)) ||
- (sd->sc.data[SC_KAGEHUMI] && skill->block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
- sd->sc.data[SC_OBLIVIONCURSE] ||
- sd->sc.data[SC__MANHOLE] ||
- (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH
- )) {
- skill_failed(sd);
- return 0;
- }
-
- pc_stop_attack(sd);
- pc_stop_walking(sd,0);
-
- if(battle_config.skill_log && battle_config.skill_log&BL_PC)
- ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
-
- if(strcmp(map,"cancel")==0) {
- skill_failed(sd);
- return 0;
- }
-
- switch(skill_id) {
- case AL_TELEPORT:
- if(strcmp(map,"Random")==0)
- pc_randomwarp(sd,CLR_TELEPORT);
- else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
- pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
- break;
-
- case AL_WARP:
- {
- const struct point *p[4];
- struct skill_unit_group *group;
- int i, lv, wx, wy;
- int maxcount=0;
- int x,y;
- unsigned short mapindex;
-
- mapindex = mapindex_name2id((char*)map);
- if(!mapindex) { //Given map not found?
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- skill_failed(sd);
- return 0;
- }
- p[0] = &sd->status.save_point;
- p[1] = &sd->status.memo_point[0];
- p[2] = &sd->status.memo_point[1];
- p[3] = &sd->status.memo_point[2];
-
- if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) {
- for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
- if(sd->ud.skillunit[i]->skill_id == skill_id)
- maxcount--;
- }
- if(!maxcount) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- skill_failed(sd);
- return 0;
- }
- }
-
- lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
- wx = sd->menuskill_val>>16;
- wy = sd->menuskill_val&0xffff;
-
- if( lv <= 0 ) return 0;
- if( lv > 4 ) lv = 4; // crash prevention
-
- // check if the chosen map exists in the memo list
- ARR_FIND( 0, lv, i, mapindex == p[i]->map );
- if( i < lv ) {
- x=p[i]->x;
- y=p[i]->y;
- } else {
- skill_failed(sd);
- return 0;
- }
-
- if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv...
- skill_failed(sd);
- return 0;
- }
-
- skill->consume_requirement(sd,sd->menuskill_id,lv,2);
- sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
-
- if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
- skill_failed(sd);
- return 0;
- }
-
- group->val1 = (group->val1<<16)|(short)0;
- // record the destination coordinates
- group->val2 = (x<<16)|y;
- group->val3 = mapindex;
- }
- break;
- }
-
- sd->menuskill_id = sd->menuskill_val = 0;
- return 0;
-#undef skill_failed
-}
-
/// transforms 'target' skill unit into dissonance (if conditions are met)
int skill_dance_overlap_sub(struct block_list* bl, va_list ap) {
struct skill_unit* target = (struct skill_unit*)bl;
@@ -10431,7 +10317,7 @@ int skill_dance_overlap(struct skill_unit* unit, int flag) {
unit->val2 &= ~UF_ENSEMBLE;
}
- return map_foreachincell(skill->dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
+ return iMap->foreachincell(skill->dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
}
/*==========================================
@@ -10494,14 +10380,14 @@ int skill_icewall_block(struct block_list *bl,va_list ap) {
nullpo_ret(bl);
nullpo_ret(md);
- if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
+ if( !md->target_id || ( target = iMap->id2bl(md->target_id) ) == NULL )
return 0;
if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
return 0;
if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
- mob_unlocktarget(md,gettick());
+ mob_unlocktarget(md,iTimer->gettick());
mob_stop_walking(md,1);
}
@@ -10572,7 +10458,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
{ //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
if( src->type != BL_SKILL ) return NULL;
group = ((TBL_SKILL*)src)->group;
- src = map_id2bl(group->src_id);
+ src = iMap->id2bl(group->src_id);
if( !src ) return NULL;
val2 = group->val2; //Copy the (x,y) position you warp to
val3 = group->val3; //as well as the mapindex to warp to.
@@ -10588,7 +10474,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
break;
case WZ_FIREPILLAR:
- if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
+ if( iMap->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
return NULL;
if((flag&1)!=0)
limit=1000;
@@ -10653,7 +10539,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
old_sg->skill_id == SA_VIOLENTGALE
) && old_sg->limit > 0)
{ //Use the previous limit (minus the elapsed time) [Skotlex]
- limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
+ limit = old_sg->limit - DIFF_TICK(iTimer->gettick(), old_sg->tick);
if (limit < 0) //This can happen...
limit = skill->get_time(skill_id,skill_lv);
}
@@ -10670,8 +10556,8 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
val1 = skill_lv +status->agi/10; // Flee increase
val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
if(sd){
- val1 += pc_checkskill(sd,BA_MUSICALLESSON);
- val2 += pc_checkskill(sd,BA_MUSICALLESSON);
+ val1 += pc->checkskill(sd,BA_MUSICALLESSON);
+ val2 += pc->checkskill(sd,BA_MUSICALLESSON);
}
break;
case DC_HUMMING:
@@ -10680,47 +10566,58 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
val1 *= 2;
#endif
if(sd)
- val1 += pc_checkskill(sd,DC_DANCINGLESSON);
+ val1 += pc->checkskill(sd,DC_DANCINGLESSON);
break;
case BA_POEMBRAGI:
val1 = 3*skill_lv+status->dex/10; // Casting time reduction
//For some reason at level 10 the base delay reduction is 50%.
val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
if(sd){
- val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
- val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
+ val1 += 2*pc->checkskill(sd,BA_MUSICALLESSON);
+ val2 += 2*pc->checkskill(sd,BA_MUSICALLESSON);
}
break;
case DC_DONTFORGETME:
+#ifdef RENEWAL
+ val1 = status->dex/10 + 3*skill_lv; // ASPD decrease
+ val2 = status->agi/10 + 2*skill_lv; // Movement speed adjustment.
+#else
val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
+#endif
if(sd){
- val1 += pc_checkskill(sd,DC_DANCINGLESSON);
- val2 += pc_checkskill(sd,DC_DANCINGLESSON);
+ val1 += pc->checkskill(sd,DC_DANCINGLESSON);
+ val2 += pc->checkskill(sd,DC_DANCINGLESSON);
}
break;
case BA_APPLEIDUN:
val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
if(sd)
- val1 += pc_checkskill(sd,BA_MUSICALLESSON);
+ val1 += pc->checkskill(sd,BA_MUSICALLESSON);
break;
case DC_SERVICEFORYOU:
val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
if(sd){
- val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
- val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
+ val1 += pc->checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
+ val2 += pc->checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
}
break;
case BA_ASSASSINCROSS:
+#ifdef RENEWAL
+ val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
+ if(sd)
+ val1 += 4*pc->checkskill(sd,BA_MUSICALLESSON);
+#else
val1 = 100+(10*skill_lv)+(status->agi/10); // ASPD increase
if(sd)
- val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
+ val1 += 5*pc->checkskill(sd,BA_MUSICALLESSON);
+#endif
break;
case DC_FORTUNEKISS:
val1 = 10+skill_lv+(status->luk/10); // Critical increase
if(sd)
- val1 += pc_checkskill(sd,DC_DANCINGLESSON);
+ val1 += pc->checkskill(sd,DC_DANCINGLESSON);
val1*=10; //Because every 10 crit is an actual cri point.
break;
case BD_DRUMBATTLEFIELD:
@@ -10802,6 +10699,12 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
case GD_HAWKEYES:
limit = 1000000;//it doesn't matter
break;
+ case WL_COMET:
+ if( sc ) {
+ sc->comet_x = x;
+ sc->comet_y = y;
+ }
+ break;
case LG_BANDING:
limit = -1;
break;
@@ -10809,7 +10712,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
interval = limit;
val2 = 1;
case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
- if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
+ if( iMap->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
return NULL;
break;
case SO_CLOUD_KILL:
@@ -10820,7 +10723,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
break;
case SO_VACUUM_EXTREME:
range++;
-
break;
case SC_BLOODYLUST:
skill->clear_group(src, 32);
@@ -10832,13 +10734,13 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
break;
case KO_ZENKAI:
if( sd ){
- ARR_FIND(1, 6, i, sd->talisman[i] > 0);
+ ARR_FIND(1, 6, i, sd->charm[i] > 0);
if( i < 5 ){
- val1 = sd->talisman[i]; // no. of aura
+ val1 = sd->charm[i]; // no. of aura
val2 = i; // aura type
limit += val1 * 1000;
subunt = i - 1;
- pc_del_talisman(sd, sd->talisman[i], i);
+ pc->del_charm(sd, sd->charm[i], i);
}
}
break;
@@ -10855,7 +10757,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
group->item_id = req_item;
//if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
- if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
+ if (DIFF_TICK(group->tick, iTimer->gettick()) > SKILLUNITTIMER_INTERVAL)
active_flag = 0;
if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
@@ -10888,7 +10790,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
int val2 = 0;
int alive = 1;
- if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
+ if( !group->state.song_dance && !iMap->getcell(src->m,ux,uy,CELL_CHKREACH) )
continue; // don't place skill units on walls (except for songs/dances/encores)
if( battle_config.skill_wall_check && skill->get_unit_flag(skill_id)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
continue; // no path between cell and center of casting.
@@ -10900,7 +10802,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
break;
case WZ_ICEWALL:
val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
- val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
+ val2 = iMap->getcell(src->m, ux, uy, CELL_GETTYPE);
break;
case HT_LANDMINE:
case MA_LANDMINE:
@@ -10953,7 +10855,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
val2 |= UF_RANGEDSINGLEUNIT; // center.
if( range <= 0 )
- map_foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
+ iMap->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
if( !alive )
continue;
@@ -10969,7 +10871,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
// execute on all targets standing on this cell
if (range==0 && active_flag)
- map_foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
+ iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),1);
}
if (!group->alive_count) { //No cells? Something that was blocked completely by Land Protector?
@@ -10980,7 +10882,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
//success, unit created.
switch( skill_id ) {
case WZ_ICEWALL:
- map_foreachinrange(skill->icewall_block, src, AREA_SIZE, BL_MOB);
+ iMap->foreachinrange(skill->icewall_block, src, AREA_SIZE, BL_MOB);
break;
case NJ_TATAMIGAESHI: //Store number of tiles.
group->val1 = group->alive_count;
@@ -11008,9 +10910,9 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
return 0;
nullpo_ret(sg=src->group);
- nullpo_ret(ss=map_id2bl(sg->src_id));
+ nullpo_ret(ss=iMap->id2bl(sg->src_id));
- if( skill->get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
+ if( skill->get_type(sg->skill_id) == BF_MAGIC && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
return 0; //AoE skills are ineffective. [Skotlex]
sc = status_get_sc(bl);
@@ -11030,10 +10932,10 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
} else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
- const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
+ const struct TimerData* td = sc->data[type]?iTimer->get_timer(sc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
- map_moveblock(bl, src->bl.x, src->bl.y, tick);
+ iMap->moveblock(bl, src->bl.x, src->bl.y, tick);
clif->fixpos(bl);
sg->val2 = bl->id;
}
@@ -11058,11 +10960,11 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
break; //Does not affect the caster.
if (!sce) {
TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
- if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill->get_time2(SC_BLOODYLUST, 1))
+ if (sd && sd->bloodylust_tick && DIFF_TICK(iTimer->gettick(), sd->bloodylust_tick) < skill->get_time2(SC_BLOODYLUST, 1))
clif->skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill->get_time(LK_BERSERK, sg->skill_lv)));
else {
- if (sd) sd->bloodylust_tick = gettick();
+ if (sd) sd->bloodylust_tick = iTimer->gettick();
clif->skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill->get_time(LK_BERSERK, sg->skill_lv)));
}
@@ -11085,15 +10987,15 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
if( --count <= 0 )
skill->del_unitgroup(sg,ALC_MARK);
- if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
+ if ( iMap->mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
working = 1;/* we break it because officials break it, lovely stuff. */
sg->val1 = (count<<16)|working;
- pc_setpos(sd,m,x,y,CLR_TELEPORT);
+ pc->setpos(sd,m,x,y,CLR_TELEPORT);
}
} else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
- int16 m = map_mapindex2mapid(sg->val3);
+ int16 m = iMap->mapindex2mapid(sg->val3);
if (m < 0) break; //Map not available on this map-server.
unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
}
@@ -11130,7 +11032,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
case UNT_INTOABYSS:
case UNT_SIEGFRIED:
//Needed to check when a dancer/bard leaves their ensemble area.
- if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
+ if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
return skill_id;
if (!sce)
sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
@@ -11143,7 +11045,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
case UNT_DONTFORGETME:
case UNT_FORTUNEKISS:
case UNT_SERVICEFORYOU:
- if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
+ if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
return 0;
if (!sc) return 0;
@@ -11152,8 +11054,8 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
else if (sce->val4 == 1) {
//Readjust timers since the effect will not last long.
sce->val4 = 0;
- delete_timer(sce->timer, status_change_timer);
- sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
+ iTimer->delete_timer(sce->timer, status_change_timer);
+ sce->timer = iTimer->add_timer(tick+sg->limit, status_change_timer, bl->id, type);
}
break;
@@ -11196,7 +11098,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
case UNT_VOLCANIC_ASH:
if (!sce)
- sc_start(bl, SC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv));
+ sc_start(bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv));
break;
case UNT_GD_LEADERSHIP:
@@ -11231,7 +11133,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
return 0;
nullpo_ret(sg=src->group);
- nullpo_ret(ss=map_id2bl(sg->src_id));
+ nullpo_ret(ss=iMap->id2bl(sg->src_id));
tsd = BL_CAST(BL_PC, bl);
tsc = status_get_sc(bl);
@@ -11263,7 +11165,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
ts->tick = tick+sg->interval;
if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
- ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
+ ts->tick += sg->interval*(iMap->count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
}
switch (sg->unit_id) {
@@ -11413,7 +11315,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
- const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
+ const struct TimerData* td = tsc->data[type]?iTimer->get_timer(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) {
@@ -11444,12 +11346,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
- map_moveblock(bl, src->bl.x, src->bl.y, tick);
+ iMap->moveblock(bl, src->bl.x, src->bl.y, tick);
clif->fixpos(bl);
}
- map_foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
+ iMap->foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
}
break;
@@ -11479,7 +11381,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_FIREPILLAR_ACTIVE:
- map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+ iMap->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
@@ -11522,7 +11424,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( md && md->class_ == MOBID_EMPERIUM )
break;
#endif
- if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
+ if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER) )
break; // affects self only when soullinked
heal = skill->calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
if( tsc->data[SC_AKAITSUKI] && heal )
@@ -11553,7 +11455,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
status_heal(bl,heal,0,0);
break;
case 1: // End all negative status
- status_change_clear_buffs(bl,6);
+ status_change_clear_buffs(bl,2);
if (tsd) clif->gospel_info(tsd, 0x15);
break;
case 2: // Immunity to all status
@@ -11576,7 +11478,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
sc_start(bl,SC_BLESSING,100,10,time);
break;
case 7: // Level 10 Increase AGI
- sc_start(bl,SC_INCREASEAGI,100,10,time);
+ sc_start(bl,SC_INC_AGI,100,10,time);
break;
case 8: // Enchant weapon with Holy element
sc_start(bl,SC_ASPERSIO,100,1,time);
@@ -11657,6 +11559,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_FIREWALK:
case UNT_ELECTRICWALK:
case UNT_PSYCHIC_WAVE:
+ case UNT_MAGMA_ERUPTION:
+ case UNT_MAKIBISHI:
skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
@@ -11665,7 +11569,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_GROUNDDRIFT_POISON:
case UNT_GROUNDDRIFT_WATER:
case UNT_GROUNDDRIFT_FIRE:
- map_foreachinrange(skill->trap_splash,&src->bl,
+ iMap->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;
@@ -11702,7 +11606,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
}
}
/* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
- else if( battle->check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
+ else if( battle->check_target(ss, bl, BCT_ENEMY) > 0 && battle->check_undead(tstatus->race, tstatus->def_ele) )
skill->castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
break;
@@ -11715,14 +11619,14 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_DIMENSIONDOOR:
if( tsd && !map[bl->m].flag.noteleport )
- pc_randomwarp(tsd,3);
+ pc->randomwarp(tsd,3);
else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
unit_warp(bl,-1,-1,-1,3);
break;
case UNT_REVERBERATION:
clif->changetraplook(&src->bl,UNT_USED_TRAPS);
- map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+ iMap->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
sg->limit = DIFF_TICK(tick,sg->tick)+1000;
sg->unit_id = UNT_USED_TRAPS;
break;
@@ -11745,16 +11649,16 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( !sg->val2 ) {
int sec = skill->get_time2(sg->skill_id, sg->skill_lv);
if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
- const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
+ const struct TimerData* td = tsc->data[type]?iTimer->get_timer(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
- ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
+ ///iMap->moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
clif->fixpos(bl);
sg->val2 = bl->id;
} else
sec = 3000; // Couldn't trap it?
sg->limit = DIFF_TICK(tick, sg->tick) + sec;
- } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
+ } else if( tsc->data[SC_THORNS_TRAP] && bl->id == sg->val2 )
skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
}
break;
@@ -11765,14 +11669,14 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case 1:
case 2:
default:
- sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
+ sc_start4(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0,
skill->get_time2(sg->skill_id, sg->skill_lv));
skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl,
sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
break;
case 3:
skill->attack(skill->get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
- CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
+ CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
break;
}
@@ -11882,36 +11786,31 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_ZENKAI_WATER:
sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
- sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_LAND:
sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_FIRE:
- sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start4(bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
case UNT_ZENKAI_WIND:
sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
- sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
+ sc_start(bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv));
break;
}
}else
sc_start2(bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv));
break;
- case UNT_MAKIBISHI:
- skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- sg->limit = DIFF_TICK(tick, sg->tick);
- sg->unit_id = UNT_USED_TRAPS;
- break;
-
case UNT_LAVA_SLIDE:
skill->attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
if(++sg->val1 > 4) //after 5 stop hit and destroy me
sg->limit = DIFF_TICK(tick, sg->tick);
break;
+
case UNT_POISON_MIST:
skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8);
@@ -11963,7 +11862,7 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in
break;
case UNT_SPIDERWEB: {
- struct block_list *target = map_id2bl(sg->val2);
+ struct block_list *target = iMap->id2bl(sg->val2);
if (target && target==bl)
{
if (sce && sce->val3 == sg->group_id)
@@ -12053,11 +11952,11 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
if (sce) {
- delete_timer(sce->timer, status_change_timer);
+ iTimer->delete_timer(sce->timer, status_change_timer);
//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
//not possible on our current implementation.
sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
- sce->timer = add_timer(tick+skill->get_time2(skill_id,1), status_change_timer, bl->id, type);
+ sce->timer = iTimer->add_timer(tick+skill->get_time2(skill_id,1), status_change_timer, bl->id, type);
}
break;
case PF_FOGWALL:
@@ -12067,8 +11966,8 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
status_change_end(bl, SC_BLIND, INVALID_TIMER);
else {
- delete_timer(sce->timer, status_change_timer);
- sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
+ iTimer->delete_timer(sce->timer, status_change_timer);
+ sce->timer = iTimer->add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
}
}
}
@@ -12199,7 +12098,7 @@ int skill_check_condition_char_sub (struct block_list *bl, va_list ap) {
switch(skill_id) {
case PR_BENEDICTIO: {
- uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
+ uint8 dir = iMap->calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
&& sd->status.sp >= 10)
@@ -12213,7 +12112,7 @@ int skill_check_condition_char_sub (struct block_list *bl, va_list ap) {
return 1;
case WL_COMET:
// Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
- if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
+ if( ( tsd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
p_sd[(*c)++] = tsd->bl.id;
return 1;
case LG_RAYOFGENESIS:
@@ -12228,7 +12127,7 @@ int skill_check_condition_char_sub (struct block_list *bl, va_list ap) {
return 0;
if (sd->status.sex != tsd->status.sex &&
(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
- (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
+ (skill_lv = pc->checkskill(tsd, skill_id)) > 0 &&
(tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
sd->status.party_id && tsd->status.party_id &&
sd->status.party_id == tsd->status.party_id &&
@@ -12264,26 +12163,26 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short*
switch (skill_id) {
case PR_BENEDICTIO:
for (i = 0; i < c; i++) {
- if ((tsd = map_id2sd(p_sd[i])) != NULL)
+ if ((tsd = iMap->id2sd(p_sd[i])) != NULL)
status_charge(&tsd->bl, 0, 10);
}
return c;
case AB_ADORAMUS:
- if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
+ if( c > 0 && (tsd = iMap->id2sd(p_sd[0])) != NULL ) {
i = 2 * (*skill_lv);
status_charge(&tsd->bl, 0, i);
}
break;
case WM_GREAT_ECHO:
for( i = 0; i < c; i++ ) {
- if( (tsd = map_id2sd(p_sd[i])) != NULL )
+ if( (tsd = iMap->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) {
+ if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = iMap->id2sd(p_sd[0])) != NULL) {
sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000);
clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
@@ -12300,7 +12199,7 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short*
if( is_chorus )
i = party_foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
else
- i = map_foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
+ i = iMap->foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
*skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
@@ -12319,10 +12218,8 @@ int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) {
mob_class=va_arg(ap,int);
skill=va_arg(ap,int);
c=va_arg(ap,int *);
-
- if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3) )
+ if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:skill == MH_SUMMON_LEGION?1:3) )
return 0; //Non alchemist summoned mobs have nothing to do here.
-
if(md->class_==mob_class)
(*c)++;
@@ -12407,7 +12304,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
; //Do not consume item.
else if( sd->status.inventory[i].expire_time == 0 )
- pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
+ pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
}
return 1;
}
@@ -12450,11 +12347,11 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case BS_ADRENALINE: case WS_WEAPONREFINE:
case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
- case BS_MAXIMIZE: case NC_AXEBOOMERANG:
- case BS_ADRENALINE2: case NC_POWERSWING:
- case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
+ case BS_MAXIMIZE:
+ case BS_ADRENALINE2:
+ case BS_UNFAIRLYTRICK:
case BS_GREED:
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
return 0;
default: //Only Mechanic exlcusive skill can be used.
break;
@@ -12510,30 +12407,43 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
return 0;
if(sc->data[SC_BLADESTOP])
break;
- if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
+ if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK )
break;
+ if( i )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK);
return 0;
case MO_COMBOFINISH:
- if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
+ if(!sc)
return 0;
- break;
+ if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO )
+ break;
+ if( i )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_CHAINCOMBO);
+ return 0;
case CH_TIGERFIST:
- if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
+ if(!sc)
return 0;
- break;
+ if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH )
+ break;
+ if( i )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_COMBOFINISH);
+ return 0;
case CH_CHAINCRUSH:
- if(!(sc && sc->data[SC_COMBO]))
- return 0;
- if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
+ if(!sc)
return 0;
- break;
+ if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST )
+ break;
+ if( i )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, CH_TIGERFIST);
+ return 0;
case MO_EXTREMITYFIST:
// if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
// return 0;
if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
break;
- if( sc && sc->data[SC_COMBO] ) {
- switch(sc->data[SC_COMBO]->val1) {
+ if( sc && sc->data[SC_COMBOATTACK] )
+ {
+ switch(sc->data[SC_COMBOATTACK]->val1) {
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
@@ -12575,17 +12485,17 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case TK_COUNTER:
if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
- if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
+ if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK)
return 0; //Combo needs to be ready
- if (sc->data[SC_COMBO]->val3) { //Kick chain
+ if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain
//Do not repeat a kick.
- if (sc->data[SC_COMBO]->val3 != skill_id)
+ if (sc->data[SC_COMBOATTACK]->val3 != skill_id)
break;
- status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER);
return 0;
}
- if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
+ if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
unit_cancel_combo(&sd->bl);
return 0;
}
@@ -12619,12 +12529,12 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
break;
case SL_SMA:
- if(!(sc && sc->data[SC_SMA]))
+ if(!(sc && sc->data[SC_SMA_READY]))
return 0;
break;
case HT_POWER:
- if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id))
+ if(!(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id))
return 0;
break;
@@ -12642,7 +12552,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
for (i=0;i<size*size;i++) {
x = sd->bl.x+(i%size-range);
y = sd->bl.y+(i/size-range);
- if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
+ if (iMap->getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
@@ -12652,8 +12562,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case PR_REDEMPTIO:
{
int exp;
- if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
- ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
+ if( ((exp = pc->nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
+ ((exp = pc->nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
return 0;
}
@@ -12661,7 +12571,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
case AM_TWILIGHT2:
case AM_TWILIGHT3:
- if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv))
+ if (!party->skill_check(sd, sd->status.party_id, skill_id, skill_lv))
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
@@ -12690,7 +12600,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
case SG_FUSION:
- if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
+ if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR)
break;
//Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
//Only invoke on skill begin cast (instant cast skill). [Kevin]
@@ -12732,7 +12642,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
return 0;
}
case NJ_BUNSINJYUTSU:
- if (!(sc && sc->data[SC_NEN])) {
+ if (!(sc && sc->data[SC_NJ_NEN])) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
@@ -12794,7 +12704,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
* Warlock
**/
case WL_COMET:
- if( skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
+ if( skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && ((i = pc->search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
{
//clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
@@ -12805,13 +12715,36 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case WL_SUMMONBL:
case WL_SUMMONWB:
case WL_SUMMONSTONE:
- if( sc )
+ case WL_TETRAVORTEX:
+ case WL_RELEASE:
{
- ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
- if( i == SC_SPHERE_5+1 )
- { // No more free slots
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
- return 0;
+ int x = SC_SUMMON1;
+ i = 0;
+ for(; x <= SC_SUMMON5; x++)
+ if( sc && sc->data[x] )
+ i++;
+
+ switch(skill_id){
+ case WL_TETRAVORTEX:
+ if( i < 4 ){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
+ return 0;
+ }
+ break;
+ case WL_RELEASE:
+ for(x = SC_SPELLBOOK7; x >= SC_SPELLBOOK1; x--)
+ if( sc && sc->data[x] )
+ i++;
+ if( i == 0 ){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
+ return 0;
+ }
+ break;
+ default:
+ if( i == 5 ){
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
+ return 0;
+ }
}
}
break;
@@ -12826,7 +12759,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
break;
case GC_COUNTERSLASH:
case GC_WEAPONCRUSH:
- if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
+ if( !(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING) ) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
return 0;
}
@@ -12835,26 +12768,26 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
* Ranger
**/
case RA_WUGMASTERY:
- if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY] ) {
+ clif->skill_fail(sd,skill_id,sd->sc.data[SC__GROOMY]?USESKILL_FAIL_MANUAL_NOTIFY:USESKILL_FAIL_CONDITION,0);
return 0;
}
break;
case RA_WUGSTRIKE:
if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
return 0;
}
break;
case RA_WUGRIDER:
if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
return 0;
}
break;
case RA_WUGDASH:
if(!pc_isridingwug(sd)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
return 0;
}
break;
@@ -12896,10 +12829,13 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
break;
case SR_FALLENEMPIRE:
- if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
+ if( !sc )
return 0;
- break;
-
+ if( (i=(sc && sc->data[SC_COMBOATTACK])) && sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO )
+ break;
+ if( i )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, SR_DRAGONCOMBO);
+ return 0;
case SR_CRESCENTELBOW:
if( sc && sc->data[SC_CRESCENTELBOW] ) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
@@ -12908,7 +12844,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
break;
case SR_CURSEDCIRCLE:
if (map_flag_gvg(sd->bl.m)) {
- if (map_foreachinrange(mob_count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB,
+ if (iMap->foreachinrange(mob_count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB,
MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
char output[128];
sprintf(output, "You're too close to a stone or emperium to do this skill");
@@ -12954,7 +12890,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
break;
case SO_EL_CONTROL:
if( !sd->status.ele_id || !sd->ed ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
return 0;
}
break;
@@ -12966,7 +12902,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
break;
case LG_REFLECTDAMAGE:
case CR_REFLECTSHIELD:
- if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
+ if( sc && sc->data[SC_KYOMU] && rand()%100 < 5 * sc->data[SC_KYOMU]->val1 ){
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
@@ -12977,18 +12913,17 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case KO_DOHU_KOUKAI:
{
int ttype = skill->get_ele(skill_id, skill_lv);
- ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
- if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ if( sd->charm[ttype] >= 10 ){
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
return 0;
}
}
break;
case KO_KAIHOU:
case KO_ZENKAI:
- ARR_FIND(1, 6, i, sd->talisman[i] > 0);
+ ARR_FIND(1, 6, i, sd->charm[i] > 0);
if( i > 4 ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
return 0;
}
break;
@@ -13032,7 +12967,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
case ST_CART:
if(!pc_iscarton(sd)) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
return 0;
}
break;
@@ -13050,7 +12985,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
break;
case ST_EXPLOSIONSPIRITS:
if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_EXPLOSIONSPIRITS,0);
return 0;
}
break;
@@ -13061,8 +12996,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
break;
case ST_MOVE_ENABLE:
- if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
- sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
+ if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)
+ sd->ud.canmove_tick = iTimer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
if (!unit_can_move(&sd->bl)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
@@ -13070,15 +13005,15 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
break;
case ST_WATER:
- if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
+ if (sc && (sc->data[SC_DELUGE] || sc->data[SC_NJ_SUITON]))
break;
- if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
+ if (iMap->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
break;
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
case ST_RIDINGDRAGON:
if( !pc_isridingdragon(sd) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
return 0;
}
break;
@@ -13096,7 +13031,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
break;
case ST_MADO:
if( !pc_ismadogear(sd) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
return 0;
}
break;
@@ -13163,7 +13098,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
return 0;
}
- if( sd->sc.data[SC_COMBO] ) {
+ if( sd->sc.data[SC_COMBOATTACK] ) {
switch( skill_id ) {
case MO_CHAINCOMBO:
case MO_COMBOFINISH:
@@ -13174,12 +13109,14 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case TK_STORMKICK:
case TK_DOWNKICK:
case TK_COUNTER:
+ case TK_JUMPKICK:
case HT_POWER:
case GC_COUNTERSLASH:
case GC_WEAPONCRUSH:
case SR_FALLENEMPIRE:
case SR_DRAGONCOMBO:
case SR_TIGERCANNON:
+ case SR_GATEOFHELL:
break;
default: return 0;
}
@@ -13252,7 +13189,7 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv);
int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142;
if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
- i = map_foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
+ i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
if(c >= maxcount ||
(skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
{ //Fails when: exceed max limit. There are other plant types already out.
@@ -13273,9 +13210,9 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
if( skill_id == NC_MAGICDECOY ) {
for( j = mob_class; j <= 2046; j++ )
- map_foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
+ iMap->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
} else
- map_foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
+ iMap->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
if( c >= maxcount ) {
clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
return 0;
@@ -13285,7 +13222,7 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
break;
case KO_ZANZOU: {
int c = 0;
- i = map_foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
+ i = iMap->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) {
clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
return 0;
@@ -13310,7 +13247,10 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
- clif->arrow_fail(sd,0);
+ if( require.ammo&1<<8 )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CANONBALL,0);
+ else
+ clif->arrow_fail(sd,0);
return 0;
} else if( sd->status.inventory[i].amount < require.ammo_qty ) {
char e_msg[100];
@@ -13332,14 +13272,41 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
if( !require.itemid[i] )
continue;
- index[i] = pc_search_inventory(sd,require.itemid[i]);
+ index[i] = pc->search_inventory(sd,require.itemid[i]);
if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
- if( require.itemid[i] == ITEMID_RED_GEMSTONE )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
- else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
- else
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ useskill_fail_cause cause = USESKILL_FAIL_NEED_ITEM;
+ switch( skill_id ){
+ case NC_SILVERSNIPER:
+ case NC_MAGICDECOY:
+ cause = USESKILL_FAIL_STUFF_INSUFFICIENT;
+ break;
+ default:
+ switch(require.itemid[i]){
+ case ITEMID_RED_GEMSTONE:
+ cause = USESKILL_FAIL_REDJAMSTONE; break;
+ case ITEMID_BLUE_GEMSTONE:
+ cause = USESKILL_FAIL_BLUEJAMSTONE; break;
+ case ITEMID_HOLY_WATER:
+ cause = USESKILL_FAIL_HOLYWATER; break;
+ case ITEMID_ANCILLA:
+ cause = USESKILL_FAIL_ANCILLA; break;
+ case ITEMID_ACCELERATOR:
+ case ITEMID_HOVERING_BOOSTER:
+ case ITEMID_SUICIDAL_DEVICE:
+ case ITEMID_SHAPE_SHIFTER:
+ case ITEMID_COOLING_DEVICE:
+ case ITEMID_MAGNETIC_FIELD_GENERATOR:
+ case ITEMID_BARRIER_BUILDER:
+ case ITEMID_CAMOUFLAGE_GENERATOR:
+ case ITEMID_REPAIR_KIT:
+ case ITEMID_MONKEY_SPANNER:
+ cause = USESKILL_FAIL_NEED_EQUIPMENT;
+ default:
+ clif->skill_fail(sd, skill_id, cause, max(1,require.amount[i])|(require.itemid[i] << 16));
+ return 0;
+ }
+ }
+ clif->skill_fail(sd, skill_id, cause, 0);
return 0;
}
}
@@ -13349,23 +13316,31 @@ int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id,
// type&2: consume items (after skill was used)
// type&1: consume the others (before skill was used)
-int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
-{
+int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) {
struct skill_condition req;
nullpo_ret(sd);
req = skill->get_requirement(sd,skill_id,skill_lv);
- if( type&1 )
- {
- if( skill_id == CG_TAROTCARD || sd->state.autocast )
- req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
+ if( type&1 ) {
+
+ switch( skill_id ) {
+ case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
+ case MC_IDENTIFY:
+ req.sp = 0;
+ break;
+ default:
+ if( sd->state.autocast )
+ req.sp = 0;
+ break;
+ }
+
if(req.hp || req.sp)
status_zap(&sd->bl, req.hp, req.sp);
if(req.spiritball > 0)
- pc_delspiritball(sd,req.spiritball,0);
+ pc->delspiritball(sd,req.spiritball,0);
if(req.zeny > 0)
{
@@ -13373,7 +13348,7 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin
req.zeny = 0; //Zeny is reduced on skill->attack.
if( sd->status.zeny < req.zeny )
req.zeny = sd->status.zeny;
- pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
+ pc->payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
}
}
@@ -13390,7 +13365,7 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin
if( !req.itemid[i] )
continue;
- if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
+ if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD )
continue; //Gemstones are checked, but not substracted from inventory.
switch( skill_id ){
@@ -13415,8 +13390,8 @@ int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uin
break;
}
- if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
- pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
+ if( (n = pc->search_inventory(sd,req.itemid[i])) >= 0 )
+ pc->delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
}
}
@@ -13494,10 +13469,12 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
if( sc ) {
if( sc->data[SC__LAZINESS] )
req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
- if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
- req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
+ if( sc->data[SC_UNLIMITED_HUMMING_VOICE] )
+ req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val2 / 100;
if( sc->data[SC_RECOGNIZEDSPELL] )
req.sp += req.sp / 4;
+ if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST)
+ req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
}
req.zeny = skill_db[idx].zeny[skill_lv-1];
@@ -13583,9 +13560,9 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
}
}
- if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
+ if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc->checkskill(sd, RA_RESEARCHTRAP) > 0){
int16 itIndex;
- if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
+ if( (itIndex = pc->search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
req.itemid[i] = ITEMID_TRAP_ALLOY;
req.amount[i] = 1;
}
@@ -13613,18 +13590,18 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
// Check for cost reductions due to skills & SCs
switch(skill_id) {
case MC_MAMMONITE:
- if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
+ if(pc->checkskill(sd,BS_UNFAIRLYTRICK)>0)
req.zeny -= req.zeny*10/100;
break;
case AL_HOLYLIGHT:
- if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
+ if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST)
req.sp *= 5;
break;
case SL_SMA:
case SL_STUN:
case SL_STIN:
{
- int kaina_lv = pc_checkskill(sd,SL_KAINA);
+ int kaina_lv = pc->checkskill(sd,SL_KAINA);
if(kaina_lv==0 || sd->status.base_level<70)
break;
@@ -13641,7 +13618,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
case MO_COMBOFINISH:
case CH_TIGERFIST:
case CH_CHAINCRUSH:
- if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
+ if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK)
req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
break;
case MO_BODYRELOCATION:
@@ -13653,9 +13630,9 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
{
if( sc->data[SC_BLADESTOP] )
req.spiritball--;
- else if( sc->data[SC_COMBO] )
+ else if( sc->data[SC_COMBOATTACK] )
{
- switch( sc->data[SC_COMBO]->val1 )
+ switch( sc->data[SC_COMBOATTACK]->val1 )
{
case MO_COMBOFINISH:
req.spiritball = 4;
@@ -13675,14 +13652,14 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
req.spiritball = sd->spiritball?sd->spiritball:15;
break;
case SR_GATEOFHELL:
- if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
+ if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE )
req.sp -= req.sp * 10 / 100;
break;
case SO_SUMMON_AGNI:
case SO_SUMMON_AQUA:
case SO_SUMMON_VENTUS:
case SO_SUMMON_TERA:
- req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
+ 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] )
@@ -13752,15 +13729,15 @@ int skill_castfix_sc (struct block_list *bl, int time)
if( time < 0 )
return 0;
-
+
if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter.
return time;
if (sc && sc->count) {
if (sc->data[SC_SLOWCAST])
time += time * sc->data[SC_SLOWCAST]->val2 / 100;
- if (sc->data[SC_PARALYSIS])
- time += sc->data[SC_PARALYSIS]->val3;
+ if (sc->data[SC_NEEDLE_OF_PARALYZE])
+ time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3;
if (sc->data[SC_SUFFRAGIUM]) {
time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
@@ -13832,8 +13809,12 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
if (sc && sc->count && !(skill->get_castnodex(skill_id, skill_lv)&2) ) {
// All variable cast additive bonuses must come first
+ if (sc->data[SC_MAGICPOWER] )
+ time += 700;
if (sc->data[SC_SLOWCAST])
VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
+ if (sc->data[SC_FROSTMISTY])
+ VARCAST_REDUCTION(-15);
// Variable cast reduction bonuses
if (sc->data[SC_SUFFRAGIUM]) {
@@ -13851,17 +13832,33 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
VARCAST_REDUCTION(50);
if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WATER))
VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
+ if (sc->data[SC_TELEKINESIS_INTENSE])
+ VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
+ if (sc->data[SC_SOULLINK]){
+ if(sc->data[SC_SOULLINK]->val2 == SL_WIZARD || sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)
+ switch(skill_id){
+ case WZ_FIREPILLAR:
+ if(skill_lv < 5)
+ break;
+ case HW_GRAVITATION:
+ case MG_SAFETYWALL:
+ case MG_STONECURSE:
+ case BA_MUSICALSTRIKE:
+ case DC_THROWARROW:
+ VARCAST_REDUCTION(50);
+ }
+ }
// Fixed cast reduction bonuses
if( sc->data[SC__LAZINESS] )
fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
if( sc->data[SC_SECRAMENT] )
fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
- if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
- fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
+ if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) )
+ fixcast_r = max(fixcast_r, (status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] %
// Fixed cast non percentage bonuses
if( sc->data[SC_MANDRAGORA] )
fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
- if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
+ if( sc->data[SC_IZAYOI] )
fixed = 0;
if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
fixed -= 1000;
@@ -13939,14 +13936,14 @@ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
}
}
- if ( sc && sc->data[SC_SPIRIT] ) {
+ if ( sc && sc->data[SC_SOULLINK] ) {
switch (skill_id) {
case CR_SHIELDBOOMERANG:
- if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
+ if (sc->data[SC_SOULLINK]->val2 == SL_CRUSADER)
time /= 2;
break;
case AS_SONICBLOW:
- if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
+ if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN)
time /= 2;
break;
}
@@ -14101,7 +14098,7 @@ void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) {
void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
{
int c,n=4;
- uint8 dir = map_calc_dir(src,bl->x,bl->y);
+ uint8 dir = iMap->calc_dir(src,bl->x,bl->y);
struct square tc;
int x=bl->x,y=bl->y;
skill->brandishspear_first(&tc,dir,x,y);
@@ -14110,7 +14107,7 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s
if(skill_lv > 9){
for(c=1;c<4;c++){
- map_foreachincell(skill->area_sub,
+ iMap->foreachincell(skill->area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
skill->castend_damage_id);
@@ -14126,7 +14123,7 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s
if(skill_lv > 3){
for(c=0;c<5;c++){
- map_foreachincell(skill->area_sub,
+ iMap->foreachincell(skill->area_sub,
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
skill->castend_damage_id);
@@ -14138,7 +14135,7 @@ void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 s
}
for(c=0;c<10;c++){
if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1);
- map_foreachincell(skill->area_sub,
+ iMap->foreachincell(skill->area_sub,
bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
skill->castend_damage_id);
@@ -14156,7 +14153,7 @@ void skill_repairweapon (struct map_session_data *sd, int idx) {
nullpo_retv(sd);
- if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
+ if ( !( target_sd = iMap->id2sd(sd->menuskill_val) ) ) //Failed....
return;
if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
@@ -14177,7 +14174,7 @@ void skill_repairweapon (struct map_session_data *sd, int idx) {
material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
else
material = materials [2]; // Armors consume 1 Steel
- if ( pc_search_inventory(sd,material) < 0 ) {
+ if ( pc->search_inventory(sd,material) < 0 ) {
clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
return;
}
@@ -14188,7 +14185,7 @@ void skill_repairweapon (struct map_session_data *sd, int idx) {
clif->equiplist(target_sd);
- pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
+ pc->delitem(sd,pc->search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
clif->item_repaireffect(sd,idx,0);
@@ -14204,7 +14201,7 @@ void skill_identify (struct map_session_data *sd, int idx)
int flag=1;
nullpo_retv(sd);
-
+ sd->state.workinprogress = 0;
if(idx >= 0 && idx < MAX_INVENTORY) {
if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
flag=0;
@@ -14231,32 +14228,42 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
if(item->nameid > 0 && ditem->type == IT_WEAPON)
{
- if( item->refine >= sd->menuskill_val
- || item->refine >= 10 // if it's no longer refineable
- || ditem->flag.no_refine // if the item isn't refinable
- || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
- {
+ if( ditem->flag.no_refine ){ // if the item isn't refinable
clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
return;
}
+ if( item->refine >= sd->menuskill_val || item->refine >= 10 ){
+ clif->upgrademessage(sd->fd, 2, item->nameid);
+ return;
+ }
+ if( (i = pc->search_inventory(sd, material [ditem->wlv])) < 0 ){
+ clif->upgrademessage(sd->fd, 3, material [ditem->wlv]);
+ return;
+ }
- per = status_get_refine_chance(ditem->wlv, (int)item->refine);
- per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
-
- pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
- if (per > rnd() % 100) {
+ per = status_get_refine_chance(ditem->wlv, (int)item->refine) * 10;
+
+ // Aegis leaked formula. [malufett]
+ if( sd->status.class_ == JOB_MECHANIC_T )
+ per += 100;
+ else
+ per += 5 * ((signed int)sd->status.job_level - 50);
+
+ pc->delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
+ if (per > rnd() % 1000) {
logs->pick_pc(sd, LOG_TYPE_OTHER, -1, item, ditem);
item->refine++;
logs->pick_pc(sd, LOG_TYPE_OTHER, 1, item, ditem);
if(item->equip) {
ep = item->equip;
- pc_unequipitem(sd,idx,3);
+ pc->unequipitem(sd,idx,3);
}
+ clif->delitem(sd,idx,1,0);
+ clif->upgrademessage(sd->fd, 0,item->nameid);
+ clif->inventorylist(sd);
clif->refine(sd->fd,0,idx,item->refine);
- clif->delitem(sd,idx,1,3);
- clif->additem(sd,idx,1,0);
if (ep)
- pc_equipitem(sd,idx,ep);
+ pc->equipitem(sd,idx,ep);
clif->misceffect(&sd->bl,3);
if(item->refine == 10 &&
item->card[0] == CARD0_FORGE &&
@@ -14264,22 +14271,22 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
{ // Fame point system [DracoRPG]
switch(ditem->wlv){
case 1:
- pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
+ pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
break;
case 2:
- pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
+ pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
break;
case 3:
- pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
+ pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
break;
}
}
} else {
item->refine = 0;
if(item->equip)
- pc_unequipitem(sd,idx,3);
+ pc->unequipitem(sd,idx,3);
clif->refine(sd->fd,1,idx,item->refine);
- pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
+ pc->delitem(sd,idx,1,0,0, LOG_TYPE_OTHER);
clif->misceffect(&sd->bl,2);
clif->emotion(&sd->bl, E_OMG);
}
@@ -14298,13 +14305,13 @@ int skill_autospell (struct map_session_data *sd, uint16 skill_id)
nullpo_ret(sd);
skill_lv = sd->menuskill_val;
- lv=pc_checkskill(sd,skill_id);
+ lv=pc->checkskill(sd,skill_id);
if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
if(skill_id==MG_NAPALMBEAT) maxlv=3;
else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
- if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
+ if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SAGE)
maxlv =10; //Soul Linker bonus. [Skotlex]
else if(skill_lv==2) maxlv=1;
else if(skill_lv==3) maxlv=2;
@@ -14341,10 +14348,10 @@ int skill_sit_count (struct block_list *bl, va_list ap) {
if(!pc_issit(sd))
return 0;
- if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
+ if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0)
return 1;
- if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
+ if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0))
return 1;
return 0;
@@ -14359,10 +14366,10 @@ int skill_sit_in (struct block_list *bl, va_list ap) {
if(!pc_issit(sd))
return 0;
- if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
+ if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0)
sd->state.gangsterparadise=1;
- if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
+ if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) {
sd->state.rest=1;
status_calc_regen(bl, &sd->battle_status, &sd->regen);
status_calc_regen_rate(bl, &sd->regen, &sd->sc);
@@ -14392,15 +14399,15 @@ int skill_sit (struct map_session_data *sd, int type)
nullpo_ret(sd);
- if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
+ if((lv = pc->checkskill(sd,RG_GANGSTER)) > 0) {
flag|=1;
range = skill->get_splash(RG_GANGSTER, lv);
}
- if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
+ if((lv = pc->checkskill(sd,TK_HPTIME)) > 0) {
flag|=2;
range = skill->get_splash(TK_HPTIME, lv);
}
- else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
+ else if ((lv = pc->checkskill(sd,TK_SPTIME)) > 0) {
flag|=2;
range = skill->get_splash(TK_SPTIME, lv);
}
@@ -14414,11 +14421,11 @@ int skill_sit (struct map_session_data *sd, int type)
if (!flag) return 0;
if(type) {
- if (map_foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1)
- map_foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag);
+ if (iMap->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1)
+ iMap->foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag);
} else {
- if (map_foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) < 2)
- map_foreachinrange(skill->sit_out,&sd->bl, range, BL_PC, flag);
+ if (iMap->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) < 2)
+ iMap->foreachinrange(skill->sit_out,&sd->bl, range, BL_PC, flag);
}
return 0;
}
@@ -14464,7 +14471,7 @@ void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill
for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
- map_setcell(src->bl.m, x, y, cell, flag);
+ map[src->bl.m].setcell(src->bl.m, x, y, cell, flag);
}
/*==========================================
@@ -14603,7 +14610,7 @@ int skill_greed (struct block_list *bl, va_list ap) {
nullpo_ret(src = va_arg(ap, struct block_list *));
if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
- pc_takeitem(sd, fitem);
+ pc->takeitem(sd, fitem);
return 0;
}
@@ -14637,11 +14644,11 @@ int skill_detonator(struct block_list *bl, va_list ap)
clif->talkiebox(bl,unit->group->valstr);
unit->group->val2 = -1;
} else
- map_foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
+ iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
clif->changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
unit->group->unit_id = UNT_USED_TRAPS;
- unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
+ unit->group->limit = DIFF_TICK(iTimer->gettick(),unit->group->tick) +
(unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
break;
}
@@ -14790,7 +14797,7 @@ int skill_trap_splash (struct block_list *bl, va_list ap) {
return 0;
nullpo_ret(sg = unit->group);
- nullpo_ret(ss = map_id2bl(sg->src_id));
+ nullpo_ret(ss = iMap->id2bl(sg->src_id));
if(battle->check_target(src,bl,sg->target_flag) <= 0)
return 0;
@@ -14835,7 +14842,7 @@ int skill_trap_splash (struct block_list *bl, va_list ap) {
case UNT_MAIZETRAP:
case UNT_VERDURETRAP:
if( bl->type != BL_PC && !is_boss(bl) )
- sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv));
+ sc_start2(bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv));
break;
case UNT_REVERBERATION:
skill->addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
@@ -14854,7 +14861,7 @@ int skill_trap_splash (struct block_list *bl, va_list ap) {
int skill_enchant_elemental_end (struct block_list *bl, int type)
{
struct status_change *sc;
- const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
+ const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS, SC_EXEEDBREAK };
int i;
nullpo_ret(bl);
nullpo_ret(sc= status_get_sc(bl));
@@ -14878,7 +14885,7 @@ bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce
|| (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
{ //Check for walls.
int i;
- ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
+ ARR_FIND( 0, 8, i, iMap->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
if( i == 8 )
wall = false;
}
@@ -14909,7 +14916,7 @@ bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *s
if( bl->type == BL_PC ) { //Check for walls.
int i;
- ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
+ ARR_FIND( 0, 8, i, iMap->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
if( i == 8 )
wall = false;
}
@@ -14942,7 +14949,7 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int
if(!unit->alive)
group->alive_count++;
- unit->bl.id=map_get_new_object_id();
+ unit->bl.id=iMap->get_new_object_id();
unit->bl.type=BL_SKILL;
unit->bl.m=group->map;
unit->bl.x=x;
@@ -14953,13 +14960,13 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int
unit->val2=val2;
idb_put(skillunit_db, unit->bl.id, unit);
- map_addiddb(&unit->bl);
- map_addblock(&unit->bl);
+ iMap->addiddb(&unit->bl);
+ iMap->addblock(&unit->bl);
// perform oninit actions
switch (group->skill_id) {
case WZ_ICEWALL:
- map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
+ iMap->setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
map[unit->bl.m].icewall_num++;
@@ -15002,18 +15009,18 @@ int skill_delunit (struct skill_unit* unit) {
// invoke onout event
if( !unit->range )
- map_foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
+ iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),4);
// perform ondelete actions
switch (group->skill_id) {
case HT_ANKLESNARE: {
- struct block_list* target = map_id2bl(group->val2);
+ struct block_list* target = iMap->id2bl(group->val2);
if( target )
- status_change_end(target, SC_ANKLE, INVALID_TIMER);
+ status_change_end(target, SC_ANKLESNARE, INVALID_TIMER);
}
break;
case WZ_ICEWALL:
- map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
+ iMap->setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
map[unit->bl.m].icewall_num--;
@@ -15025,7 +15032,7 @@ int skill_delunit (struct skill_unit* unit) {
skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
break;
case RA_ELECTRICSHOCKER: {
- struct block_list* target = map_id2bl(group->val2);
+ struct block_list* target = iMap->id2bl(group->val2);
if( target )
status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
}
@@ -15035,7 +15042,7 @@ int skill_delunit (struct skill_unit* unit) {
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));
+ struct status_change *tsc = status_get_sc( iMap->id2bl(group->val2));
if( tsc && tsc->data[SC__MANHOLE] )
tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
}
@@ -15045,8 +15052,8 @@ int skill_delunit (struct skill_unit* unit) {
clif->skill_delunit(unit);
unit->group=NULL;
- map_delblock(&unit->bl); // don't free yet
- map_deliddb(&unit->bl);
+ iMap->delblock(&unit->bl); // don't free yet
+ iMap->deliddb(&unit->bl);
idb_remove(skillunit_db, unit->bl.id);
if(--group->alive_count==0)
skill->del_unitgroup(group,ALC_MARK);
@@ -15104,7 +15111,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
if(i == MAX_SKILLUNITGROUP) {
// array is full, make room by discarding oldest group
int j=0;
- unsigned maxdiff=0,x,tick=gettick();
+ unsigned maxdiff=0,x,tick=iTimer->gettick();
for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
maxdiff=x;
@@ -15133,7 +15140,7 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
group->map = src->m;
group->limit = limit;
group->interval = interval;
- group->tick = gettick();
+ group->tick = iTimer->gettick();
group->valstr = NULL;
ud->skillunit[i] = group;
@@ -15160,7 +15167,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
return 0;
}
- src=map_id2bl(group->src_id);
+ src=iMap->id2bl(group->src_id);
ud = unit_bl2ud(src);
if(!src || !ud) {
ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
@@ -15262,7 +15269,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
}
idb_remove(group_db, group->group_id);
- map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
+ iMap->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
group->unit=NULL;
group->group_id=0;
group->unit_count=0;
@@ -15326,7 +15333,7 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis
}
if (j == -1) {
- ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
+ ShowWarning ("skill_unitgrouptickset_search: tickset is full. ( failed for skill '%s' on unit %d )\n",skill->get_name(group->skill_id),bl->type);
j = id % MAX_SKILLUNITGROUPTICKSET;
}
@@ -15348,7 +15355,7 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
nullpo_ret(group);
- if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
+ if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
return 0; //AoE skills are ineffective. [Skotlex]
if( battle->check_target(&unit->bl,bl,group->target_flag) <= 0 )
@@ -15421,13 +15428,13 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
{
struct block_list* src;
- if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
+ if( unit->val1 > 0 && (src = iMap->id2bl(group->src_id)) != NULL && src->type == BL_PC )
{ // revert unit back into a trap
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
item_tmp.identify = 1;
- map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
+ iMap->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
}
skill->delunit(unit);
}
@@ -15441,23 +15448,23 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
group->limit = skill->get_time(group->skill_id,group->skill_lv);
unit->limit = skill->get_time(group->skill_id,group->skill_lv);
// apply effect to all units standing on it
- map_foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
+ iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),1);
break;
case UNT_CALLFAMILY:
{
struct map_session_data *sd = NULL;
if(group->val1) {
- sd = map_charid2sd(group->val1);
+ sd = iMap->charid2sd(group->val1);
group->val1 = 0;
if (sd && !map[sd->bl.m].flag.nowarp)
- pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
+ pc->setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
}
if(group->val2) {
- sd = map_charid2sd(group->val2);
+ sd = iMap->charid2sd(group->val2);
group->val2 = 0;
if (sd && !map[sd->bl.m].flag.nowarp)
- pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
+ pc->setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
}
skill->delunit(unit);
}
@@ -15469,23 +15476,23 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
break;
}
clif->changetraplook(bl,UNT_USED_TRAPS);
- map_foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
+ iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
group->limit = DIFF_TICK(tick,group->tick)+1000;
unit->limit = DIFF_TICK(tick,group->tick)+1000;
group->unit_id = UNT_USED_TRAPS;
break;
case UNT_FEINTBOMB: {
- struct block_list *src = map_id2bl(group->src_id);
+ struct block_list *src = iMap->id2bl(group->src_id);
if( src )
- map_foreachinrange(skill->area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id);
+ iMap->foreachinrange(skill->area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id);
skill->delunit(unit);
break;
}
case UNT_BANDING:
{
- struct block_list *src = map_id2bl(group->src_id);
+ struct block_list *src = iMap->id2bl(group->src_id);
struct status_change *sc;
if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
{
@@ -15532,7 +15539,7 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
case UNT_REVERBERATION:
if( unit->val1 <= 0 ){
clif->changetraplook(bl,UNT_USED_TRAPS);
- map_foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
+ iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
group->limit = DIFF_TICK(tick,group->tick)+1000;
unit->limit = DIFF_TICK(tick,group->tick)+1000;
group->unit_id = UNT_USED_TRAPS;
@@ -15556,9 +15563,9 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
if( unit->range >= 0 && group->interval != -1 )
{
if( battle_config.skill_wall_check )
- map_foreachinshootrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
+ iMap->foreachinshootrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
else
- map_foreachinrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
+ iMap->foreachinrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
group->unit_id = UNT_USED_TRAPS;
@@ -15580,11 +15587,11 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
* Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
*------------------------------------------*/
int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
- map_freeblock_lock();
+ iMap->freeblock_lock();
skillunit_db->foreach(skillunit_db, skill->unit_timer_sub, tick);
- map_freeblock_unlock();
+ iMap->freeblock_unlock();
return 0;
}
@@ -15700,7 +15707,7 @@ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
}
- map_foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
+ iMap->foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
int i;
@@ -15718,7 +15725,7 @@ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
{
int i,j;
- unsigned int tick = gettick();
+ unsigned int tick = iTimer->gettick();
int *m_flag;
struct skill_unit *unit1;
struct skill_unit *unit2;
@@ -15766,14 +15773,14 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d
if (!(m_flag[i]&0x2)) {
if (group->state.song_dance&0x1) //Cancel dissonance effect.
skill->dance_overlap(unit1, 0);
- map_foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
+ iMap->foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
}
//Move Cell using "smart" criteria (avoid useless moving around)
switch(m_flag[i])
{
case 0:
//Cell moves independently, safely move it.
- map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
+ iMap->moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
break;
case 1:
//Cell moves unto another cell, look for a replacement cell that won't collide
@@ -15784,7 +15791,7 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d
continue;
//Move to where this cell would had moved.
unit2 = &group->unit[j];
- map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
+ iMap->moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
j++; //Skip this cell as we have used it.
break;
}
@@ -15797,7 +15804,7 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d
if (group->state.song_dance&0x1) //Check for dissonance effect.
skill->dance_overlap(unit1, 1);
clif->skill_setunit(unit1);
- map_foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
+ iMap->foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
}
}
aFree(m_flag);
@@ -15819,7 +15826,7 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger,
for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
if(skill_produce_db[i].nameid == nameid ){
if((j=skill_produce_db[i].req_skill)>0 &&
- pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
+ pc->checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
continue; // must iterate again to check other skills that produce it. [malufett]
if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
continue; // special case
@@ -15830,7 +15837,7 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger,
if( i >= MAX_SKILL_PRODUCE_DB )
return 0;
- if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
+ if( pc->checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
{// cannot carry the produced stuff
return 0;
}
@@ -15853,7 +15860,7 @@ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger,
if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
continue;
if(skill_produce_db[i].mat_amount[j] <= 0) {
- if(pc_search_inventory(sd,id) < 0)
+ if(pc->search_inventory(sd,id) < 0)
return 0;
}
else {
@@ -15905,23 +15912,23 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
int j;
if( slot[i]<=0 )
continue;
- j = pc_search_inventory(sd,slot[i]);
+ j = pc->search_inventory(sd,slot[i]);
if(j < 0)
continue;
if(slot[i]==1000){ /* Star Crumb */
- pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
+ pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
sc++;
}
if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
static const int ele_table[4]={3,1,4,2};
- pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
+ pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
ele=ele_table[slot[i]-994];
}
}
if( skill_id == RK_RUNEMASTERY ) {
- int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
- data = itemdb_search(nameid);
+ int temp_qty, skill_lv = pc->checkskill(sd,skill_id);
+ data = itemdb->search(nameid);
if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
@@ -15955,12 +15962,12 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
do{
int y=0;
- j = pc_search_inventory(sd,id);
+ j = pc->search_inventory(sd,id);
if(j >= 0){
y = sd->status.inventory[j].amount;
if(y>x)y=x;
- pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
+ pc->delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
} else
ShowError("skill_produce_mix: material item error\n");
@@ -15976,7 +15983,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
case BS_STEEL:
case BS_ENCHANTEDSTONE:
// Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
- i = pc_checkskill(sd,skill_id);
+ i = pc->checkskill(sd,skill_id);
make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
switch(nameid){
case 998: // Iron
@@ -16007,8 +16014,8 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
- make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
- + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
+ make_per = pc->checkskill(sd,AM_LEARNINGPOTION)*50
+ + pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
+ (status->int_/2)*10 + status->dex*10+status->luk*10;
if(homun_alive(sd->hd)) {//Player got a homun
int skill;
@@ -16056,40 +16063,39 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
**/
case RK_RUNEMASTERY:
{
- int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
- int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
+ int A = 5100 + 200 * pc->checkskill(sd, skill_id);
+ int B = 10 * status->dex / 3 + (status->luk + sd->status.job_level);
int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
- int D = 0;
+ int D = 2500;
switch (nameid) { //rune rank it_diff 9 craftable rune
- case ITEMID_BERKANA:
- D = -2000;
- break; //Rank S
- case ITEMID_NAUTHIZ:
- case ITEMID_URUZ:
- D = -1500;
- break; //Rank A
- case ITEMID_ISA:
- case ITEMID_WYRD:
- D = -1000;
- break; //Rank B
case ITEMID_RAIDO:
case ITEMID_THURISAZ:
case ITEMID_HAGALAZ:
case ITEMID_OTHILA:
- D = -500;
- break; //Rank C
- default: D = -1500;
- break; //not specified =-15%
+ D -= 500; //Rank C
+ case ITEMID_ISA:
+ case ITEMID_WYRD:
+ D -= 500; //Rank B
+ case ITEMID_NAUTHIZ:
+ case ITEMID_URUZ:
+ D -= 500; //Rank A
+ case ITEMID_BERKANA:
+ D -= 500; //Rank S
}
- make_per = A + B + C + D;
+ make_per = A + B + C - D;
break;
}
/**
* Guilotine Cross
**/
case GC_CREATENEWPOISON:
- make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
- qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
+ {
+ const int min[] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6};
+ const int max[] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9};
+ uint16 lv = pc->checkskill(sd,GC_RESEARCHNEWPOISON);
+ make_per = 3000 + 500 * lv ;
+ qty = min[lv] + rand()%(max[lv] - min[lv]);
+ }
break;
case GN_CHANGEMATERIAL:
for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
@@ -16105,7 +16111,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
- (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
+ (sd->status.base_level-100) + pc->checkskill(sd, AM_LEARNINGPOTION) + pc->checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
switch(nameid){// difficulty factor
case 12422: case 12425:
@@ -16207,13 +16213,13 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
}
} else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
- make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
- make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
+ make_per += pc->checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
+ make_per += pc->checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc->checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
- if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
- else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
- else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
- else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
+ if(pc->search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
+ else if(pc->search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
+ else if(pc->search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
+ else if(pc->search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
if(battle_config.wp_rate != 100)
make_per = make_per * battle_config.wp_rate / 100;
}
@@ -16283,7 +16289,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
clif->produce_effect(sd,0,nameid);
clif->misceffect(&sd->bl,3);
if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
- pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
+ pc->addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
} else {
int fame = 0;
tmp_item.amount = 0;
@@ -16323,7 +16329,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
}
if (fame)
- pc_addfame(sd,fame);
+ pc->addfame(sd,fame);
//Visual effects and the like.
switch (skill_id) {
case AM_PHARMACY:
@@ -16362,9 +16368,9 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
for(j=0; j<5; j++){
if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
- if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
+ if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
clif->additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
k++;
}
@@ -16376,9 +16382,9 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
return 1;
}
} else if (tmp_item.amount) { //Success
- if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
+ if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
clif->additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
clif->msg_skill(sd,skill_id,0x627);
@@ -16428,9 +16434,9 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
tmp_item.nameid = compensation[i];
tmp_item.amount = qty;
tmp_item.identify = 1;
- if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
+ if( pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
clif->additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
clif->msg_skill(sd,skill_id,0x628);
}
@@ -16468,10 +16474,10 @@ int skill_arrow_create (struct map_session_data *sd, int nameid)
break;
}
- if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
+ if(index < 0 || (j = pc->search_inventory(sd,nameid)) < 0)
return 1;
- pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
+ pc->delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
for(i=0;i<MAX_ARROW_RESOURCE;i++) {
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.identify = 1;
@@ -16485,9 +16491,9 @@ int skill_arrow_create (struct map_session_data *sd, int nameid)
}
if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
continue;
- if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
+ if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
clif->additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
@@ -16497,7 +16503,7 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
sc_type type;
int chance, i;
nullpo_ret(sd);
- if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
+ if( nameid <= 0 || (i = pc->search_inventory(sd,nameid)) < 0 || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
return 0;
}
@@ -16517,7 +16523,7 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
}
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, 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;
@@ -16553,14 +16559,14 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) {
nullpo_ret(sd);
skill_id = sd->menuskill_val;
- if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill_id || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
+ if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc->search_inventory(sd,nameid)) < 0 || !skill_id || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) )
{
clif->skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
return 0;
}
// Spawn Position
- pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
+ pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
x = sd->sc.comet_x;
y = sd->sc.comet_y;
sd->sc.comet_x = sd->sc.comet_y = 0;
@@ -16574,8 +16580,8 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) {
md->master_id = sd->bl.id;
md->special_state.ai = AI_FLORA;
if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob_timer_delete, md->bl.id, 0);
+ iTimer->delete_timer(md->deletetimer, mob_timer_delete);
+ md->deletetimer = iTimer->add_timer (iTimer->gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob_timer_delete, md->bl.id, 0);
mob_spawn(md);
md->status.matk_min = md->status.matk_max = 250 + (50 * skill_id);
}
@@ -16593,8 +16599,8 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
sc = status_get_sc(&sd->bl);
status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
- for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
- if( i > SC_MAXSPELLBOOK )
+ for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break;
+ if( i > SC_SPELLBOOK7 )
{
clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
return 0;
@@ -16603,14 +16609,14 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
- if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) )
+ 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, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB)));
clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
return 0;
}
- max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
+ max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + (status_get_int(&sd->bl) + sd->status.base_level) / 10;
point = skill_spellbook_db[i].point;
if( sc && sc->data[SC_READING_SB] ) {
@@ -16618,16 +16624,16 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
return 0;
}
- for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
+ for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
if( !sc->data[i] ){
sc->data[SC_READING_SB]->val2 += point; // increase points
- sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
+ sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER);
break;
}
}
}else{
sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
- sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
+ sc_start4(&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER);
}
return 1;
@@ -16696,7 +16702,7 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv,
return 1;
}
- if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
+ if( pc->delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
return 1;
}
@@ -16713,9 +16719,9 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv,
tmp_item.identify = 1;
if( tmp_item.amount ) {
- if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
+ if( (flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
clif->additem(sd,0,0,flag);
- map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
+ iMap->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
}
@@ -16793,7 +16799,7 @@ int skill_destroy_trap( struct block_list *bl, va_list ap ) {
case UNT_CLUSTERBOMB:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
- map_foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
+ iMap->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
break;
}
// Traps aren't recovered.
@@ -16805,7 +16811,7 @@ int skill_destroy_trap( struct block_list *bl, va_list ap ) {
*
*------------------------------------------*/
int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
- struct map_session_data *sd = map_id2sd(id);
+ struct map_session_data *sd = iMap->id2sd(id);
struct skill_cd * cd = NULL;
if (data <= 0 || data >= MAX_SKILL)
@@ -16863,7 +16869,7 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick,
}
if( battle_config.display_status_timers )
- clif->skill_cooldown(sd, idx, tick);
+ clif->skill_cooldown(sd, skill_id, tick);
if( !load ) {// not being loaded initially so ensure the skill delay is recorded
if( !(cd = idb_get(skillcd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage
@@ -16878,12 +16884,12 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick,
cd->cursor++;
}
- sd->blockskill[idx] = 0x1|(0xFE&add_timer(gettick()+tick,skill->blockpc_end,sd->bl.id,idx));
+ sd->blockskill[idx] = 0x1|(0xFE&iTimer->add_timer(iTimer->gettick()+tick,skill->blockpc_end,sd->bl.id,idx));
return 0;
}
int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) { //[orn]
- struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
+ struct homun_data *hd = (TBL_HOM*) iMap->id2bl(id);
if (data <= 0 || data >= MAX_SKILL)
return 0;
if (hd) hd->blockskill[data] = 0;
@@ -16904,11 +16910,11 @@ int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { /
return -1;
}
hd->blockskill[idx] = 1;
- return add_timer(gettick() + tick, skill->blockhomun_end, hd->bl.id, idx);
+ return iTimer->add_timer(iTimer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx);
}
int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) {//[orn]
- struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
+ struct mercenary_data *md = (TBL_MER*)iMap->id2bl(id);
if( data <= 0 || data >= MAX_SKILL )
return 0;
if( md ) md->blockskill[data] = 0;
@@ -16929,7 +16935,7 @@ int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
return -1;
}
md->blockskill[idx] = 1;
- return add_timer(gettick() + tick, skill->blockmerc_end, md->bl.id, idx);
+ return iTimer->add_timer(iTimer->gettick() + tick, skill->blockmerc_end, md->bl.id, idx);
}
/**
* Adds a new skill unit entry for this player to recast after map load
@@ -17338,7 +17344,7 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
return 1; // Can't do it.
}
break;
- case SC_KAGEHUMI:
+ case SC_KG_KAGEHUMI:
switch(skill_id) {
case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
@@ -17581,6 +17587,7 @@ bool skill_parse_row_unitdb(char* split[], int columns, int current) {
else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
+ else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD;
else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
else skill_db[idx].unit_target = strtol(split[6],NULL,16);
@@ -17796,27 +17803,27 @@ void skill_readdb(void) {
safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
- sv->readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb);
- sv->readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb);
+ sv->readdb(iMap->db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb);
+ sv->readdb(iMap->db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb);
#ifdef RENEWAL_CAST
- sv->readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb);
+ sv->readdb(iMap->db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb);
#else
- sv->readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb);
+ sv->readdb(iMap->db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb);
#endif
- sv->readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb);
- sv->readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb);
+ sv->readdb(iMap->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb);
+ sv->readdb(iMap->db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb);
skill->init_unit_layout();
- sv->readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb);
- sv->readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb);
- sv->readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb);
+ sv->readdb(iMap->db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb);
+ sv->readdb(iMap->db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb);
+ sv->readdb(iMap->db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb);
//Warlock
- sv->readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb);
+ sv->readdb(iMap->db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb);
//Guillotine Cross
- sv->readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb);
- sv->readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb);
- sv->readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb);
- sv->readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb);
+ sv->readdb(iMap->db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb);
+ sv->readdb(iMap->db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb);
+ sv->readdb(iMap->db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb);
+ sv->readdb(iMap->db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb);
}
void skill_reload (void) {
@@ -17851,7 +17858,7 @@ void skill_reload (void) {
*
*------------------------------------------*/
int do_init_skill (void) {
- skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
+ skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH);
skill->read_db();
group_db = idb_alloc(DB_OPT_BASE);
@@ -17861,13 +17868,13 @@ int do_init_skill (void) {
skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
- add_timer_func_list(skill->unit_timer,"skill_unit_timer");
- add_timer_func_list(skill->castend_id,"skill_castend_id");
- add_timer_func_list(skill->castend_pos,"skill_castend_pos");
- add_timer_func_list(skill->timerskill,"skill_timerskill");
- add_timer_func_list(skill->blockpc_end, "skill_blockpc_end");
+ iTimer->add_timer_func_list(skill->unit_timer,"skill_unit_timer");
+ iTimer->add_timer_func_list(skill->castend_id,"skill_castend_id");
+ iTimer->add_timer_func_list(skill->castend_pos,"skill_castend_pos");
+ iTimer->add_timer_func_list(skill->timerskill,"skill_timerskill");
+ iTimer->add_timer_func_list(skill->blockpc_end, "skill_blockpc_end");
- add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
+ iTimer->add_timer_interval(iTimer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
return 0;
}
@@ -17967,6 +17974,7 @@ void skill_defaults(void) {
skill->delay_fix = skill_delay_fix;
skill->check_condition_castbegin = skill_check_condition_castbegin;
skill->check_condition_castend = skill_check_condition_castend;
+ skill->check_condition_char_sub = skill_check_condition_char_sub;
skill->get_requirement = skill_get_requirement;
skill->check_pc_partner = skill_check_pc_partner;
skill->consume_requirement = skill_consume_requirement;