From 9881d5a0554d72be30109dfeee29390fdbdc799a Mon Sep 17 00:00:00 2001 From: Michieru Date: Sat, 10 Jan 2015 19:03:17 +0100 Subject: Add new eclage skills used in items Update item_db to episode 14.2 Update eclage mobs spawn to official Update eclage mobs to official --- src/map/skill.c | 38105 +++++++++++++++++++++++++++--------------------------- 1 file changed, 19073 insertions(+), 19032 deletions(-) (limited to 'src/map') diff --git a/src/map/skill.c b/src/map/skill.c index a89f61a49..790e86134 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1,19032 +1,19073 @@ -// Copyright (c) Hercules Dev Team, licensed under GNU GPL. -// See the LICENSE file -// Portions Copyright (c) Athena Dev Teams - -#define HERCULES_CORE - -#include "../config/core.h" // DBPATH, MAGIC_REFLECTION_TYPE, OFFICIAL_WALKPATH, RENEWAL, RENEWAL_CAST, VARCAST_REDUCTION() -#include "skill.h" - -#include -#include -#include -#include -#include - -#include "battle.h" -#include "battleground.h" -#include "chrif.h" -#include "clif.h" -#include "date.h" -#include "elemental.h" -#include "guild.h" -#include "homunculus.h" -#include "intif.h" -#include "itemdb.h" -#include "log.h" -#include "map.h" -#include "mercenary.h" -#include "mob.h" -#include "npc.h" -#include "party.h" -#include "path.h" -#include "pc.h" -#include "pet.h" -#include "script.h" -#include "status.h" -#include "unit.h" -#include "../common/cbasetypes.h" -#include "../common/ers.h" -#include "../common/malloc.h" -#include "../common/nullpo.h" -#include "../common/random.h" -#include "../common/showmsg.h" -#include "../common/strlib.h" -#include "../common/timer.h" -#include "../common/utils.h" - -#define SKILLUNITTIMER_INTERVAL 100 - -// ranges reserved for mapping skill ids to skilldb offsets -#define HM_SKILLRANGEMIN 750 -#define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN + MAX_HOMUNSKILL) -#define MC_SKILLRANGEMIN (HM_SKILLRANGEMAX + 1) -#define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN + MAX_MERCSKILL) -#define EL_SKILLRANGEMIN (MC_SKILLRANGEMAX + 1) -#define EL_SKILLRANGEMAX (EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL) -#define GD_SKILLRANGEMIN (EL_SKILLRANGEMAX + 1) -#define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN + MAX_GUILDSKILL) - -#if GD_SKILLRANGEMAX > 999 - #error GD_SKILLRANGEMAX is greater than 999 -#endif - -struct skill_interface skill_s; - -//Since only mob-casted splash skills can hit ice-walls -static inline int splash_target(struct block_list* bl) { -#ifndef RENEWAL - return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR; -#else // Some skills can now hit ground skills(traps, ice wall & etc.) - return BL_SKILL|BL_CHAR; -#endif -} - -/// Returns the id of the skill, or 0 if not found. -int skill_name2id(const char* name) { - if( name == NULL ) - return 0; - - return strdb_iget(skill->name2id_db, name); -} - -/// Maps skill ids to skill db offsets. -/// Returns the skill's array index, or 0 (Unknown Skill). -int skill_get_index( uint16 skill_id ) { - // avoid ranges reserved for mapping guild/homun/mercenary skills - if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) - || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) - || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) - || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) - return 0; - - // map skill id to skill db index - if( skill_id >= GD_SKILLBASE ) - skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE; - else if( skill_id >= EL_SKILLBASE ) - skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE; - else if( skill_id >= MC_SKILLBASE ) - skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE; - else if( skill_id >= HM_SKILLBASE ) - skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE; - //[Ind/Hercules] GO GO GO LESS! - http://hercules.ws/board/topic/512-skill-id-processing-overhaul/ - else if( skill_id > 1019 && skill_id < 8001 ) { - if( skill_id < 2058 ) // 1020 - 2000 are empty - skill_id = 1020 + skill_id - 2001; - else if( skill_id < 2549 ) // 2058 - 2200 are empty - 1020+57 - skill_id = (1077) + skill_id - 2201; - else if ( skill_id < 3036 ) // 2549 - 3000 are empty - 1020+57+348 - skill_id = (1425) + skill_id - 3001; - else if ( skill_id < 5019 ) // 3036 - 5000 are empty - 1020+57+348+35 - skill_id = (1460) + skill_id - 5001; - else - ShowWarning("skill_get_index: skill id '%d' is not being handled!\n",skill_id); - } - - // validate result - if( !skill_id || skill_id >= MAX_SKILL_DB ) - return 0; - - return skill_id; -} - -const char* skill_get_name( uint16 skill_id ) { - return skill->db[skill->get_index(skill_id)].name; -} - -const char* skill_get_desc( uint16 skill_id ) { - return skill->db[skill->get_index(skill_id)].desc; -} - -// out of bounds error checking [celest] -void skill_chk(uint16* skill_id) { - *skill_id = skill->get_index(*skill_id); // checks/adjusts id -} - -#define skill_get(var,id) do { skill->chk(&(id)); if(!(id)) return 0; return (var); } while(0) -#define skill_get2(var,id,lv) do { \ - 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))/2);\ - } \ - return (var);\ -} while(0) -#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_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_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_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_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_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_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_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_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); } -int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { -#ifdef RENEWAL_CAST - skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); -#else - return 0; -#endif -} -int skill_tree_get_max(uint16 skill_id, int b_class) -{ - int i; - b_class = pc->class2idx(b_class); - - ARR_FIND( 0, MAX_SKILL_TREE, i, pc->skill_tree[b_class][i].id == 0 || pc->skill_tree[b_class][i].id == skill_id ); - if( i < MAX_SKILL_TREE && pc->skill_tree[b_class][i].id == skill_id ) - return pc->skill_tree[b_class][i].max; - else - return skill->get_max(skill_id); -} - -int skill_get_casttype (uint16 skill_id) { - int inf = skill->get_inf(skill_id); - if (inf&(INF_GROUND_SKILL)) - return CAST_GROUND; - if (inf&INF_SUPPORT_SKILL) - return CAST_NODAMAGE; - if (inf&INF_SELF_SKILL) { - if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF) - return CAST_DAMAGE; //Combo skill. - return CAST_NODAMAGE; - } - if (skill->get_nk(skill_id)&NK_NO_DAMAGE) - return CAST_NODAMAGE; - return CAST_DAMAGE; -} - -int skill_get_casttype2 (uint16 index) { - int inf = skill->db[index].inf; - if (inf&(INF_GROUND_SKILL)) - return CAST_GROUND; - if (inf&INF_SUPPORT_SKILL) - return CAST_NODAMAGE; - if (inf&INF_SELF_SKILL) { - if(skill->db[index].inf2&INF2_NO_TARGET_SELF) - return CAST_DAMAGE; //Combo skill. - return CAST_NODAMAGE; - } - if (skill->db[index].nk&NK_NO_DAMAGE) - return CAST_NODAMAGE; - return CAST_DAMAGE; -} - -//Returns actual skill range taking into account attack range and AC_OWL [Skotlex] -int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { - int range; - if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) - return 9; //Mobs have a range of 9 regardless of skill used. - - range = skill->get_range(skill_id, skill_lv); - - if( range < 0 ) { - if( battle_config.use_weapon_skill_range&bl->type ) - return status_get_range(bl); - range *=-1; - } - - //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE - switch( skill_id ) { - case AC_SHOWER: - case MA_SHOWER: - case AC_DOUBLE: - case MA_DOUBLE: - case HT_BLITZBEAT: - case AC_CHARGEARROW: - case MA_CHARGEARROW: - case SN_FALCONASSAULT: - case HT_POWER: - /** - * Ranger - **/ - case RA_ARROWSTORM: - case RA_AIMEDBOLT: - case RA_WUGBITE: - if( bl->type == BL_PC ) - range += pc->checkskill((TBL_PC*)bl, AC_VULTURE); - else - range += 10; //Assume level 10? - break; - // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen] - case GS_RAPIDSHOWER: - case GS_PIERCINGSHOT: - case GS_FULLBUSTER: - case GS_SPREADATTACK: - case GS_GROUNDDRIFT: - if (bl->type == BL_PC) - range += pc->checkskill((TBL_PC*)bl, GS_SNAKEEYE); - else - range += 10; //Assume level 10? - break; - case NJ_KIRIKAGE: - if (bl->type == BL_PC) - range = skill->get_range(NJ_SHADOWJUMP,pc->checkskill((TBL_PC*)bl,NJ_SHADOWJUMP)); - break; - /** - * Warlock - **/ - case WL_WHITEIMPRISON: - case WL_SOULEXPANSION: - case WL_MARSHOFABYSS: - case WL_SIENNAEXECRATE: - case WL_DRAINLIFE: - case WL_CRIMSONROCK: - case WL_HELLINFERNO: - 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); - break; - /** - * Ranger Bonus - **/ - case HT_LANDMINE: - case HT_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case RA_CLUSTERBOMB: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - if( bl->type == BL_PC ) - range += (1 + pc->checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2; - } - - if( !range && bl->type != BL_PC ) - return 9; // Enable non players to use self skills on others. [Skotlex] - return range; -} - -int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) { - int skill2_lv, hp; - struct map_session_data *sd = BL_CAST(BL_PC, src); - struct map_session_data *tsd = BL_CAST(BL_PC, target); - struct status_change* sc; - - nullpo_ret(src); - - switch( skill_id ) { - case BA_APPLEIDUN: -#ifdef RENEWAL - hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery -#else // not RENEWAL - hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery -#endif // RENEWAL - if( sd ) - hp += 5*pc->checkskill(sd,BA_MUSICALLESSON); - break; - case PR_SANCTUARY: - hp = (skill_lv>6)?777:skill_lv*100; - break; - case NPC_EVILLAND: - hp = (skill_lv>6)?666:skill_lv*100; - break; - default: - if (skill_lv >= battle_config.max_heal_lv) - return battle_config.max_heal; -#ifdef RENEWAL - /** - * Renewal Heal Formula - * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK - **/ - hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; -#else // not RENEWAL - 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 // RENEWAL - if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) ) - hp += hp * skill2_lv * 2 / 100; - else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) - hp += hp * skill2_lv * 2 / 100; - break; - } - - if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND ) - hp >>= 1; - - if( sd && (skill2_lv = pc->skillheal_bonus(sd, skill_id)) ) - hp += hp*skill2_lv/100; - - if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) ) - hp += hp*skill2_lv/100; - - sc = status->get_sc(src); - if( sc && sc->count && sc->data[SC_OFFERTORIUM] ) { - if( skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ) - hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; - } - sc = status->get_sc(target); - if( sc && sc->count ) { - if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish] - hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100; - if( sc->data[SC_DEATHHURT] && heal ) - hp -= hp * 20/100; - 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 && sc->data[SC_VITALITYACTIVATION] ) - hp = hp * 150 / 100; - } - -#ifdef RENEWAL - // MATK part of the RE heal formula [malufett] - // Note: in this part matk bonuses from items or skills are not applied - switch( skill_id ) { - case BA_APPLEIDUN: - case PR_SANCTUARY: - case NPC_EVILLAND: - break; - default: - hp += status->get_matk(src, 3); - } -#endif // RENEWAL - return hp; -} - -// Making plagiarize check its own function [Aru] -int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl) -{ - // Never copy NPC/Wedding Skills - if (skill->get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) - return 0; - - // High-class skills - if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION)) - { - if(battle_config.copyskill_restrict == 2) - return 0; - else if(battle_config.copyskill_restrict) - return (sd->status.class_ == JOB_STALKER); - } - - //Added so plagarize can't copy agi/bless if you're undead since it damages you - if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING || - skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || - skill_id == MER_INCAGI || skill_id == MER_BLESSING)) - return 0; - - // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie] - if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= LG_OVERBRAND_PLUSATK) || (skill_id >= RL_GLITTERING_GREED && skill_id <= OB_AKAITSUKI) || (skill_id >= GC_DARKCROW && skill_id <= NC_MAGMA_ERUPTION_DOTDAMAGE))) - return 0; - // Reproduce will only copy skills according on the list. [Jobbie] - else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] ) - return 0; - - return 1; -} - -// [MouseJstr] - skill ok to cast? and when? -int skillnotok (uint16 skill_id, struct map_session_data *sd) -{ - int16 idx,m; - nullpo_retr (1, sd); - m = sd->bl.m; - idx = skill->get_index(skill_id); - - if (idx == 0) - return 1; // invalid skill id - - if( pc_has_permission(sd, PC_PERM_DISABLE_SKILL_USAGE) ) - return 1; - - if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) - return 0; // can do any damn thing they want - - if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 ) - return 0; // Teleport lv 3 bypasses this check.[Inkfish] - - // Epoque: - // This code will compare the player's attack motion value which is influenced by ASPD before - // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as - // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion. - if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick && - DIFF_TICK(timer->gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) ) - {// attempted to cast a skill before the attack motion has finished - return 1; - } - - if (sd->blockskill[idx]) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0); - return 1; - } - - /** - * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions below - * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map - **/ - if( sd->skillitem == skill_id ) - return 0; - - if( sd->sc.data[SC_ALL_RIDING] ) - return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe) - - switch (skill_id) { - case AL_WARP: - case RETURN_TO_ELDICASTES: - case ALL_GUARDIAN_RECALL: - if(map->list[m].flag.nowarp) { - clif->skill_mapinfomessage(sd,0); - return 1; - } - return 0; - case AL_TELEPORT: - case SC_FATALMENACE: - case SC_DIMENSIONDOOR: - if(map->list[m].flag.noteleport) { - clif->skill_mapinfomessage(sd,0); - return 1; - } - return 0; // gonna be checked in 'skill->castend_nodamage_id' - case WE_CALLPARTNER: - case WE_CALLPARENT: - case WE_CALLBABY: - if (map->list[m].flag.nomemo) { - clif->skill_mapinfomessage(sd,1); - return 1; - } - break; - case MC_VENDING: - case ALL_BUYING_STORE: - if( npc->isnear(&sd->bl) ) { - // uncomment for more verbose message. - //char output[150]; - //sprintf(output, msg_txt(862), battle_config.min_npc_vendchat_distance); // "You're too close to a NPC, you must be at least %d cells away from any NPC." - //clif->message(sd->fd, output); - clif->skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0); - return 1; - } - case MC_IDENTIFY: - return 0; // always allowed - case WZ_ICEWALL: - // noicewall flag [Valaris] - if (map->list[m].flag.noicewall) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - case GC_DARKILLUSION: - if( map_flag_gvg2(m) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - case GD_EMERGENCYCALL: - if( !(battle_config.emergency_call&((map->agit_flag || map->agit2_flag)?2:1)) - || !(battle_config.emergency_call&(map->list[m].flag.gvg || map->list[m].flag.gvg_castle?8:4)) - || (battle_config.emergency_call&16 && map->list[m].flag.nowarpto && !map->list[m].flag.gvg_castle) - ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - - case SC_MANHOLE: - case WM_SOUND_OF_DESTRUCTION: - case WM_SATURDAY_NIGHT_FEVER: - case WM_LULLABY_DEEPSLEEP: - if( !map_flag_vs(m) ) { - clif->skill_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails. - return 1; - } - break; - - } - return (map->list[m].flag.noskill); -} - -int skillnotok_hom(uint16 skill_id, struct homun_data *hd) -{ - uint16 idx = skill->get_index(skill_id); - nullpo_retr(1,hd); - - if (idx == 0) - return 1; // invalid skill id - - if (hd->blockskill[idx] > 0) - return 1; - switch(skill_id){ - case MH_LIGHT_OF_REGENE: - if( homun->get_intimacy_grade(hd) != 4 ){ - if( hd->master ) - clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0); - return 1; - } - break; - case MH_GOLDENE_FERSE: //can be used with angriff - if(hd->sc.data[SC_ANGRIFFS_MODUS]) - return 1; - case MH_ANGRIFFS_MODUS: - if(hd->sc.data[SC_GOLDENE_FERSE]) - return 1; - break; - } - - //Use master's criteria. - return skill->not_ok(skill_id, hd->master); -} - -int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md) -{ - uint16 idx = skill->get_index(skill_id); - nullpo_retr(1,md); - - if( idx == 0 ) - return 1; // Invalid Skill ID - if( md->blockskill[idx] > 0 ) - return 1; - - return skill->not_ok(skill_id, md->master); -} - -struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) { - int pos = skill->get_unit_layout_type(skill_id,skill_lv); - uint8 dir; - - if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) { - ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv); - pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout - } - - if (pos != -1) // simple single-definition layout - return &skill->unit_layout[pos]; - - dir = (src->x == x && src->y == y) ? 6 : map->calc_dir(src,x,y); // 6 - default aegis direction - - if (skill_id == MG_FIREWALL) - return &skill->unit_layout [skill->firewall_unit_pos + dir]; - else if (skill_id == WZ_ICEWALL) - return &skill->unit_layout [skill->icewall_unit_pos + dir]; - else if( skill_id == WL_EARTHSTRAIN ) //Warlock - return &skill->unit_layout [skill->earthstrain_unit_pos + dir]; - - ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv); - return &skill->unit_layout[0]; // default 1x1 layout -} - -/*========================================== - * - *------------------------------------------*/ -int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, int64 tick) { - struct map_session_data *sd, *dstsd; - struct mob_data *md, *dstmd; - struct status_data *sstatus, *tstatus; - struct status_change *sc, *tsc; - - int temp; - int rate; - - nullpo_ret(src); - nullpo_ret(bl); - - if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest - - if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss. - return 0; - - sd = BL_CAST(BL_PC, src); - md = BL_CAST(BL_MOB, src); - dstsd = BL_CAST(BL_PC, bl); - dstmd = BL_CAST(BL_MOB, bl); - - sc = status->get_sc(src); - tsc = status->get_sc(bl); - sstatus = status->get_status_data(src); - tstatus = status->get_status_data(bl); - if (!tsc) //skill additional effect is about adding effects to the target... - //So if the target can't be inflicted with statuses, this is pointless. - return 0; - - if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish] - if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) { - // Trigger status effects - enum sc_type type; - int i; - for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) { - rate = sd->addeff[i].rate; - if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG] - rate += sd->addeff[i].arrow_rate; - if( !rate ) continue; - - if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) { - // Trigger has attack type consideration. - if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) || - (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) || - (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ; - else - continue; - } - - if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) { - // Trigger has range consideration. - if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || - (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) - continue; //Range Failed. - } - - type = sd->addeff[i].id; - temp = skill->get_time2(status->sc2skill(type),7); - - if (sd->addeff[i].flag&ATF_TARGET) - status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE); - - if (sd->addeff[i].flag&ATF_SELF) - status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE); - } - } - - if( skill_id ) { - // Trigger status effects on skills - enum sc_type type; - int i; - for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) { - if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate ) - continue; - type = sd->addeff3[i].id; - temp = skill->get_time2(status->sc2skill(type),7); - - if( sd->addeff3[i].target&ATF_TARGET ) - status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE); - if( sd->addeff3[i].target&ATF_SELF ) - status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE); - } - } - } - - if( dmg_lv < ATK_DEF ) // no damage, return; - return 0; - - switch(skill_id) { - case 0: { // Normal attacks (no skill used) - if( attack_type&BF_SKILL ) - break; // If a normal attack is a skill, it's splash damage. [Inkfish] - if(sd) { - // Automatic trigger of Blitz Beat - if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (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,(tempcheckskill(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))) - 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_COMBOATTACK]) { - if(sc->data[SC_STORMKICK_READY] && - sc_start4(src,src,SC_COMBOATTACK, 15, TK_STORMKICK, - bl->id, 2, 0, - (2000 - 4*sstatus->agi - 2*sstatus->dex))) - ; //Stance triggered - else if(sc->data[SC_DOWNKICK_READY] && - sc_start4(src,src,SC_COMBOATTACK, 15, TK_DOWNKICK, - bl->id, 2, 0, - (2000 - 4*sstatus->agi - 2*sstatus->dex))) - ; //Stance triggered - else if(sc->data[SC_TURNKICK_READY] && - sc_start4(src,src,SC_COMBOATTACK, 15, TK_TURNKICK, - bl->id, 2, 0, - (2000 - 4*sstatus->agi - 2*sstatus->dex))) - ; //Stance triggered - 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, src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, - (2000 - 4*sstatus->agi - 2*sstatus->dex)); - } - } - if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) ) - skill->castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0); - } - - if (sc) { - struct status_change_entry *sce; - // Enchant Poison gives a chance to poison attacked enemies - if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. - status->change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, - skill->get_time2(AS_ENCHANTPOISON,sce->val1),SCFLAG_NONE); - // Enchant Deadly Poison gives a chance to deadly poison attacked enemies - if((sce=sc->data[SC_EDP])) - sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, - skill->get_time2(ASC_EDP,sce->val1)); - } - } - break; - - case SM_BASH: - if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ) - status->change_start(src,bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, - skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),SCFLAG_NONE); - break; - - case MER_CRASH: - sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case AS_VENOMKNIFE: - if (sd) //Poison chance must be that of Envenom. [Skotlex] - skill_lv = pc->checkskill(sd, TF_POISON); - case TF_POISON: - case AS_SPLASHER: - if (!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) - && sd && skill_id==TF_POISON - ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - - case AS_SONICBLOW: - sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case WZ_FIREPILLAR: - unit->set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1); - break; - - case MG_FROSTDIVER: - #ifndef RENEWAL - case WZ_FROSTNOVA: - #endif - if (!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) - && sd && skill_id == MG_FROSTDIVER - ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - - #ifdef RENEWAL - case WZ_FROSTNOVA: - sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - #endif - - case WZ_STORMGUST: - /** - * Storm Gust counter was dropped in renewal - **/ - #ifdef RENEWAL - sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - #else - //On third hit, there is a 150% to freeze the target - if(tsc->sg_counter >= 3 && - sc_start(src,bl,SC_FREEZE,150,skill_lv,skill->get_time2(skill_id,skill_lv))) - tsc->sg_counter = 0; - /** - * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value - **/ - else if( tsc->sg_counter > 250 ) - tsc->sg_counter = 0; - #endif - break; - - case WZ_METEOR: - sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case WZ_VERMILION: - sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case HT_FLASHER: - sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case HT_LANDMINE: - case MA_LANDMINE: - sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case HT_SHOCKWAVE: - status_percent_damage(src, bl, 0, 15*skill_lv+5, false); - break; - - case HT_SANDMAN: - case MA_SANDMAN: - sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case TF_SPRINKLESAND: - sc_start(src,bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case TF_THROWSTONE: - if( !sc_start(src,bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) ) - sc_start(src,bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case NPC_DARKCROSS: - case CR_HOLYCROSS: - sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - //Chance to cause blind status vs demon and undead element, but not against players - if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case AM_ACIDTERROR: - sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) - clif->emotion(bl,E_OMG); - break; - - case AM_DEMONSTRATION: - skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY); - break; - - case CR_SHIELDCHARGE: - sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case PA_PRESSURE: - status_percent_damage(src, bl, 0, 15+5*skill_lv, false); - break; - - case RG_RAID: - sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - - #ifdef RENEWAL - sc_start(src,bl,SC_RAID,100,7,5000); - break; - - case RG_BACKSTAP: - sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); - #endif - break; - - case BA_FROSTJOKER: - sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case DC_SCREAM: - sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case BD_LULLABY: - sc_start(src,bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case DC_UGLYDANCE: - rate = 5+5*skill_lv; - if(sd && (temp=pc->checkskill(sd,DC_DANCINGLESSON))) - rate += 5+temp; - status_zap(bl, 0, rate); - break; - case SL_STUN: - if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. - sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); - break; - - case NPC_PETRIFYATTACK: - sc_start4(src,bl,status->skill2sc(skill_id),50+10*skill_lv, - skill_lv,0,0,skill->get_time(skill_id,skill_lv), - skill->get_time2(skill_id,skill_lv)); - break; - case NPC_CURSEATTACK: - case NPC_SLEEPATTACK: - case NPC_BLINDATTACK: - case NPC_POISON: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - case NPC_HELLPOWER: - sc_start(src,bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_ACIDBREATH: - case NPC_ICEBREATH: - sc_start(src,bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_BLEEDING: - sc_start2(src,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 = status->get_matk(src, 2); - rate*=skill_lv; - status_zap(bl, 0, rate); - break; - } - // Equipment breaking monster skills [Celest] - case NPC_WEAPONBRAKER: - skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY); - break; - case NPC_ARMORBRAKE: - skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY); - break; - case NPC_HELMBRAKE: - skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY); - break; - case NPC_SHIELDBRAKE: - skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY); - break; - - case CH_TIGERFIST: - sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); - break; - - case LK_SPIRALPIERCE: - case ML_SPIRALPIERCE: - if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses - sc_start(src,bl,SC_STOP,100,0,skill->get_time2(skill_id,skill_lv)); - break; - - case ST_REJECTSWORD: - sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); - break; - - case PF_FOGWALL: - if (src != bl && !tsc->data[SC_DELUGE]) - sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case LK_HEADCRUSH: // Headcrush has chance of causing Bleeding status, except on demon and undead element - if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start2(src, bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); - break; - - case LK_JOINTBEAT: - if (tsc->jb_flag) { - enum sc_type type = status->skill2sc(skill_id); - sc_start4(src,bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); - tsc->jb_flag = 0; - } - break; - case ASC_METEORASSAULT: - //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. - switch(rnd()%3) { - case 0: - sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1)); - break; - case 1: - sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); - break; - default: - sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); - } - break; - - case HW_NAPALMVULCAN: - sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case WS_CARTTERMINATION: - sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case CR_ACIDDEMONSTRATION: - skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY); - break; - - case TK_DOWNKICK: - sc_start(src,bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case TK_JUMPKICK: - if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) - {// debuff the following statuses - status_change_end(bl, SC_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_ONEHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - } - break; - case TK_TURNKICK: - case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. - if(attack_type&BF_MISC) //70% base stun chance... - sc_start(src,bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case GS_BULLSEYE: //0.1% coma rate. - if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) - status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCFLAG_NONE); - break; - case GS_PIERCINGSHOT: - sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - break; - case NJ_HYOUSYOURAKU: - sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case GS_FLING: - sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); - break; - case GS_DISARM: - rate = 3*skill_lv; - if (sstatus->dex > tstatus->dex) - rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula - skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case NPC_EVILLAND: - sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_HELLJUDGEMENT: - sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case NPC_CRITICALWOUND: - sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case RK_WINDCUTTER: - sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case RK_DRAGONBREATH: - sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); - break; - case RK_DRAGONBREATH_WATER: - sc_start4(src,bl,SC_FROSTMISTY,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); - break; - case AB_ADORAMUS: - if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect. - sc_start(src, bl, SC_ADORAMUS, skill_lv * 4 + (sd? sd->status.job_level:50)/2, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case WL_CRIMSONROCK: - sc_start(src, bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case WL_COMET: - sc_start4(src,bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); - break; - case WL_EARTHSTRAIN: - { - int i; - const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; - - for( i = 0; i < skill_lv; i++ ) - skill->strip_equip(bl,pos[i], (5 + skill_lv) * skill_lv, - skill_lv,skill->get_time2(skill_id,skill_lv)); - } - break; - case WL_JACKFROST: - sc_start(src,bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case WL_FROSTMISTY: - sc_start(src,bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case RA_WUGBITE: - rate = 50 + 10 * skill_lv + 2 * (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) : 0) - tstatus->agi / 4; - if ( rate < 50 ) - rate = 50; - sc_start(src,bl,SC_WUGBITE, rate, skill_lv, skill->get_time(skill_id, skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) * 500 : 0)); - break; - case RA_SENSITIVEKEEN: - if( rnd()%100 < 8 * skill_lv ) - skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc->checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION); - break; - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - if( dstmd && !(dstmd->status.mode&MD_BOSS) ) - sc_start2(src,bl,SC_ARMOR_PROPERTY,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time2(skill_id,skill_lv)); - break; - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - sc_start4(src, bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); - break; - case NC_PILEBUNKER: - if( rnd()%100 < 25 + 15 *skill_lv ) { - //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield - status_change_end(bl, SC_KYRIE, INVALID_TIMER); - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); - status_change_end(bl, SC_STEELBODY, INVALID_TIMER); - status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); - status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); - status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); - status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); - status_change_end(bl, SC_DEFENDER, INVALID_TIMER); - status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); - status_change_end(bl, SC_PRESTIGE, INVALID_TIMER); - status_change_end(bl, SC_BANDING, INVALID_TIMER); - status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); - } - break; - case NC_FLAMELAUNCHER: - sc_start4(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); - break; - case NC_COLDSLOWER: - sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - if ( tsc && !tsc->data[SC_FREEZE] ) - sc_start(src, bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); - break; - case NC_POWERSWING: - // Use flag=2, the stun duration is not vit-reduced. - status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_FIXEDTICK); - if( rnd()%100 < 5*skill_lv ) - skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1); - break; - case NC_MAGMA_ERUPTION: - sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); - sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case GC_WEAPONCRUSH: - skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); - break; - case GC_DARKCROW: - sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case LG_SHIELDPRESS: - rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4; - sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); - break; - case LG_HESPERUSLIT: - if ( sc && sc->data[SC_BANDING] ) { - if ( sc->data[SC_BANDING]->val2 == 4 ) // 4 banding RGs: Targets will be stunned at 100% chance for 4 ~ 8 seconds, irreducible by STAT. - status->change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 1000*(4+rand()%4), SCFLAG_FIXEDTICK); - else if ( sc->data[SC_BANDING]->val2 == 6 ) // 6 banding RGs: activate Pinpoint Attack Lv1-5 - skill->castend_damage_id(src,bl,LG_PINPOINTATTACK,1+rand()%5,tick,0); - } - break; - case LG_PINPOINTATTACK: - rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10; - switch( skill_lv ) { - case 1: - sc_start(src, bl,SC_BLOODING,rate,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case 2: - skill->break_equip(bl, EQP_HELM, rate*100, BCT_ENEMY); - break; - case 3: - skill->break_equip(bl, EQP_SHIELD, rate*100, BCT_ENEMY); - break; - case 4: - skill->break_equip(bl, EQP_ARMOR, rate*100, BCT_ENEMY); - break; - case 5: - skill->break_equip(bl, EQP_WEAPON, rate*100, BCT_ENEMY); - break; - } - break; - case LG_MOONSLASHER: - rate = 32 + 8 * skill_lv; - if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif->setsit is received about 500 ms after damage packet. - skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); - else if( dstmd && !is_boss(bl) ) - sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. - if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) - sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); - break; - case LG_EARTHDRIVE: - skill->break_equip(src, EQP_SHIELD, 100 * skill_lv, BCT_SELF); - sc_start(src, bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_DRAGONCOMBO: - sc_start(src, bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_FALLENEMPIRE: - sc_start(src, bl, SC_FALLENEMPIRE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_WINDMILL: - if( dstsd ) - skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); - else if( dstmd && !is_boss(bl) ) - sc_start(src, bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); - break; - case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] - sc_start(src, bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SR_EARTHSHAKER: - sc_start(src, bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case SR_HOWLINGOFLION: - sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case SO_EARTHGRAVE: - sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] - break; - case SO_DIAMONDDUST: - rate = 5 + 5 * skill_lv; - if( sc && sc->data[SC_COOLER_OPTION] ) - rate += sc->data[SC_COOLER_OPTION]->val3 / 5; - sc_start(src, bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); - break; - case SO_VARETYR_SPEAR: - sc_start(src, bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case GN_SLINGITEM_RANGEMELEEATK: - if( sd ) { - switch( sd->itemid ) { - // Starting SCs here instead of do it in skill->additional_effect to simplify the code. - case ITEMID_COCONUT_BOMB: - sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official - sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000); - break; - case ITEMID_MELON_BOMB: - sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and movement speed - break; - case ITEMID_BANANA_BOMB: - sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE? - sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sit down for 3 seconds. - break; - } - sd->itemid = -1; - } - break; - case GN_HELLS_PLANT_ATK: - sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); - sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); - break; - case EL_WIND_SLASH: // Non confirmed rate. - sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); - break; - case EL_STONE_HAMMER: - rate = 10 * skill_lv; - sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); - break; - case EL_ROCK_CRUSHER: - case EL_ROCK_CRUSHER_ATK: - sc_start(src, bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); - break; - case EL_TYPOON_MIS: - sc_start(src, bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case KO_JYUMONJIKIRI: - sc_start(src, bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case KO_MAKIBISHI: - sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); - break; - case MH_LAVA_SLIDE: - if (tsc && !tsc->data[SC_BURNING]) sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); - break; - case MH_STAHL_HORN: - sc_start(src, bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case MH_NEEDLE_OF_PARALYZE: - sc_start(src, bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case GN_ILLUSIONDOPING: - if( sc_start(src, bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate. - sc_start(src, bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - break; - case MH_XENO_SLASHER: - sc_start2(src, bl, SC_BLOODING, 10 * skill_lv, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); - break; - } - - if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) { - //Pass heritage to Master for status causing effects. [Skotlex] - sd = map->id2sd(md->master_id); - src = sd?&sd->bl:src; - } - - if( attack_type&BF_WEAPON && skill_id != CR_REFLECTSHIELD ) { - // Coma, Breaking Equipment - if( sd && sd->special_state.bonus_coma ) { - rate = sd->weapon_coma_ele[tstatus->def_ele]; - rate += sd->weapon_coma_race[tstatus->race]; - rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; - if (rate) - status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCFLAG_NONE); - } - if (sd && battle_config.equip_self_break_rate) { - // Self weapon breaking - rate = battle_config.equip_natural_break_rate; - if( sc ) - { - if(sc->data[SC_GIANTGROWTH]) - rate += 10; - if(sc->data[SC_OVERTHRUST]) - rate += 10; - if(sc->data[SC_OVERTHRUSTMAX]) - rate += 10; - } - if( rate ) - skill->break_equip(src, EQP_WEAPON, rate, BCT_SELF); - } - if (battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK) { - // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity. - // Target weapon breaking - rate = 0; - if( sd ) - rate += sd->bonus.break_weapon_rate; - if( sc && sc->data[SC_MELTDOWN] ) - rate += sc->data[SC_MELTDOWN]->val2; - if( rate ) - skill->break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY); - - // Target armor breaking - rate = 0; - if( sd ) - rate += sd->bonus.break_armor_rate; - if( sc && sc->data[SC_MELTDOWN] ) - rate += sc->data[SC_MELTDOWN]->val3; - if( rate ) - skill->break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY); - } - if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills. - if (sd->def_set_race[tstatus->race].rate) - status->change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value, - 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK); - if (sd->def_set_race[tstatus->race].rate) - status->change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value, - 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK); - } - } - - if( sd && sd->ed && sc && !status->isdead(bl) && !skill_id ) { - struct unit_data *ud = unit->bl2ud(src); - - if( sc->data[SC_WILD_STORM_OPTION] ) - temp = sc->data[SC_WILD_STORM_OPTION]->val2; - else if( sc->data[SC_UPHEAVAL_OPTION] ) - temp = sc->data[SC_UPHEAVAL_OPTION]->val2; - else if( sc->data[SC_TROPIC_OPTION] ) - temp = sc->data[SC_TROPIC_OPTION]->val3; - else if( sc->data[SC_CHILLY_AIR_OPTION] ) - temp = sc->data[SC_CHILLY_AIR_OPTION]->val3; - else - temp = 0; - - if ( rnd()%100 < 25 && temp ){ - skill->castend_damage_id(src, bl, temp, 5, tick, 0); - - if (ud) { - rate = skill->delay_fix(src, temp, skill_lv); - if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ - ud->canact_tick = tick+rate; - if ( battle_config.display_status_timers ) - clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0); - } - } - } - } - - // Autospell when attacking - if( sd && !status->isdead(bl) && sd->autospell[0].id ) { - struct block_list *tbl; - struct unit_data *ud; - int i, auto_skill_lv, type, notok; - - for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) { - - if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK && - sd->autospell[i].flag&attack_type&BF_RANGEMASK && - sd->autospell[i].flag&attack_type&BF_SKILLMASK)) - continue; // one or more trigger conditions were not fulfilled - - temp = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; - - sd->state.autocast = 1; - notok = skill->not_ok(temp, sd); - sd->state.autocast = 0; - - if ( notok ) - continue; - - auto_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1; - if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); - - rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2; - - if (rnd()%1000 >= rate) - continue; - - tbl = (sd->autospell[i].id < 0) ? src : bl; - - if( (type = skill->get_casttype(temp)) == CAST_GROUND ) { - int maxcount = 0; - if( !(BL_PC&battle_config.skill_reiteration) && - skill->get_unit_flag(temp)&UF_NOREITERATION && - skill->check_unit_range(src,tbl->x,tbl->y,temp,auto_skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.skill_nofootset && - skill->get_unit_flag(temp)&UF_NOFOOTSET && - skill->check_unit_range2(src,tbl->x,tbl->y,temp,auto_skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.land_skill_limit && - (maxcount = skill->get_maxcount(temp, auto_skill_lv)) > 0 - ) { - int v; - for(v=0;vud.skillunit[v] && maxcount;v++) { - if(sd->ud.skillunit[v]->skill_id == temp) - maxcount--; - } - if( maxcount == 0 ) { - continue; - } - } - } - if( battle_config.autospell_check_range && - !battle->check_range(src, tbl, skill->get_range2(src, temp,auto_skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) - continue; - - if (temp == AS_SONICBLOW) - pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. - else if (temp == PF_SPIDERWEB) //Special case, due to its nature of coding. - type = CAST_GROUND; - - sd->state.autocast = 1; - skill->consume_requirement(sd,temp,auto_skill_lv,1); - skill->toggle_magicpower(src, temp); - switch (type) { - case CAST_GROUND: - skill->castend_pos2(src, tbl->x, tbl->y, temp, auto_skill_lv, tick, 0); - break; - case CAST_NODAMAGE: - skill->castend_nodamage_id(src, tbl, temp, auto_skill_lv, tick, 0); - break; - case CAST_DAMAGE: - skill->castend_damage_id(src, tbl, temp, auto_skill_lv, tick, 0); - break; - } - sd->state.autocast = 0; - //Set canact delay. [Skotlex] - ud = unit->bl2ud(src); - if (ud) { - rate = skill->delay_fix(src, temp, auto_skill_lv); - if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ - ud->canact_tick = tick+rate; - if ( battle_config.display_status_timers && sd ) - clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0); - } - } - } - } - - //Autobonus when attacking - if( sd && sd->autobonus[0].rate ) - { - int i; - for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ ) - { - if( rnd()%1000 >= sd->autobonus[i].rate ) - continue; - if( sd->autobonus[i].active != INVALID_TIMER ) - continue; - if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK && - sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK && - sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK)) - continue; // one or more trigger conditions were not fulfilled - pc->exeautobonus(sd,&sd->autobonus[i]); - } - } - - //Polymorph - if(sd && sd->bonus.classchange && attack_type&BF_WEAPON && - dstmd && !(tstatus->mode&MD_BOSS) && - (rnd()%10000 < sd->bonus.classchange)) - { - struct mob_db *monster; - int class_; - temp = 0; - do { - do { - class_ = rnd() % MAX_MOB_DB; - } while (!mob->db_checkid(class_)); - - rate = rnd() % 1000000; - monster = mob->db(class_); - } while ( - (monster->status.mode&(MD_BOSS|MD_PLANT) || monster->summonper[0] <= rate) && - (temp++) < 2000); - if (temp < 2000) - mob->class_change(dstmd,class_); - } - - return 0; -} - -int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, int64 tick) { - int temp, skill_lv, i, type, notok; - struct block_list *tbl; - - if( sd == NULL || !skill_id ) - return 0; - - for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) { - if( sd->autospell3[i].flag != skill_id ) - continue; - - if( sd->autospell3[i].lock ) - continue; // autospell already being executed - - temp = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id; - - sd->state.autocast = 1; - notok = skill->not_ok(temp, sd); - sd->state.autocast = 0; - - if ( notok ) - continue; - - skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1; - if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv); - - if( sd->autospell3[i].id >= 0 && bl == NULL ) - continue; // No target - if( rnd()%1000 >= sd->autospell3[i].rate ) - continue; - - tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl; - - if( (type = skill->get_casttype(temp)) == CAST_GROUND ) { - int maxcount = 0; - if( !(BL_PC&battle_config.skill_reiteration) && - skill->get_unit_flag(temp)&UF_NOREITERATION && - skill->check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.skill_nofootset && - skill->get_unit_flag(temp)&UF_NOFOOTSET && - skill->check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.land_skill_limit && - (maxcount = skill->get_maxcount(temp, skill_lv)) > 0 - ) { - int v; - for(v=0;vud.skillunit[v] && maxcount;v++) { - if(sd->ud.skillunit[v]->skill_id == temp) - maxcount--; - } - if( maxcount == 0 ) { - continue; - } - } - } - if( battle_config.autospell_check_range && - !battle->check_range(&sd->bl, tbl, skill->get_range2(&sd->bl, temp,skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) - continue; - - sd->state.autocast = 1; - sd->autospell3[i].lock = true; - skill->consume_requirement(sd,temp,skill_lv,1); - switch( type ) { - case CAST_GROUND: skill->castend_pos2(&sd->bl, tbl->x, tbl->y, temp, skill_lv, tick, 0); break; - case CAST_NODAMAGE: skill->castend_nodamage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break; - case CAST_DAMAGE: skill->castend_damage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break; - } - sd->autospell3[i].lock = false; - sd->state.autocast = 0; - } - - if (sd->autobonus3[0].rate) { - for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) { - if( rnd()%1000 >= sd->autobonus3[i].rate ) - continue; - if( sd->autobonus3[i].active != INVALID_TIMER ) - continue; - if( sd->autobonus3[i].atk_type != skill_id ) - continue; - pc->exeautobonus(sd,&sd->autobonus3[i]); - } - } - - return 1; -} -/* Split off from skill->additional_effect, which is never called when the - * attack skill kills the enemy. Place in this function counter status effects - * when using skills (eg: Asura's sp regen penalty, or counter-status effects - * from cards) that will take effect on the source, not the target. [Skotlex] - * Note: Currently this function only applies to Extremity Fist and BF_WEAPON - * type of skills, so not every instance of skill->additional_effect needs a call - * to this one. - */ -int skill_counter_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int64 tick) { - int rate; - struct map_session_data *sd=NULL; - struct map_session_data *dstsd=NULL; - struct status_change *sc; - - nullpo_ret(src); - nullpo_ret(bl); - - if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest] - - sd = BL_CAST(BL_PC, src); - dstsd = BL_CAST(BL_PC, bl); - sc = status->get_sc(src); - - if(dstsd && attack_type&BF_WEAPON) { - //Counter effects. - enum sc_type type; - int i, time; - for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) { - rate = dstsd->addeff2[i].rate; - if (attack_type&BF_LONG) - rate+=dstsd->addeff2[i].arrow_rate; - if (!rate) continue; - - if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { - //Trigger has range consideration. - if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || - (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) - continue; //Range Failed. - } - type = dstsd->addeff2[i].id; - time = skill->get_time2(status->sc2skill(type),7); - - if (dstsd->addeff2[i].flag&ATF_TARGET) - status->change_start(bl,src,type,rate,7,0,0,0,time,SCFLAG_NONE); - - if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl)) - status->change_start(bl,bl,type,rate,7,0,0,0,time,SCFLAG_NONE); - } - } - - switch(skill_id){ - case MO_EXTREMITYFIST: - sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case GS_FULLBUSTER: - sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case HFLI_SBR44: // [orn] - case HVAN_EXPLOSION: - if(src->type == BL_HOM){ - TBL_HOM *hd = (TBL_HOM*)src; - hd->homunculus.intimacy = 200; - if (hd->master) - clif->send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100); - } - break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - attack_type |= BF_WEAPON; - break; - case LG_HESPERUSLIT: - if ( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) { - char i; - for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3 && sc->fv_counter <= sc->data[SC_FORCEOFVANGUARD]->val3 ; i++) - clif->millenniumshield(bl, sc->fv_counter++); - } - break; - } - - if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR - && rnd()%10000 < battle_config.sg_miracle_skill_ratio) // SG_MIRACLE [Komurka] - sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); - - if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl) - && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) - && (rate=pc->checkskill(sd,HW_SOULDRAIN)) > 0 - ) { - // Soul Drain should only work on targeted spells [Skotlex] - if( pc_issit(sd) ) pc->setstand(sd); // Character stuck in attacking animation while 'sitting' fix. [Skotlex] - if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id ) - ; - else { - clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); - status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2); - } - } - - if( sd && status->isdead(bl) ) { - int sp = 0, hp = 0; - if( attack_type&BF_WEAPON ) { - sp += sd->bonus.sp_gain_value; - sp += sd->sp_gain_race[status_get_race(bl)]; - sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS]; - hp += sd->bonus.hp_gain_value; - } - if( attack_type&BF_MAGIC ) { - sp += sd->bonus.magic_sp_gain_value; - hp += sd->bonus.magic_hp_gain_value; - if( skill_id == WZ_WATERBALL ) {// (bugreport:5303) - 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. - } - } - if( hp || sp ) { - // updated to force healing to allow healing through berserk - status->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); - } - } - - // Trigger counter-spells to retaliate against damage causing skills. - if(dstsd && !status->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) { - struct block_list *tbl; - struct unit_data *ud; - int i, auto_skill_id, auto_skill_lv, type, notok; - - for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) { - - if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK && - dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK && - dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK)) - continue; // one or more trigger conditions were not fulfilled - - auto_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; - auto_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; - if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); - - rate = dstsd->autospell2[i].rate; - if (attack_type&BF_LONG) - rate>>=1; - - dstsd->state.autocast = 1; - notok = skill->not_ok(auto_skill_id, dstsd); - dstsd->state.autocast = 0; - - if ( notok ) - continue; - - if (rnd()%1000 >= rate) - continue; - - tbl = (dstsd->autospell2[i].id < 0) ? bl : src; - - if( (type = skill->get_casttype(auto_skill_id)) == CAST_GROUND ) { - int maxcount = 0; - if( !(BL_PC&battle_config.skill_reiteration) && - skill->get_unit_flag(auto_skill_id)&UF_NOREITERATION && - skill->check_unit_range(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.skill_nofootset && - skill->get_unit_flag(auto_skill_id)&UF_NOFOOTSET && - skill->check_unit_range2(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) - ) { - continue; - } - if( BL_PC&battle_config.land_skill_limit && - (maxcount = skill->get_maxcount(auto_skill_id, auto_skill_lv)) > 0 - ) { - int v; - for(v=0;vud.skillunit[v] && maxcount;v++) { - if(dstsd->ud.skillunit[v]->skill_id == auto_skill_id) - maxcount--; - } - if( maxcount == 0 ) { - continue; - } - } - } - - if( !battle->check_range(src, tbl, skill->get_range2(src, auto_skill_id,auto_skill_lv) + (auto_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) - continue; - - dstsd->state.autocast = 1; - skill->consume_requirement(dstsd,auto_skill_id,auto_skill_lv,1); - switch (type) { - case CAST_GROUND: - skill->castend_pos2(bl, tbl->x, tbl->y, auto_skill_id, auto_skill_lv, tick, 0); - break; - case CAST_NODAMAGE: - skill->castend_nodamage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); - break; - case CAST_DAMAGE: - skill->castend_damage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); - break; - } - dstsd->state.autocast = 0; - // Set canact delay. [Skotlex] - ud = unit->bl2ud(bl); - if (ud) { - rate = skill->delay_fix(bl, auto_skill_id, auto_skill_lv); - if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ - ud->canact_tick = tick+rate; - if ( battle_config.display_status_timers && dstsd ) - clif->status_change(bl, SI_POSTDELAY, 1, rate, 0, 0, 0); - } - } - } - } - - //Autobonus when attacked - if( dstsd && !status->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) { - int i; - for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) { - if( rnd()%1000 >= dstsd->autobonus2[i].rate ) - continue; - if( dstsd->autobonus2[i].active != INVALID_TIMER ) - continue; - if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK && - dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK && - dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK)) - continue; // one or more trigger conditions were not fulfilled - pc->exeautobonus(dstsd,&dstsd->autobonus2[i]); - } - } - - return 0; -} -/*========================================================================= - * Breaks equipment. On-non players causes the corresponding strip effect. - * - rate goes from 0 to 10000 (100.00%) - * - flag is a BCT_ flag to indicate which type of adjustment should be used - * (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. - *------------------------------------------------------------------------*/ -int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) { - const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; - const enum sc_type scatk[4] = {SC_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; - sd = BL_CAST(BL_PC, bl); - if (sc && !sc->count) - sc = NULL; - - if (sd) { - if (sd->bonus.unbreakable_equip) - where &= ~sd->bonus.unbreakable_equip; - if (sd->bonus.unbreakable) - rate -= rate*sd->bonus.unbreakable/100; - if (where&EQP_WEAPON) { - switch (sd->status.weapon) { - case W_FIST: //Bare fists should not break :P - case W_1HAXE: - case W_2HAXE: - case W_MACE: // Axes and Maces can't be broken [DracoRPG] - case W_2HMACE: - case W_STAFF: - case W_2HSTAFF: - case W_BOOK: //Rods and Books can't be broken [Skotlex] - case W_HUUMA: - where &= ~EQP_WEAPON; - } - } - } - if (flag&BCT_ENEMY) { - if (battle_config.equip_skill_break_rate != 100) - rate = rate*battle_config.equip_skill_break_rate/100; - } else if (flag&(BCT_PARTY|BCT_SELF)) { - if (battle_config.equip_self_break_rate != 100) - rate = rate*battle_config.equip_self_break_rate/100; - } - - for (i = 0; i < 4; i++) { - if (where&where_list[i]) { - if (sc && sc->count && sc->data[scdef[i]]) - where&=~where_list[i]; - else if (rnd()%10000 >= rate) - where&=~where_list[i]; - else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. - sc_start(bl,bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1)); - } - } - if (!where) //Nothing to break. - return 0; - if (sd) { - for (i = 0; i < EQI_MAX; i++) { - j = sd->equip_index[i]; - if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j]) - continue; - - switch(i) { - case EQI_HEAD_TOP: //Upper Head - flag = (where&EQP_HELM); - break; - case EQI_ARMOR: //Body - flag = (where&EQP_ARMOR); - break; - case EQI_HAND_R: //Left/Right hands - case EQI_HAND_L: - flag = ( - (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) || - (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR)); - break; - case EQI_SHOES: - flag = (where&EQP_SHOES); - break; - case EQI_GARMENT: - flag = (where&EQP_GARMENT); - break; - default: - continue; - } - if (flag) { - sd->status.inventory[j].attribute = 1; - pc->unequipitem(sd, j, 3); - } - } - clif->equiplist(sd); - } - - return where; //Return list of pieces broken. -} - -int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) { - struct status_change *sc; - const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC}; - const enum sc_type sc_atk[5] = {SC_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) - return 0; - - sc = status->get_sc(bl); - if (!sc || sc->option&OPTION_MADOGEAR ) // Mado Gear cannot be divested [Ind] - return 0; - - for (i = 0; i < ARRAYLENGTH(pos); i++) { - if (where&pos[i] && sc->data[sc_def[i]]) - where&=~pos[i]; - } - if (!where) return 0; - - for (i = 0; i < ARRAYLENGTH(pos); i++) { - if (where&pos[i] && !sc_start(bl, bl, sc_atk[i], 100, lv, time)) - where&=~pos[i]; - } - return where?1:0; -} -/*========================================================================= - Used to knock back players, monsters, traps, etc - - 'count' is the number of squares to knock back - - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior) - - if 'flag&0x1', position update packets must not be sent. - - if 'flag&0x2', skill blown ignores players' special_state.no_knockback - -------------------------------------------------------------------------*/ -int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) { - int dx = 0, dy = 0; - struct skill_unit* su = NULL; - - nullpo_ret(src); - - if (src != target && map->list[src->m].flag.noknockback) - return 0; // No knocking - if (count == 0) - return 0; // Actual knockback distance is 0. - - switch (target->type) { - case BL_MOB: { - struct mob_data* md = BL_CAST(BL_MOB, target); - if( md->class_ == MOBID_EMPERIUM ) - return 0; - if(src != target && is_boss(target)) // Bosses can't be knocked-back - return 0; - } - break; - case BL_PC: { - struct map_session_data *sd = BL_CAST(BL_PC, target); - if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src)) - return 0; // Basilica caster can't be knocked-back by normal monsters. - if( !(flag&0x2) && src != target && sd->special_state.no_knockback ) - return 0; - } - break; - case BL_SKILL: - su = (struct skill_unit *)target; - if( su && su->group && (su->group->unit_id == UNT_ANKLESNARE || su->group->unit_id == UNT_REVERBERATION)) - return 0; // ankle snare cannot be knocked back - break; - } - - if (dir == -1) // : do the computation here instead of outside - dir = map->calc_dir(target, src->x, src->y); // direction from src to target, reversed - - if (dir >= 0 && dir < 8) { - // take the reversed 'direction' and reverse it - dx = -dirx[dir]; - dy = -diry[dir]; - } - - return unit->blown(target, dx, dy, count, flag); // send over the proper flag -} - - -/* - Checks if 'bl' should reflect back a spell cast by 'src'. - type is the type of magic attack: 0: indirect (aoe), 1: direct (targeted) - In case of success returns type of reflection, otherwise 0 - 1 - Regular reflection (Maya) - 2 - SL_KAITE reflection -*/ -int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) { - struct status_change *sc = status->get_sc(bl); - struct map_session_data* sd = BL_CAST(BL_PC, bl); - - if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability - return 0; - - // item-based reflection - if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return ) - return 1; - - if( is_boss(src) ) - return 0; - - // status-based reflection - if( !sc || sc->count == 0 ) - return 0; - - if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 ) - return 1; - - if( sc->data[SC_KAITE] && (src->type == BL_PC || status->get_lv(src) <= 80) ) - {// Kaite only works against non-players if they are low-level. - clif->specialeffect(bl, 438, AREA); - if( --sc->data[SC_KAITE]->val2 <= 0 ) - status_change_end(bl, SC_KAITE, INVALID_TIMER); - return 2; - } - - return 0; -} - -/* - * ========================================================================= - * Does a skill attack with the given properties. - * src is the master behind the attack (player/mob/pet) - * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL - * bl is the target to be attacked. - * flag can hold a bunch of information: - * flag&0xFFF is passed to the underlying battle_calc_attack for processing - * (usually holds number of targets, or just 1 for simple splash attacks) - * flag&0x1000 is used to tag that this is a splash-attack (so the damage - * packet shouldn't display a skill animation) - * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the - * client (causes player characters to not scream skill name) - * flag&0x4000 - Return 0 if damage was reflected - *-------------------------------------------------------------------------*/ -int skill_attack(int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { - struct Damage dmg; - struct status_data *sstatus, *tstatus; - struct status_change *sc; - struct map_session_data *sd, *tsd; - int type; - int64 damage; - bool rmdamage = false;//magic reflected - bool additional_effects = true, shadow_flag = false; - - if(skill_id > 0 && !skill_lv) return 0; - - nullpo_ret(src); // Source is the master behind the attack (player/mob/pet) - nullpo_ret(dsrc); // dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. - nullpo_ret(bl); //Target to be attacked. - - if (src != dsrc) { - //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] - if (!status->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) - return 0; - } else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) { - //Note that splash attacks often only check versus the targeted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] - if (!status->check_skilluse(src, bl, skill_id, 2)) - return 0; - } - - sd = BL_CAST(BL_PC, src); - tsd = BL_CAST(BL_PC, bl); - - // To block skills that aren't called via battle_check_target [Panikon] - // issue: 8203 - if( sd - && ( (bl->type == BL_MOB && pc_has_permission(sd, PC_PERM_DISABLE_PVM)) - || (bl->type == BL_PC && pc_has_permission(sd, PC_PERM_DISABLE_PVP)) ) - ) - return 0; - - sstatus = status->get_status_data(src); - tstatus = status->get_status_data(bl); - sc = status->get_sc(bl); - if (sc && !sc->count) sc = NULL; //Don't need it. - - // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? - if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) - return 0; - //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. - if (sc && sc->data[SC_TRICKDEAD]) - return 0; - - dmg = battle->calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF); - - //Skotlex: Adjusted to the new system - if( src->type == BL_PET ) { // [Valaris] - struct pet_data *pd = (TBL_PET*)src; - if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { - int element = skill->get_ele(skill_id, skill_lv); - /*if (skill_id == -1) Does it ever worked? - element = sstatus->rhw.ele;*/ - if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET)) - dmg.damage = battle->attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv); - else - dmg.damage= skill_lv; - dmg.damage2=0; - dmg.div_= pd->a_skill->div_; - } - } - - if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { - // Earthquake on multiple targets is not counted as a target skill. [Inkfish] - if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) { - //Magic reflection, switch caster/target - struct block_list *tbl = bl; - rmdamage = true; - bl = src; - src = tbl; - dsrc = tbl; - sd = BL_CAST(BL_PC, src); - tsd = BL_CAST(BL_PC, bl); - sc = status->get_sc(bl); - if (sc && !sc->count) - sc = NULL; //Don't need it. - /* bugreport:2564 flag&2 disables double casting trigger */ - flag |= 2; - /* bugreport:7859 magical reflected zeroes blow count */ - dmg.blewcount = 0; - //Spirit of Wizard blocks Kaite's reflection - 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, ITEMID_FRAGMENT_OF_CRYSTAL) : 0; - if (type != INDEX_NOT_FOUND) { - 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_SOULLINK]->val3 = skill_id; - sc->data[SC_SOULLINK]->val4 = dsrc->id; - } - } else if( type != 2 ) /* Kaite bypasses */ - additional_effects = false; - - /** - * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target - **/ - #if MAGIC_REFLECTION_TYPE - - #ifdef RENEWAL - if( dmg.dmg_lv != ATK_MISS ) // Wiz SL canceled and consumed fragment - #else - // issue:6415 in pre-renewal Kaite reflected the entire damage received - // regardless of caster's equipment (Aegis 11.1) - if( dmg.dmg_lv != ATK_MISS && type == 1 ) //Wiz SL canceled and consumed fragment - #endif - { - short s_ele = skill->get_ele(skill_id, skill_lv); - - if (s_ele == -1) // the skill takes the weapon's element - s_ele = sstatus->rhw.ele; - else if (s_ele == -2) //Use status element - s_ele = status_get_attack_sc_element(src,status->get_sc(src)); - else if( s_ele == -3 ) //Use random element - s_ele = rnd()%ELE_MAX; - - dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl)); - - if( sc && sc->data[SC_ENERGYCOAT] ) { - struct status_data *st = status->get_status_data(bl); - int per = 100*st->sp / st->max_sp -1; //100% should be counted as the 80~99% interval - per /=20; //Uses 20% SP intervals. - //SP Cost: 1% + 0.5% per every 20% SP - if (!status->charge(bl, 0, (10+5*per)*st->max_sp/1000)) - status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); - //Reduction: 6% + 6% every 20% - dmg.damage -= dmg.damage * (6 * (1+per)) / 100; - } - } - #endif /* MAGIC_REFLECTION_TYPE */ - } - if(sc && sc->data[SC_MAGICROD] && src == dsrc) { - int sp = skill->get_sp(skill_id,skill_lv); - dmg.damage = dmg.damage2 = 0; - dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex] - sp = sp * sc->data[SC_MAGICROD]->val2 / 100; - if(skill_id == WZ_WATERBALL && skill_lv > 1) - sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball - status->heal(bl, 0, sp, 2); - } - } - - damage = dmg.damage + dmg.damage2; - - if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING || - skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || - skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_PROPERTYUNDEAD] ) - damage = 1; - - 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. - 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); - } - } - - //Skill hit type - type=(skill_id==0)?5:skill->get_hit(skill_id); - - if(damage < dmg.div_ - //Only skills that knockback even when they miss. [Skotlex] - && skill_id != CH_PALMSTRIKE) - dmg.blewcount = 0; - - if(skill_id == CR_GRANDCROSS||skill_id == NPC_GRANDDARKNESS) { - if(battle_config.gx_disptype) dsrc = src; - if(src == bl) type = 4; - else flag|=SD_ANIMATION; - } - if(skill_id == NJ_TATAMIGAESHI) { - dsrc = src; //For correct knockback. - flag|=SD_ANIMATION; - } - - if(sd) { - int combo = 0; //Used to signal if this skill can be combo'ed later on. - struct status_change_entry *sce; - 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. - sce->val1 = skill_id; //Update combo-skill - sce->val3 = skill_id; - if( sce->timer != INVALID_TIMER ) - timer->delete(sce->timer, status->change_timer); - sce->timer = timer->add(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_COMBOATTACK, INVALID_TIMER); - } - } - switch(skill_id) { - case MO_TRIPLEATTACK: - if (pc->checkskill(sd, MO_CHAINCOMBO) > 0 || pc->checkskill(sd, SR_DRAGONCOMBO) > 0) - combo=1; - break; - case MO_CHAINCOMBO: - if(pc->checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) - combo=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) - combo=1; - case CH_TIGERFIST: - if (!combo && pc->checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) - combo=1; - case CH_CHAINCRUSH: - if (!combo && pc->checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) - combo=1; - break; - case AC_DOUBLE: - // AC_DOUBLE can start the combo with other monster types, but the - // monster that's going to be hit by HT_POWER should be RC_BRUTE or RC_INSECT [Panikon] - if (pc->checkskill(sd, HT_POWER)) { - sc_start4(NULL,src,SC_COMBOATTACK,100,HT_POWER,0,1,0,2000); - clif->combo_delay(src,2000); - } - break; - case TK_COUNTER: - { - //bonus from SG_FRIEND [Komurka] - int level; - if(sd->status.party_id>0 && (level = pc->checkskill(sd,SG_FRIEND))) - party->skill_check(sd, sd->status.party_id, TK_COUNTER,level); - } - break; - case SL_STIN: - case SL_STUN: - if (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY]) - sc_start(src, src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); - break; - case GS_FULLBUSTER: - //Can't attack nor use items until skill's delay expires. [Skotlex] - sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; - break; - case TK_DODGE: - if( pc->checkskill(sd, TK_JUMPKICK) > 0 ) - combo = 1; - break; - case SR_DRAGONCOMBO: - if( pc->checkskill(sd, SR_FALLENEMPIRE) > 0 ) - combo = 1; - break; - case SR_FALLENEMPIRE: - if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 ) - combo = 1; - break; - } //Switch End - if (combo) { //Possible to chain - if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */ - sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo); - clif->combo_delay(src, combo); - } - } - - //Display damage. - switch( skill_id ) { - case PA_GOSPEL: //Should look like Holy Cross [Skotlex] - dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); - break; - //Skills that need be passed as a normal attack for the client to display correctly. - case HVAN_EXPLOSION: - case NPC_SELFDESTRUCTION: - if(src->type==BL_PC) - dmg.blewcount = 10; - dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] - // fall through - case KN_AUTOCOUNTER: - case NPC_CRITICALSLASH: - case TF_DOUBLE: - case GS_CHAINACTION: - dmg.dmotion = clif->damage(src,bl,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); - break; - - case AS_SPLASHER: - if( flag&SD_ANIMATION ) // the surrounding targets - dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level - else // the central target doesn't display an animation - dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level - break; - case WL_HELLINFERNO: - case SR_EARTHSHAKER: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6); - break; - case KO_MUCHANAGE: - if( dmg.dmg_lv == ATK_FLEE ) - break; - case WL_SOULEXPANSION: - case WL_COMET: - case NJ_HUUMA: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8); - break; - case WL_CHAINLIGHTNING_ATK: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6); - break; - case LG_OVERBRAND_BRANDISH: - case LG_OVERBRAND: - dmg.amotion = status_get_amotion(src) * 2; - case LG_OVERBRAND_PLUSATK: - dmg.dmotion = clif->skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5); - break; - case EL_FIRE_BOMB: - case EL_FIRE_BOMB_ATK: - case EL_FIRE_WAVE: - case EL_FIRE_WAVE_ATK: - case EL_FIRE_MANTLE: - case EL_CIRCLE_OF_FIRE: - case EL_FIRE_ARROW: - case EL_ICE_NEEDLE: - case EL_WATER_SCREW: - case EL_WATER_SCREW_ATK: - case EL_WIND_SLASH: - case EL_TIDAL_WEAPON: - case EL_ROCK_CRUSHER: - case EL_ROCK_CRUSHER_ATK: - case EL_HURRICANE: - case EL_HURRICANE_ATK: - case EL_TYPOON_MIS: - case EL_TYPOON_MIS_ATK: - case GN_CRAZYWEED_ATK: - case KO_BAKURETSU: - case NC_MAGMA_ERUPTION: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5); - break; - case GN_SLINGITEM_RANGEMELEEATK: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6); - break; - case SC_FEINTBOMB: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,skill_lv,5); - break; - case EL_STONE_RAIN: - dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5); - break; - case WM_SEVERE_RAINSTORM_MELEE: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6); - break; - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: - dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6); - break; - case 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: - case HT_FREEZINGTRAP: - case RA_CLUSTERBOMB: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5); - if( dsrc != src ) // avoid damage display redundancy - break; - case HT_LANDMINE: - dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type); - break; - case WZ_SIGHTBLASTER: - dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); - break; - case AB_DUPLELIGHT_MELEE: - case AB_DUPLELIGHT_MAGIC: - dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */ - default: - if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit. - type = 5; - if( bl->type == BL_SKILL ){ - TBL_SKILL *su = (TBL_SKILL*)bl; - if( su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets - clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); - } - dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type); - break; - } - - map->freeblock_lock(); - - if (damage > 0 && dmg.flag&BF_SKILL && tsd - && pc->checkskill(tsd,RG_PLAGIARISM) - && (!sc || !sc->data[SC_PRESERVE]) - && damage < tsd->battle_status.hp - ) { - //Updated to not be able to copy skills if the blow will kill you. [Skotlex] - int copy_skill = skill_id, cidx = 0; - /** - * Copy Referral: dummy skills should point to their source upon copying - **/ - switch( skill_id ) { - case AB_DUPLELIGHT_MELEE: - case AB_DUPLELIGHT_MAGIC: - copy_skill = AB_DUPLELIGHT; - break; - case WL_CHAINLIGHTNING_ATK: - copy_skill = WL_CHAINLIGHTNING; - break; - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: - copy_skill = WM_REVERBERATION; - break; - case WM_SEVERE_RAINSTORM_MELEE: - copy_skill = WM_SEVERE_RAINSTORM; - break; - case GN_CRAZYWEED_ATK: - copy_skill = GN_CRAZYWEED; - break; - case GN_HELLS_PLANT_ATK: - copy_skill = GN_HELLS_PLANT; - break; - case GN_SLINGITEM_RANGEMELEEATK: - copy_skill = GN_SLINGITEM; - break; - case LG_OVERBRAND_BRANDISH: - case LG_OVERBRAND_PLUSATK: - copy_skill = LG_OVERBRAND; - break; - } - cidx = skill->get_index(copy_skill); - if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) && - can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru] - { - int lv, idx = 0; - if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) { - //Level dependent and limitation. - lv = min(lv,skill->get_max(copy_skill)); - - if( tsd->reproduceskill_id ) { - idx = skill->get_index(tsd->reproduceskill_id); - if(tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) { - tsd->status.skill[idx].id = 0; - tsd->status.skill[idx].lv = 0; - tsd->status.skill[idx].flag = 0; - clif->deleteskill(tsd,tsd->reproduceskill_id); - } - } - - tsd->reproduceskill_id = copy_skill; - pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL"), copy_skill); - pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL_LV"), lv); - - tsd->status.skill[cidx].id = copy_skill; - tsd->status.skill[cidx].lv = lv; - tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED; - clif->addskill(tsd,copy_skill); - } else { - lv = skill_lv; - if ( tsd->cloneskill_id ) { - idx = skill->get_index(tsd->cloneskill_id); - if ( tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED){ - tsd->status.skill[idx].id = 0; - tsd->status.skill[idx].lv = 0; - tsd->status.skill[idx].flag = 0; - clif->deleteskill(tsd,tsd->cloneskill_id); - } - } - - if ((type = pc->checkskill(tsd,RG_PLAGIARISM)) < lv) - lv = type; - - tsd->cloneskill_id = copy_skill; - pc_setglobalreg(tsd, script->add_str("CLONE_SKILL"), copy_skill); - pc_setglobalreg(tsd, script->add_str("CLONE_SKILL_LV"), lv); - - 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); - } - } - } - - if (dmg.dmg_lv >= ATK_MISS && (type = skill->get_walkdelay(skill_id, skill_lv)) > 0) { - //Skills with can't walk delay also stop normal attacking for that - //duration when the attack connects. [Skotlex] - struct unit_data *ud = unit->bl2ud(src); - if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) - ud->attackabletime = tick + type; - } - - shadow_flag = skill->check_shadowform(bl, damage, dmg.div_); - - if( !dmg.amotion ) { - //Instant damage - if( (!sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag) - status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. - if( !status->isdead(bl) && additional_effects ) - skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); - if( damage > 0 ) //Counter status effects [Skotlex] - skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); - } - // Hell Inferno burning status only starts if Fire part hits. - if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) ) - sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); - // Apply knock back chance in SC_TRIANGLESHOT skill. - else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) ) - dmg.blewcount = 0; - - //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] - //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills) - if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) { - int8 dir = -1; // default - switch(skill_id) {//direction - case MG_FIREWALL: - case PR_SANCTUARY: - case SC_TRIANGLESHOT: - case SR_KNUCKLEARROW: - case GN_WALLOFTHORN: - case EL_FIRE_MANTLE: - dir = unit->getdir(bl);// backwards - break; - // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. - case WZ_STORMGUST: - if(!battle_config.stormgust_knockback) - dir = rand()%8; - break; - case WL_CRIMSONROCK: - dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]); - break; - case MC_CARTREVOLUTION: - dir = 6; // Official servers push target to the West - break; - - } - - /* monsters with skill lv higher than MAX_SKILL_LEVEL may get this value beyond the max depending on conditions, we cap to the system's limit */ - if( dsrc && dsrc->type == BL_MOB && skill_lv > MAX_SKILL_LEVEL && dmg.blewcount > 25 ) - dmg.blewcount = 25; - - //blown-specific handling - switch( skill_id ) { - case LG_OVERBRAND_BRANDISH: - if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) < dmg.blewcount ) - skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION); - break; - case SR_KNUCKLEARROW: - if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) { - short dir_x, dir_y; - dir_x = dirx[(dir+4)%8]; - dir_y = diry[(dir+4)%8]; - if( map->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) - skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4); - } - break; - default: - skill->blown(dsrc,bl,dmg.blewcount,dir, 0x0 ); - if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){ - TBL_SKILL *su = (TBL_SKILL*)bl; - if( su->group && su->group->skill_id == HT_BLASTMINE) - skill->blown(src, bl, 3, -1, 0); - } - break; - } - } - - //Delayed damage must be dealt after the knockback (it needs to know actual position of target) - if (dmg.amotion){ - if( shadow_flag ){ - if( !status->isdead(bl) && additional_effects ) - skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); - if( dmg.flag > ATK_BLOCK ) - skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); - }else - battle->delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects); - } - - if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) { - struct status_change_entry *sce = sc->data[SC_DEVOTION]; - struct block_list *d_bl = map->id2bl(sce->val1); - - if( d_bl && ( - (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) || - (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id) - ) && check_distance_bl(bl, d_bl, sce->val3) ) - { - if(!rmdamage){ - clif->damage(d_bl,d_bl, 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, 0, 0, damage, 0, 0, 0); - status_fix_damage(bl,bl, damage, 0); - } - } - else { - status_change_end(bl, SC_DEVOTION, INVALID_TIMER); - if( !dmg.amotion ) - status_fix_damage(src,bl,damage,dmg.dmotion); - } - } - - if(damage > 0 && !(tstatus->mode&MD_BOSS)) { - if( skill_id == RG_INTIMIDATE ) { - int rate = 50 + skill_lv * 5; - rate = rate + (status->get_lv(src) - status->get_lv(bl)); - if(rnd()%100 < rate) - skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag); - } else if( skill_id == SC_FATALMENACE ) - skill->addtimerskill(src,tick + 800,bl->id,skill->area_temp[4],skill->area_temp[5],skill_id,skill_lv,0,flag); - } - - if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) - dmg.flag |= BF_WEAPON; - - if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON || - (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || 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); - else - battle->drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); - } - - - if( damage > 0 ) { - /** - * Post-damage effects - **/ - switch( skill_id ) { - case GC_VENOMPRESSURE: - { - struct status_change *ssc = status->get_sc(src); - if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) { - short rate = 100; - if ( ssc->data[SC_POISONINGWEAPON]->val1 == 9 )// Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] - rate = 100 - tstatus->int_ * 4 / 5; - sc_start(src, bl,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); - status_change_end(src,SC_POISONINGWEAPON,-1); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - } - break; - case WM_METALICSOUND: - status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10))); - break; - case SR_TIGERCANNON: - status_zap(bl, 0, damage/10); // 10% of damage dealt - break; - } - if( sd ) - skill->onskillusage(sd, bl, skill_id, tick); - } - - if (!(flag&2) - && (skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) - && (sc = status->get_sc(src)) - && sc->data[SC_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(); - - if ((flag&0x4000) && rmdamage == 1) - return 0; //Should return 0 when damage was reflected - - return (int)cap_value(damage,INT_MIN,INT_MAX); -} - -/*========================================== - * sub function for recursive skill call. - * Checking bl battle flag and display damage - * then call func with source,target,skill_id,skill_lv,tick,flag - *------------------------------------------*/ -int skill_area_sub(struct block_list *bl, va_list ap) { - struct block_list *src; - uint16 skill_id,skill_lv; - int flag; - int64 tick; - SkillFunc func; - - nullpo_ret(bl); - - src = va_arg(ap,struct block_list *); - skill_id = va_arg(ap,int); - skill_lv = va_arg(ap,int); - tick = va_arg(ap,int64); - flag = va_arg(ap,int); - func = va_arg(ap,SkillFunc); - - if(battle->check_target(src,bl,flag) > 0) { - // several splash skills need this initial dummy packet to display correctly - if (flag&SD_PREAMBLE && skill->area_temp[2] == 0) - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - - if (flag&(SD_SPLASH|SD_PREAMBLE)) - skill->area_temp[2]++; - - return func(src,bl,skill_id,skill_lv,tick,flag); - } - return 0; -} - -int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { - struct skill_unit *su; - uint16 skill_id,g_skill_id; - - su = (struct skill_unit *)bl; - - if(bl->prev == NULL || bl->type != BL_SKILL) - return 0; - - if(!su->alive) - return 0; - - skill_id = va_arg(ap,int); - g_skill_id = su->group->skill_id; - - switch (skill_id) { - case AL_PNEUMA: - if(g_skill_id == SA_LANDPROTECTOR) - break; - case MG_SAFETYWALL: - case MH_STEINWAND: - case SC_MAELSTROM: - case SO_ELEMENTAL_SHIELD: - if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD) - return 0; - break; - case AL_WARP: - case HT_SKIDTRAP: - case MA_SKIDTRAP: - case HT_LANDMINE: - case MA_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case MA_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case HT_TALKIEBOX: - case HP_BASILICA: - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - case SC_DIMENSIONDOOR: - case SC_BLOODYLUST: - case SC_CHAOSPANIC: - case GN_HELLS_PLANT: - //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) - if (skill_id != g_skill_id && !(skill->get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST) - return 0; - break; - default: //Avoid stacking with same kind of trap. [Skotlex] - if (g_skill_id != skill_id) - return 0; - break; - } - - return 1; -} - -int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { - //Non players do not check for the skill's splash-trigger area. - int range = bl->type == BL_PC ? skill->get_unit_range(skill_id, skill_lv):0; - int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); - if ( layout_type == - 1 || layout_type > MAX_SQUARE_LAYOUT ) { - ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id); - return 0; - } - - range += layout_type; - return map->foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id); -} - -int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { - uint16 skill_id; - - if(bl->prev == NULL) - return 0; - - skill_id = va_arg(ap,int); - - if( status->isdead(bl) && skill_id != AL_WARP ) - return 0; - - if( skill_id == HP_BASILICA && bl->type == BL_PC ) - return 0; - - if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM ) - return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] - return 1; -} - -int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { - int range, type; - - switch (skill_id) { - // to be expanded later - case WZ_ICEWALL: - range = 2; - break; - case SC_MANHOLE: - range = 0; - break; - case GN_HELLS_PLANT: - range = 0; - break; - default: { - int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); - if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { - ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id); - return 0; - } - range = skill->get_unit_range(skill_id,skill_lv) + layout_type; - } - break; - } - - // if the caster is a monster/NPC, only check for players - // otherwise just check characters - if (bl->type == BL_PC) - type = BL_CHAR; - else - type = BL_PC; - - return map->foreachinarea(skill->check_unit_range2_sub, bl->m, - x - range, y - range, x + range, y + range, - type, skill_id); -} - -/*========================================== - * Checks that you have the requirements for casting a skill for homunculus/mercenary. - * Flag: - * &1: finished casting the skill (invoke hp/sp/item consumption) - * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) - *------------------------------------------*/ -int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) { - struct status_data *st; - struct map_session_data *sd = NULL; - int i, hp, sp, hp_rate, sp_rate, state, mhp; - uint16 idx; - int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; - - if( lv < 1 || lv > MAX_SKILL_LEVEL ) - return 0; - nullpo_ret(bl); - - switch( bl->type ) { - case BL_HOM: sd = ((TBL_HOM*)bl)->master; break; - case BL_MER: sd = ((TBL_MER*)bl)->master; break; - } - - st = status->get_status_data(bl); - if( (idx = skill->get_index(skill_id)) == 0 ) - return 0; - - // Requirements - for( i = 0; i < ARRAYLENGTH(itemid); i++ ) - { - itemid[i] = skill->db[idx].itemid[i]; - amount[i] = skill->db[idx].amount[i]; - } - hp = skill->db[idx].hp[lv-1]; - sp = skill->db[idx].sp[lv-1]; - hp_rate = skill->db[idx].hp_rate[lv-1]; - sp_rate = skill->db[idx].sp_rate[lv-1]; - state = skill->db[idx].state; - if( (mhp = skill->db[idx].mhp[lv-1]) > 0 ) - hp += (st->max_hp * mhp) / 100; - if( hp_rate > 0 ) - hp += (st->hp * hp_rate) / 100; - else - hp += (st->max_hp * (-hp_rate)) / 100; - if( sp_rate > 0 ) - sp += (st->sp * sp_rate) / 100; - else - sp += (st->max_sp * (-sp_rate)) / 100; - - if( bl->type == BL_HOM ) { // Intimacy Requirements - struct homun_data *hd = BL_CAST(BL_HOM, bl); - switch( skill_id ) { - case HFLI_SBR44: - if( hd->homunculus.intimacy <= 200 ) - return 0; - break; - case HVAN_EXPLOSION: - if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate ) - return 0; - break; - } - } - - if( !(type&2) ) { - if( hp > 0 && st->hp <= (unsigned int)hp ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0); - return 0; - } - if( sp > 0 && st->sp <= (unsigned int)sp ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0); - return 0; - } - } - - if( !type ) - switch( state ) { - case ST_MOVE_ENABLE: - if( !unit->can_move(bl) ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - return 0; - } - break; - } - if( !(type&1) ) - return 1; - - // Check item existences - for (i = 0; i < ARRAYLENGTH(itemid); i++) { - index[i] = INDEX_NOT_FOUND; - if (itemid[i] < 1) continue; // No item - index[i] = pc->search_inventory(sd, itemid[i]); - if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < amount[i]) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i]|(itemid[i] << 16)); - return 0; - } - } - - // Consume items - for (i = 0; i < ARRAYLENGTH(itemid); i++) { - if (index[i] != INDEX_NOT_FOUND) - pc->delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME); - } - - if( type&2 ) - return 1; - - if( sp || hp ) - status_zap(bl, hp, sp); - - return 1; -} - -/*========================================== - * what the hell it doesn't need to receive this many params, it doesn't do anything ~_~ - *------------------------------------------*/ -int skill_area_sub_count(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { - return 1; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { - struct block_list *src = map->id2bl(id),*target; - struct unit_data *ud = unit->bl2ud(src); - struct skill_timerskill *skl; - int range; - - nullpo_ret(src); - nullpo_ret(ud); - skl = ud->skilltimerskill[data]; - nullpo_ret(skl); - ud->skilltimerskill[data] = NULL; - - do { - if(src->prev == NULL) - break; // Source not on Map - if(skl->target_id) { - target = map->id2bl(skl->target_id); - if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) ) - target = src; //Required since it has to warp. - if(target == NULL) - break; // Target offline? - if(target->prev == NULL) - break; // Target not on Map - if(src->m != target->m) - break; // Different Maps - if(status->isdead(src)){ - // Exceptions - switch(skl->skill_id){ - case WL_CHAINLIGHTNING_ATK: - case WL_TETRAVORTEX_FIRE: - case WL_TETRAVORTEX_WATER: - case WL_TETRAVORTEX_WIND: - case WL_TETRAVORTEX_GROUND: - // SR_FLASHCOMBO - case SR_DRAGONCOMBO: - case SR_FALLENEMPIRE: - case SR_TIGERCANNON: - case SR_SKYNETBLOW: - break; - default: - continue; // Caster is Dead - } - } - if(status->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) - break; - - switch(skl->skill_id) { - case RG_INTIMIDATE: - if (unit->warp(src,-1,-1,-1,CLR_TELEPORT) == 0) { - short x,y; - map->search_freecell(src, 0, &x, &y, 1, 1, 0); - if (target != src && !status->isdead(target)) - unit->warp(target, -1, x, y, CLR_TELEPORT); - } - break; - case BA_FROSTJOKER: - case DC_SCREAM: - range= skill->get_splash(skl->skill_id, skl->skill_lv); - map->foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range, - skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick); - break; - case KN_AUTOCOUNTER: - clif->skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1); - break; - case NPC_EARTHQUAKE: - if( skl->type > 1 ) - skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); - skill->area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); - skill->area_temp[1] = src->id; - skill->area_temp[2] = 0; - map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id); - break; - case WZ_WATERBALL: - skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - if (!status->isdead(target)) - skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); - if (skl->type>1 && !status->isdead(target) && !status->isdead(src)) { - skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); - } else { - struct status_change *sc = status->get_sc(src); - if(sc) { - if(sc->data[SC_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; - /** - * Warlock - **/ - case WL_CHAINLIGHTNING_ATK: { - struct block_list *nbl = NULL; // Next Target of Chain - skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (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 < (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); - } - } - break; - case WL_TETRAVORTEX_FIRE: - case WL_TETRAVORTEX_WATER: - case WL_TETRAVORTEX_WIND: - case WL_TETRAVORTEX_GROUND: - 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 == 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(src,target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1)); - } - break; - case WM_REVERBERATION_MELEE: - case WM_REVERBERATION_MAGIC: - skill->attack(skill->get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL); - break; - case SC_FATALMENACE: - if( src == target ) // Casters Part - unit->warp(src, -1, skl->x, skl->y, CLR_TELEPORT); - else { // Target's Part - short x = skl->x, y = skl->y; - map->search_freecell(NULL, target->m, &x, &y, 2, 2, 1); - unit->warp(target,-1,x,y,CLR_TELEPORT); - } - break; - case LG_MOONSLASHER: - case SR_WINDMILL: - if( target->type == BL_PC ) { - struct map_session_data *tsd = NULL; - if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) { - pc_setsit(tsd); - skill->sit(tsd,1); - clif->sitting(&tsd->bl); - } - } - break; - case SR_KNUCKLEARROW: - skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); - break; - case GN_SPORE_EXPLOSION: - map->foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, - src, skl->skill_id, skl->skill_lv, (int64)0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id); - break; - // SR_FLASHCOMBO - case SR_DRAGONCOMBO: - case SR_FALLENEMPIRE: - case SR_TIGERCANNON: - case SR_SKYNETBLOW: - { - struct map_session_data *sd = NULL; - - if( src->type == BL_PC && (sd = ((TBL_PC*)src)) ) { - if( distance_xy(src->x, src->y, target->x, target->y) >= 3 ) - break; - - skill->castend_damage_id(src, target, skl->skill_id, pc->checkskill(sd, skl->skill_id), tick, 0); - } - break; - } - case SC_ESCAPE: - if( skl->type < 4+skl->skill_lv ){ - clif->skill_damage(src,src,tick,0,0,-30000,1,skl->skill_id,skl->skill_lv,5); - skill->blown(src,src,1,unit->getdir(src),0); - skill->addtimerskill(src,tick+80,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type+1,0); - } - break; - case RK_HUNDREDSPEAR: - if(src->type == BL_PC) { - int skill_lv = pc->checkskill((TBL_PC *)src, KN_SPEARBOOMERANG); - if(skill_lv > 0) - skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, skill_lv, tick, skl->flag); - } else - skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, 1, tick, skl->flag); - break; - case CH_PALMSTRIKE: - { - struct status_change* tsc = status->get_sc(target); - struct status_change* sc = status->get_sc(src); - if( (tsc && tsc->option&OPTION_HIDE) - || (sc && sc->option&OPTION_HIDE) - ) { - skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 ); - break; - } - } - default: - skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); - break; - } - } else { - if(src->m != skl->map) - break; - switch( skl->skill_id ) { - case WZ_METEOR: - if( skl->type >= 0 ) { - int x = skl->type>>16, y = skl->type&0xFFFF; - if( path->search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) ) - skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag); - if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) - && !map->getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) ) - clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); - } - else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) - skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); - break; - case GN_CRAZYWEED_ATK: { - int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv); - - map->foreachinarea(skill->cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src); - } - // fall through ... - case WL_EARTHSTRAIN: - skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag); - break; - case LG_OVERBRAND_BRANDISH: - skill->area_temp[1] = 0; - map->foreachinpath(skill->attack_area,src->m,src->x,src->y,skl->x,skl->y,4,2,BL_CHAR, - skill->get_type(skl->skill_id),src,src,skl->skill_id,skl->skill_lv,tick,skl->flag,BCT_ENEMY); - break; - } - } - } while (0); - //Free skl now that it is no longer needed. - ers_free(skill->timer_ers, skl); - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_addtimerskill(struct block_list *src, int64 tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag) { - int i; - struct unit_data *ud; - nullpo_retr(1, src); - if (src->prev == NULL) - return 0; - ud = unit->bl2ud(src); - nullpo_retr(1, ud); - - ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 ); - if( i == MAX_SKILLTIMERSKILL ) return 1; - - ud->skilltimerskill[i] = ers_alloc(skill->timer_ers, struct skill_timerskill); - ud->skilltimerskill[i]->timer = timer->add(tick, skill->timerskill, src->id, i); - ud->skilltimerskill[i]->src_id = src->id; - ud->skilltimerskill[i]->target_id = target; - ud->skilltimerskill[i]->skill_id = skill_id; - ud->skilltimerskill[i]->skill_lv = skill_lv; - ud->skilltimerskill[i]->map = src->m; - ud->skilltimerskill[i]->x = x; - ud->skilltimerskill[i]->y = y; - ud->skilltimerskill[i]->type = type; - ud->skilltimerskill[i]->flag = flag; - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_cleartimerskill (struct block_list *src) -{ - int i; - struct unit_data *ud; - nullpo_ret(src); - ud = unit->bl2ud(src); - nullpo_ret(ud); - - for(i=0;iskilltimerskill[i]) { - switch(ud->skilltimerskill[i]->skill_id){ - case WL_TETRAVORTEX_FIRE: - case WL_TETRAVORTEX_WATER: - case WL_TETRAVORTEX_WIND: - case WL_TETRAVORTEX_GROUND: - // SR_FLASHCOMBO - case SR_DRAGONCOMBO: - case SR_FALLENEMPIRE: - case SR_TIGERCANNON: - case SR_SKYNETBLOW: - continue; - } - timer->delete(ud->skilltimerskill[i]->timer, skill->timerskill); - ers_free(skill->timer_ers, ud->skilltimerskill[i]); - ud->skilltimerskill[i]=NULL; - } - } - return 1; -} -int skill_activate_reverberation(struct block_list *bl, va_list ap) { - struct skill_unit *su = (TBL_SKILL*)bl; - struct skill_unit_group *sg; - if( bl->type != BL_SKILL ) - return 0; - if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION && sg->unit_id == UNT_REVERBERATION ) { - int64 tick = timer->gettick(); - clif->changetraplook(bl,UNT_USED_TRAPS); - map->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, tick); - su->limit = DIFF_TICK32(tick,sg->tick)+1500; - sg->unit_id = UNT_USED_TRAPS; - } - return 0; -} - -int skill_reveal_trap (struct block_list *bl, va_list ap) { - TBL_SKILL *su = (TBL_SKILL*)bl; - if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap. - //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] - //clif->changetraplook(bl, su->group->unit_id); - clif->getareachar_skillunit(&su->bl,su,AREA); - return 1; - } - return 0; -} - -/*========================================== - * - * - *------------------------------------------*/ -int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { - struct map_session_data *sd = NULL; - struct status_data *tstatus; - struct status_change *sc; - - if (skill_id > 0 && !skill_lv) return 0; - - nullpo_retr(1, src); - nullpo_retr(1, bl); - - if (src->m != bl->m) - return 1; - - if (bl->prev == NULL) - return 1; - - sd = BL_CAST(BL_PC, src); - - if (status->isdead(bl)) - return 1; - - if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) { - //GTB makes all targeted magic display miss with a single bolt. - sc_type sct = status->skill2sc(skill_id); - if(sct != SC_NONE) - status_change_end(bl, sct, INVALID_TIMER); - clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id)); - return 1; - } - - sc = status->get_sc(src); - if (sc && !sc->count) - sc = NULL; //Unneeded - - tstatus = status->get_status_data(bl); - - map->freeblock_lock(); - - switch(skill_id) { - case MER_CRASH: - case SM_BASH: - case MS_BASH: - case MC_MAMMONITE: - case TF_DOUBLE: - case AC_DOUBLE: - case MA_DOUBLE: - case AS_SONICBLOW: - case KN_PIERCE: - case ML_PIERCE: - case KN_SPEARBOOMERANG: - case TF_POISON: - case TF_SPRINKLESAND: - case AC_CHARGEARROW: - case MA_CHARGEARROW: - case RG_INTIMIDATE: - case AM_ACIDTERROR: - case BA_MUSICALSTRIKE: - case DC_THROWARROW: - case BA_DISSONANCE: - case CR_HOLYCROSS: - case NPC_DARKCROSS: - case CR_SHIELDCHARGE: - case CR_SHIELDBOOMERANG: - case NPC_PIERCINGATT: - case NPC_MENTALBREAKER: - case NPC_RANGEATTACK: - case NPC_CRITICALSLASH: - case NPC_COMBOATTACK: - case NPC_GUIDEDATTACK: - case NPC_POISON: - case NPC_RANDOMATTACK: - case NPC_WATERATTACK: - case NPC_GROUNDATTACK: - case NPC_FIREATTACK: - case NPC_WINDATTACK: - case NPC_POISONATTACK: - case NPC_HOLYATTACK: - case NPC_DARKNESSATTACK: - case NPC_TELEKINESISATTACK: - case NPC_UNDEADATTACK: - case NPC_ARMORBRAKE: - case NPC_WEAPONBRAKER: - case NPC_HELMBRAKE: - case NPC_SHIELDBRAKE: - case NPC_BLINDATTACK: - case NPC_SILENCEATTACK: - case NPC_STUNATTACK: - case NPC_PETRIFYATTACK: - case NPC_CURSEATTACK: - case NPC_SLEEPATTACK: - case LK_AURABLADE: - case LK_SPIRALPIERCE: - case ML_SPIRALPIERCE: - case LK_HEADCRUSH: - case CG_ARROWVULCAN: - case HW_MAGICCRASHER: - case ITM_TOMAHAWK: - case MO_TRIPLEATTACK: - case CH_CHAINCRUSH: - case CH_TIGERFIST: - case PA_SHIELDCHAIN: - case PA_SACRIFICE: - case WS_CARTTERMINATION: - case AS_VENOMKNIFE: - case HT_PHANTASMIC: - case TK_DOWNKICK: - case TK_COUNTER: - case GS_CHAINACTION: - case GS_TRIPLEACTION: - case GS_MAGICALBULLET: - case GS_TRACKING: - case GS_PIERCINGSHOT: - case GS_RAPIDSHOWER: - case GS_DUST: - case GS_DISARM: - 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: - case NPC_CRITICALWOUND: - case NPC_HELLPOWER: - case RK_SONICWAVE: - case RK_STORMBLAST: - case AB_DUPLELIGHT_MELEE: - case RA_AIMEDBOLT: - case NC_AXEBOOMERANG: - case NC_POWERSWING: - case GC_CROSSIMPACT: - case GC_VENOMPRESSURE: - case SC_TRIANGLESHOT: - case SC_FEINTBOMB: - case LG_BANISHINGPOINT: - case LG_SHIELDPRESS: - case LG_RAGEBURST: - case LG_RAYOFGENESIS: - case LG_HESPERUSLIT: - case SR_FALLENEMPIRE: - case SR_CRESCENTELBOW_AUTOSPELL: - case SR_GATEOFHELL: - case SR_GENTLETOUCH_QUIET: - case WM_SEVERE_RAINSTORM_MELEE: - case WM_GREAT_ECHO: - case GN_SLINGITEM_RANGEMELEEATK: - case KO_SETSUDAN: - case GC_DARKCROW: - case LG_OVERBRAND_BRANDISH: - case LG_OVERBRAND: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - /** - * Mechanic (MADO GEAR) - **/ - case NC_BOOSTKNUCKLE: - case NC_PILEBUNKER: - case NC_COLDSLOWER: - if (sd) pc->overheat(sd,1); - case RK_WINDCUTTER: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); - break; - - case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) - switch( rnd()%6 ){ - case 0: flag |= BREAK_ANKLE; break; - case 1: flag |= BREAK_WRIST; break; - case 2: flag |= BREAK_KNEE; break; - case 3: flag |= BREAK_SHOULDER; break; - case 4: flag |= BREAK_WAIST; break; - case 5: flag |= BREAK_NECK; break; - } - //TODO: is there really no cleaner way to do this? - sc = status->get_sc(bl); - if (sc) sc->jb_flag = flag; - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case MO_COMBOFINISH: - if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) { - //Becomes a splash attack when Soul Linked. - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv),splash_target(src), - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - } else - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case TK_STORMKICK: // Taekwon kicks [Dralnu] - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->area_temp[1] = 0; - map->foreachinrange(skill->attack_area, src, - skill->get_splash(skill_id, skill_lv), splash_target(src), - BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); - break; - - case KN_CHARGEATK: { - bool path_exists = path->search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); - unsigned int dist = distance_bl(src, bl); - uint8 dir = map->calc_dir(bl, src->x, src->y); - - // teleport to target (if not on WoE grounds) - if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 0, 1) ) - clif->slide(src, bl->x, bl->y); - - // cause damage and knockback if the path to target was a straight one - if( path_exists ) { - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist); - skill->blown(src, bl, dist, dir, 0); - //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, - // make the caster look in the direction of the target - unit->setdir(src, (dir+4)%8); - } - - } - break; - - case NC_FLAMELAUNCHER: - if (sd) pc->overheat(sd,1); - case SN_SHARPSHOOTING: - case MA_SHARPSHOOTING: - case NJ_KAMAITACHI: - case LG_CANNONSPEAR: - //It won't shoot through walls since on castend there has to be a direct - //line of sight between caster and target. - skill->area_temp[1] = bl->id; - map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), - skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); - break; - - case NPC_ACIDBREATH: - case NPC_DARKNESSBREATH: - case NPC_FIREBREATH: - case NPC_ICEBREATH: - case NPC_THUNDERBREATH: - skill->area_temp[1] = bl->id; - map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), - skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); - break; - - case MO_INVESTIGATE: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; - - case RG_BACKSTAP: - { - uint8 dir = map->calc_dir(src, bl->x, bl->y), t_dir = unit->getdir(bl); - if ((!check_distance_bl(src, bl, 0) && !map->check_dir(dir, t_dir)) || bl->type == BL_SKILL) { - status_change_end(src, SC_HIDING, INVALID_TIMER); - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] - unit->setdir(bl,dir); - } - else if (sd) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case MO_FINGEROFFENSIVE: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - if (battle_config.finger_offensive_type && sd) { - int i; - for (i = 1; i < sd->spiritball_old; i++) - skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); - } - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; - - case MO_CHAINCOMBO: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - break; - - case NJ_ISSEN: - case MO_EXTREMITYFIST: - { - short x, y, i = 2; // Move 2 cells for Issen(from target) - struct block_list *mbl = bl; - short dir = 0; - - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - - if( skill_id == MO_EXTREMITYFIST ) { - mbl = src; - i = 3; // for Asura(from caster) - status->set_sp(src, 0, 0); - status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); - status_change_end(src, SC_BLADESTOP, INVALID_TIMER); -#ifdef RENEWAL - sc_start(src, src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); -#endif // RENEWAL - } else { - status_change_end(src, SC_NJ_NEN, INVALID_TIMER); - status_change_end(src, SC_HIDING, INVALID_TIMER); -#ifdef RENEWAL - status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0); -#else // not RENEWAL - status->set_hp(src, 1, 0); -#endif // RENEWAL - } - dir = map->calc_dir(src,bl->x,bl->y); - if( dir > 0 && dir < 4) x = -i; - else if( dir > 4 ) x = i; - else x = 0; - if( dir > 2 && dir < 6 ) y = -i; - else if( dir == 7 || dir < 2 ) y = i; - else y = 0; - if( (mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground) ) // only NJ_ISSEN don't have slide effect in GVG - && unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1) - ) { - clif->slide(src, src->x, src->y); - clif->fixpos(src); - clif->spiritball(src); - } - } - break; - - case HT_POWER: - if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT ) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - //Splash attack skills. - case AS_GRIMTOOTH: - case MC_CARTREVOLUTION: - case NPC_SPLASHATTACK: - flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit - case AS_SPLASHER: - case HT_BLITZBEAT: - case AC_SHOWER: - case MA_SHOWER: - case MG_NAPALMBEAT: - case MG_FIREBALL: - case RG_RAID: - case HW_NAPALMVULCAN: - case NJ_HUUMA: - case NJ_BAKUENRYU: - case ASC_METEORASSAULT: - case GS_DESPERADO: - case GS_SPREADATTACK: - case NPC_EARTHQUAKE: - case NPC_PULSESTRIKE: - case NPC_HELLJUDGEMENT: - case NPC_VAMPIRE_GIFT: - case RK_IGNITIONBREAK: - case AB_JUDEX: - case WL_SOULEXPANSION: - case WL_CRIMSONROCK: - case WL_COMET: - case WL_JACKFROST: - case RA_ARROWSTORM: - case RA_WUGDASH: - case NC_VULCANARM: - case NC_ARMSCANNON: - case NC_SELFDESTRUCTION: - case NC_AXETORNADO: - case GC_ROLLINGCUTTER: - case GC_COUNTERSLASH: - case LG_MOONSLASHER: - case LG_EARTHDRIVE: - case SR_TIGERCANNON: - case SR_RAMPAGEBLASTER: - case SR_SKYNETBLOW: - case SR_WINDMILL: - case SR_RIDEINLIGHTNING: - case WM_REVERBERATION: - case SO_VARETYR_SPEAR: - case GN_CART_TORNADO: - case GN_CARTCANNON: - case KO_HAPPOKUNAI: - case KO_HUUMARANKA: - case KO_MUCHANAGE: - case KO_BAKURETSU: - case GN_ILLUSIONDOPING: - case MH_XENO_SLASHER: - if( flag&1 ) {//Recursive invocation - // skill->area_temp[0] holds number of targets in area - // skill->area_temp[1] holds the id of the original target - // skill->area_temp[2] counts how many targets have already been processed - int sflag = skill->area_temp[0] & 0xFFF, heal; - struct status_change *tsc = status->get_sc(bl); - 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)) || flag&SD_ANIMATION ) - sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) - - if ( tsc && tsc->data[SC_HOVERING] && ( skill_id == SR_WINDMILL || skill_id == LG_MOONSLASHER ) ) - break; - - heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); - if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) { - clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status->heal(src,heal,0,0); - } - } else { - switch ( skill_id ) { - case NJ_BAKUENRYU: - case LG_EARTHDRIVE: - case GN_CARTCANNON: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case SR_TIGERCANNON: - case GC_COUNTERSLASH: - case GC_ROLLINGCUTTER: - flag |= SD_ANIMATION; - case LG_MOONSLASHER: - case MH_XENO_SLASHER: - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - break; - case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? - skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1); - default: - break; - } - - skill->area_temp[0] = 0; - skill->area_temp[1] = bl->id; - skill->area_temp[2] = 0; - if( skill_id == WL_CRIMSONROCK ) { - skill->area_temp[4] = bl->x; - skill->area_temp[5] = bl->y; - } - - if( skill_id == NC_VULCANARM ) - if (sd) pc->overheat(sd,1); - - // if skill damage should be split among targets, count them - //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets - //special case: Venom Splasher uses a different range for searching than for splashing - if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT ) - skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); - - // recursive invocation of skill->castend_damage_id() with flag|1 - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - } - break; - - case SM_MAGNUM: - case MS_MAGNUM: - if( flag&1 ) { - //Damage depends on distance, so add it to flag if it is > 1 - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl)); - } - break; - - case KN_BRANDISHSPEAR: - case ML_BRANDISH: - //Coded apart for it needs the flag passed to the damage calculation. - if (skill->area_temp[1] != bl->id) - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); - else - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - break; - - case KN_BOWLINGBASH: - case MS_BOWLINGBASH: - { - int min_x,max_x,min_y,max_y,i,c,dir,tx,ty; - // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount - c = (skill_lv-(flag&0xFFF)+1)/2; - // Determine the Bowling Bash area depending on configuration - if (battle_config.bowling_bash_area == 0) { - // Gutter line system - min_x = ((src->x)-c) - ((src->x)-c)%40; - if(min_x < 0) min_x = 0; - max_x = min_x + 39; - min_y = ((src->y)-c) - ((src->y)-c)%40; - if(min_y < 0) min_y = 0; - max_y = min_y + 39; - } else if (battle_config.bowling_bash_area == 1) { - // Gutter line system without demi gutter bug - min_x = src->x - (src->x)%40; - max_x = min_x + 39; - min_y = src->y - (src->y)%40; - max_y = min_y + 39; - } else { - // Area around caster - min_x = src->x - battle_config.bowling_bash_area; - max_x = src->x + battle_config.bowling_bash_area; - min_y = src->y - battle_config.bowling_bash_area; - max_y = src->y + battle_config.bowling_bash_area; - } - // Initialization, break checks, direction - if((flag&0xFFF) > 0) { - // Ignore monsters outside area - if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y) - break; - // Ignore monsters already in list - if(idb_exists(skill->bowling_db, bl->id)) - break; - // Random direction - dir = rnd()%8; - } else { - // Create an empty list of already hit targets - db_clear(skill->bowling_db); - // Direction is walkpath - dir = (unit->getdir(src)+4)%8; - } - // Add current target to the list of already hit targets - idb_put(skill->bowling_db, bl->id, bl); - // Keep moving target in direction square by square - tx = bl->x; - ty = bl->y; - for(i=0;igetcell(bl->m,tx,ty,CELL_CHKWALL)) - break; - skill->blown(src,bl,1,dir,0); - // Splash around target cell, but only cells inside area; we first have to check the area is not negative - if((max(min_x,tx-1) <= min(max_x,tx+1)) && - (max(min_y,ty-1) <= min(max_y,ty+1)) && - (map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count))) { - // Recursive call - map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill->castend_damage_id); - // Self-collision - if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); - break; - } - } - // Original hit or chain hit depending on flag - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); - } - break; - - case KN_SPEARSTAB: - if(flag&1) { - if (bl->id==skill->area_temp[1]) - break; - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION)) - skill->blown(src,bl,skill->area_temp[2],-1,0); - } else { - int x=bl->x,y=bl->y,i,dir; - dir = map->calc_dir(bl,src->x,src->y); - skill->area_temp[1] = bl->id; - skill->area_temp[2] = skill->get_blewcount(skill_id,skill_lv); - // all the enemies between the caster and the target are hit, as well as the target - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0)) - skill->blown(src,bl,skill->area_temp[2],-1,0); - for (i=0;i<4;i++) { - map->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,src,skill_id,skill_lv, - tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - x += dirx[dir]; - y += diry[dir]; - } - } - break; - - case TK_TURNKICK: - case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] - { - skill->area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target. - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag)) - map->foreachinrange(skill->area_sub,bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1, - skill->castend_nodamage_id); - } - break; - case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] - //clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ - clif->damage(src,bl,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. - skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); - break; - - case PR_TURNUNDEAD: - case ALL_RESURRECTION: - if (!battle->check_undead(tstatus->race, tstatus->def_ele)) - break; - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case MG_SOULSTRIKE: - case NPC_DARKSTRIKE: - case MG_COLDBOLT: - case MG_FIREBOLT: - case MG_LIGHTNINGBOLT: - case WZ_EARTHSPIKE: - case AL_HEAL: - case AL_HOLYLIGHT: - case WZ_JUPITEL: - case NPC_DARKTHUNDER: - case PR_ASPERSIO: - case MG_FROSTDIVER: - case WZ_SIGHTBLASTER: - case WZ_SIGHTRASHER: - case NJ_KOUENKA: - case NJ_HYOUSENSOU: - case NJ_HUUJIN: - case AB_ADORAMUS: - case AB_RENOVATIO: - case AB_HIGHNESSHEAL: - case AB_DUPLELIGHT_MAGIC: - case WM_METALICSOUND: - case MH_ERASER_CUTTER: - case KO_KAIHOU: - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case NPC_MAGICALATTACK: - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - sc_start(src, src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - - case HVAN_CAPRICE: //[blackhole89] - { - int ran=rnd()%4; - int sid = 0; - switch(ran) - { - case 0: sid=MG_COLDBOLT; break; - case 1: sid=MG_FIREBOLT; break; - case 2: sid=MG_LIGHTNINGBOLT; break; - case 3: sid=WZ_EARTHSPIKE; break; - } - skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL); - } - break; - case WZ_WATERBALL: - { - int range = skill_lv / 2; - int maxlv = skill->get_max(skill_id); // learnable level - int count = 0; - int x, y; - struct skill_unit *su; - - if( skill_lv > maxlv ) { - if( src->type == BL_MOB && skill_lv == 10 ) - range = 4; - else - range = maxlv / 2; - } - - for( y = src->y - range; y <= src->y + range; ++y ) - for( x = src->x - range; x <= src->x + range; ++x ) { - if( !map->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) { - if( src->type != BL_PC || map->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement - count++; // natural water cell - else if( (su = map->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL - || (su = map->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) { - count++; // skill-induced water cell - skill->delunit(su); // consume cell - } - } - } - - if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs - skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag); - } - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case PR_BENEDICTIO: - //Should attack undead and demons. [Skotlex] - if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) - skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); - break; - - case SL_SMA: - status_change_end(src, SC_SMA_READY, INVALID_TIMER); - case SL_STIN: - case SL_STUN: - if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { - status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case NPC_DARKBREATH: - clif->emotion(src,E_AG); - case SN_FALCONASSAULT: - case PA_PRESSURE: - case CR_ACIDDEMONSTRATION: - case TF_THROWSTONE: - case NPC_SMOKING: - case GS_FLING: - case NJ_ZENYNAGE: - case GN_THORNS_TRAP: - case GN_HELLS_PLANT_ATK: -#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] )) { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - } else - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - } - break; - case NPC_SELFDESTRUCTION: { - struct status_change *tsc = NULL; - if( (tsc = status->get_sc(bl)) && tsc->data[SC_HIDING] ) - break; - } - case HVAN_EXPLOSION: - if (src != bl) - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - // [Celest] - case PF_SOULBURN: - if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (skill_lv == 5) - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - status_percent_damage(src, bl, 0, 100, false); - } else { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - if (skill_lv == 5) - skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag); - status_percent_damage(src, src, 0, 100, false); - } - break; - - case NPC_BLOODDRAIN: - case NPC_ENERGYDRAIN: - { - int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, - src, src, bl, skill_id, skill_lv, tick, flag); - if (heal > 0){ - clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status->heal(src, heal, 0, 0); - } - } - break; - - case GS_BULLSEYE: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case NJ_KASUMIKIRI: - if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0) - sc_start(src,src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case NJ_KIRIKAGE: - if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { - //You don't move on GVG grounds. - short x, y; - map->search_freecell(bl, 0, &x, &y, 1, 1, 0); - if (unit->movepos(src, x, y, 0, 0)) - clif->slide(src,src->x,src->y); - } - status_change_end(src, SC_HIDING, INVALID_TIMER); - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - case RK_HUNDREDSPEAR: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - if(rnd()%100 < (10 + 3*skill_lv)) { - if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 ) - break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. - skill->blown(src,bl,6,-1,0); - skill->addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag); - skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); - } - break; - case RK_PHANTOMTHRUST: - { - struct map_session_data *tsd = BL_CAST(BL_PC, bl); - unit->setdir(src,map->calc_dir(src, bl->x, bl->y)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - - skill->blown(src,bl,distance_bl(src,bl)-1,unit->getdir(src),0); - if( sd && tsd && sd->status.party_id && sd->status.party_id && sd->status.party_id == tsd->status.party_id ) // Don't damage party members. - ; // No damage to Members - else - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - } - break; - - case KO_JYUMONJIKIRI: - case GC_DARKILLUSION: - { - short x, y; - short dir = map->calc_dir(bl, src->x, src->y); - - if ( dir < 4 ) { - x = bl->x + 2 * (dir > 0) - 3 * (dir > 0); - y = bl->y + 1 - (dir / 2) - (dir > 2); - } else { - x = bl->x + 2 * (dir > 4) - 1 * (dir > 4); - y = bl->y + (dir / 6) - 1 + (dir > 6); - } - - if ( unit->movepos(src, x, y, 1, 1) ) { - clif->slide(src, x, y); - clif->fixpos(src); // the official server send these two packets. - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - if ( rnd() % 100 < 4 * skill_lv && skill_id == GC_DARKILLUSION ) - skill->castend_damage_id(src, bl, GC_CROSSIMPACT, skill_lv, tick, flag); - } - } - break; - case GC_WEAPONCRUSH: - 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); - break; - - case GC_CROSSRIPPERSLASHER: - if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); - else - { - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER); - } - break; - - case GC_PHANTOMMENACE: - if( flag&1 ) { - // Only Hits Invisible Targets - struct status_change *tsc = status->get_sc(bl); - if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) ) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - } - break; - case WL_CHAINLIGHTNING: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); - break; - case WL_DRAINLIFE: - { - int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - int rate = 70 + 5 * skill_lv; - - heal = heal * (5 + 5 * skill_lv) / 100; - - if( bl->type == BL_SKILL || 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 ) { - status->heal(src, heal, 0, 0); - clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - } - } - break; - - case WL_TETRAVORTEX: - 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[rnd()%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); - } - status_change_end(src, (sc_type)i, INVALID_TIMER); - x++; - } - } - } - break; - - case WL_RELEASE: - if( sd ) { - 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 spell_skill_id, spell_skill_lv, point, s = 0; - int spell[SC_SPELLBOOK7-SC_SPELLBOOK1 + 1]; - - 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; - - i = spell[s==1?0:rnd()%s];// Random select of spell to be released. - if( s && sc->data[i] ){// Now extract the data from the preserved spell - spell_skill_id = sc->data[i]->val1; - spell_skill_lv = sc->data[i]->val2; - point = sc->data[i]->val3; - status_change_end(src, (sc_type)i, INVALID_TIMER); - }else //something went wrong :( - break; - - if( sc->data[SC_READING_SB]->val2 > point ) - sc->data[SC_READING_SB]->val2 -= point; - else // Last spell to be released - status_change_end(src, SC_READING_SB, INVALID_TIMER); - - if( !skill->check_condition_castbegin(sd, spell_skill_id, spell_skill_lv) ) - break; - - switch( skill->get_casttype(spell_skill_id) ) { - case CAST_GROUND: - skill->castend_pos2(src, bl->x, bl->y, spell_skill_id, spell_skill_lv, tick, 0); - break; - case CAST_NODAMAGE: - skill->castend_nodamage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); - break; - case CAST_DAMAGE: - skill->castend_damage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); - break; - } - - sd->ud.canact_tick = tick + skill->delay_fix(src, spell_skill_id, spell_skill_lv); - clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, spell_skill_id, spell_skill_lv), 0, 0, 0); - - cooldown = skill->get_cooldown(spell_skill_id, spell_skill_lv); - for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { - if (sd->skillcooldown[i].id == spell_skill_id){ - cooldown += sd->skillcooldown[i].val; - break; - } - } - if(cooldown) - skill->blockpc_start(sd, spell_skill_id, cooldown); - }else if( sc ){ // Summon Balls - for(i = SC_SUMMON5; 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; - } - } - } - } - break; - case WL_FROSTMISTY: - // Doesn't deal damage through non-shootable walls. - if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); - break; - case WL_HELLINFERNO: - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK); - break; - case RA_WUGSTRIKE: - if( sd && pc_isridingwug(sd) ){ - short x[8]={0,-1,-1,-1,0,1,1,1}; - short y[8]={1,1,0,-1,-1,-1,0,1}; - uint8 dir = map->calc_dir(bl, src->x, src->y); - - if( unit->movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) - { - clif->slide(src, bl->x+x[dir], bl->y+y[dir]); - clif->fixpos(src); - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - } - break; - } - case RA_WUGBITE: - if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - - break; - - case RA_SENSITIVEKEEN: - if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets - struct status_change * tsc = status->get_sc(bl); - if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){ - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - } - } else { - struct skill_unit *su = BL_CAST(BL_SKILL,bl); - struct skill_unit_group* sg; - - if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP ) { - if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) { - struct item item_tmp; - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP; - item_tmp.identify = 1; - if( item_tmp.nameid ) - map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); - } - skill->delunit(su); - } - } - break; - case NC_INFRAREDSCAN: - if( flag&1 ) { - //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] - sc_start(src, bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. - } else { - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( sd ) pc->overheat(sd,1); - } - break; - - case NC_MAGNETICFIELD: - sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); - break; - case SC_FATALMENACE: - if( flag&1 ) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - else { - short x, y; - map->search_freecell(src, 0, &x, &y, -1, -1, 0); - // Destination area - skill->area_temp[4] = x; - skill->area_temp[5] = y; - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); - skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self - clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); - } - break; - case LG_PINPOINTATTACK: - if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) - clif->slide(src,bl->x,bl->y); - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case LG_SHIELDSPELL: - if ( skill_lv == 1 ) - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - else if ( skill_lv == 2 ) - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case SR_DRAGONCOMBO: - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case SR_KNUCKLEARROW: - if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) { - clif->slide(src,bl->x,bl->y); - clif->fixpos(src); // Aegis send this packet too. - } - - if( flag&1 ) - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); - else - skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2); - break; - - case SR_HOWLINGOFLION: - status_change_end(bl, SC_SWING, INVALID_TIMER); - status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); - status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); - status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); - status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - status_change_end(bl, SC_SIREN, INVALID_TIMER); - status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); - status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); - status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); - status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); - status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); - status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); - status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); - status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); - break; - - case SR_EARTHSHAKER: - if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed. - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - } else{ - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - } - break; - - case WM_SOUND_OF_DESTRUCTION: - { - struct status_change *tsc = status->get_sc(bl); - if( tsc && tsc->count && ( tsc->data[SC_SWING] || tsc->data[SC_SYMPHONY_LOVE] || tsc->data[SC_MOONLIT_SERENADE] || - tsc->data[SC_RUSH_WINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] || - tsc->data[SC_SIREN] || tsc->data[SC_DEEP_SLEEP] || tsc->data[SC_SIRCLEOFNATURE] || - tsc->data[SC_GLOOMYDAY] || tsc->data[SC_SONG_OF_MANA] || - tsc->data[SC_DANCE_WITH_WUG] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC_LERADS_DEW] || - tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) && - rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) { - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDRATE); - status_change_end(bl, SC_SWING, INVALID_TIMER); - status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); - status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); - status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); - status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - status_change_end(bl, SC_SIREN, INVALID_TIMER); - status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); - status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); - status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); - status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); - status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); - status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); - status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); - status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); - } - } - break; - - case SO_POISON_BUSTER: - { - struct status_change *tsc = status->get_sc(bl); - if( tsc && tsc->data[SC_POISON] ) { - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - status_change_end(bl, SC_POISON, INVALID_TIMER); - } else if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - } - break; - - case GN_SPORE_EXPLOSION: - if( flag&1 ) - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - else { - clif->skill_nodamage(src, bl, skill_id, 0, 1); - skill->addtimerskill(src, timer->gettick() + skill->get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0); - } - break; - - case EL_FIRE_BOMB: - case EL_FIRE_WAVE: - case EL_WATER_SCREW: - case EL_HURRICANE: - case EL_TYPOON_MIS: - if( flag&1 ) - skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag); - else { - int i = skill->get_splash(skill_id,skill_lv); - clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rnd()%100 < 30 ) - map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - else - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - } - break; - - case EL_ROCK_CRUSHER: - clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rnd()%100 < 50 ) - skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - else - skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag); - break; - - case EL_STONE_RAIN: - if( flag&1 ) - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - else { - int i = skill->get_splash(skill_id,skill_lv); - clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( rnd()%100 < 30 ) - map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - else - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - } - break; - - case EL_FIRE_ARROW: - case EL_ICE_NEEDLE: - case EL_WIND_SLASH: - case EL_STONE_HAMMER: - clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - break; - - case EL_TIDAL_WEAPON: - if( src->type == BL_ELEM ) { - struct elemental_data *ele = BL_CAST(BL_ELEM,src); - struct status_change *esc = status->get_sc(&ele->bl); - struct status_change *tsc = status->get_sc(bl); - sc_type type = status->skill2sc(skill_id), type2; - type2 = type-1; - - clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( (esc && esc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental->clean_single_effect(ele, skill_id); - } - if( rnd()%100 < 50 ) - skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); - else { - sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(src, battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); - } - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - } - break; - - // Recursive homun skill - case MH_MAGMA_FLOW: - case MH_HEILIGE_STANGE: - if(flag & 1) - skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - else { - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id); - } - break; - - case MH_STAHL_HORN: - case MH_NEEDLE_OF_PARALYZE: - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - break; - case MH_TINDER_BREAKER: - if (unit->movepos(src, bl->x, bl->y, 1, 1)) { - #if PACKETVER >= 20111005 - clif->snap(src, bl->x, bl->y); - #else - clif->skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick); - #endif - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); - break; - - case 0:/* no skill - basic/normal attack */ - if(sd) { - if (flag & 3){ - if (bl->id != skill->area_temp[1]) - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); - } else { - skill->area_temp[1] = bl->id; - map->foreachinrange(skill->area_sub, bl, - sd->bonus.splash_range, BL_CHAR, - src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, - skill->castend_damage_id); - flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] - } - } - break; - - default: - ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id); - clif->skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, - 0, abs(skill->get_num(skill_id, skill_lv)), - skill_id, skill_lv, skill->get_hit(skill_id)); - map->freeblock_unlock(); - return 1; - } - - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. - status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); - - map->freeblock_unlock(); - - if( sd && !(flag&1) ) - {// ensure that the skill last-cast tick is recorded - sd->canskill_tick = timer->gettick(); - - if( sd->state.arrow_atk ) - {// consume arrow on last invocation to this skill. - battle->consume_ammo(sd, skill_id, skill_lv); - } - - // perform skill requirement consumption - skill->consume_requirement(sd,skill_id,skill_lv,2); - } - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_castend_id(int tid, int64 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; - } else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) { - if( !map_flag_vs(src->m) && battle->check_target(src,target,BCT_PARTY) <= 0 ) - break; // You can use Phantom Thurst on party members in normal maps too. [pakpil] - } - - if( inf&BCT_ENEMY - && (sc = status->get_sc(target)) && sc->data[SC_FOGWALL] - && rnd() % 100 < 75 - ) { - // Fogwall makes all offensive-type targeted 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); - } - 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 *td = timer->get(sc->data[SC_NOEQUIPSHIELD]->timer); - if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) - break; - } - sc_start2(src,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); - - map->freeblock_lock(); - - // SC_MAGICPOWER needs to switch states before any damage is actually dealt - skill->toggle_magicpower(src, ud->skill_id); - - /* On aegis damage skills are also increase by camouflage. Need confirmation on kRO. - if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses - status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); - */ - - if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE) - skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); - 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); - } - - 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, 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->spiritball(src); - } - 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, int64 tick, int flag) { - struct map_session_data *sd, *dstsd; - struct mob_data *md, *dstmd; - struct homun_data *hd; - struct mercenary_data *mer; - struct status_data *sstatus, *tstatus; - struct status_change *tsc; - struct status_change_entry *tsce; - - int element = 0; - enum sc_type type; - - if(skill_id > 0 && !skill_lv) return 0; // [Celest] - - nullpo_retr(1, src); - nullpo_retr(1, bl); - - if (src->m != bl->m) - return 1; - - sd = BL_CAST(BL_PC, src); - hd = BL_CAST(BL_HOM, src); - md = BL_CAST(BL_MOB, src); - mer = BL_CAST(BL_MER, src); - - dstsd = BL_CAST(BL_PC, bl); - dstmd = BL_CAST(BL_MOB, bl); - - if(bl->prev == NULL) - return 1; - if(status->isdead(src)) - return 1; - - if( src != bl && status->isdead(bl) ) { - /** - * Skills that may be cast on dead targets - **/ - switch( skill_id ) { - case NPC_WIDESOULDRAIN: - case PR_REDEMPTIO: - case ALL_RESURRECTION: - case WM_DEADHILLHERE: - break; - default: - return 1; - } - } - - // Supportive skills that can't be cast in users with mado - if( sd && dstsd && pc_ismadogear(dstsd) ) { - switch( skill_id ) { - case AL_HEAL: - case AL_INCAGI: - case AL_DECAGI: - case AB_RENOVATIO: - case AB_HIGHNESSHEAL: - clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); - return 0; - default: - break; - } - } - - tstatus = status->get_status_data(bl); - sstatus = status->get_status_data(src); - - //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] - switch (skill_id) { - case HLIF_HEAL: // [orn] - if (bl->type != BL_HOM) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ; - break ; - } - case AL_HEAL: - - /** - * Arch Bishop - **/ - case AB_RENOVATIO: - case AB_HIGHNESSHEAL: - case AL_INCAGI: - case ALL_RESURRECTION: - case PR_ASPERSIO: - //Apparently only player casted skills can be offensive like this. - if (sd && battle->check_undead(tstatus->race,tstatus->def_ele) && skill_id != AL_INCAGI) { - if (battle->check_target(src, bl, BCT_ENEMY) < 1) { - //Offensive heal does not works on non-enemies. [Skotlex] - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); - } - break; - case SO_ELEMENTAL_SHIELD: - { - struct party_data *p; - short ret = 0; - int x0, y0, x1, y1, range, i; - - if(sd == NULL || !sd->ed) - break; - if((p = party->search(sd->status.party_id)) == NULL) - break; - - range = skill->get_splash(skill_id,skill_lv); - x0 = sd->bl.x - range; - y0 = sd->bl.y - range; - x1 = sd->bl.x + range; - y1 = sd->bl.y + range; - - elemental->delete(sd->ed,0); - - if(!skill->check_unit_range(src,src->x,src->y,skill_id,skill_lv)) - ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); - for(i = 0; i < MAX_PARTY; i++) { - struct map_session_data *psd = p->data[i].sd; - if(!psd) - continue; - if(psd->bl.m != sd->bl.m || !psd->bl.prev) - continue; - if(range && (psd->bl.x < x0 || psd->bl.y < y0 || - psd->bl.x > x1 || psd->bl.y > y1)) - continue; - if(!skill->check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv)) - ret |= skill->castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag); - } - return ret; - } - break; - case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] - return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); - case MH_STEINWAND: { - struct block_list *s_src = battle->get_master(src); - short ret = 0; - if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration - ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homun - if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv)) - ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - return ret; - } - break; - 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(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE) ){ - skill->consume_requirement(sd,skill_id,skill_lv,2); - map->freeblock_unlock(); - return 0; - } - } - break; - default: - //Skill is actually ground placed. - if (src == bl && skill->get_unit_id(skill_id,0)) - return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0); - } - - type = status->skill2sc(skill_id); - tsc = status->get_sc(bl); - tsce = (tsc && type != -1)?tsc->data[type]:NULL; - - if (src!=bl && type > -1 && - (element = skill->get_ele(skill_id, skill_lv)) > ELE_NEUTRAL && - skill->get_inf(skill_id) != INF_SUPPORT_SKILL && - battle->attr_fix(NULL, NULL, 100, element, tstatus->def_ele, tstatus->ele_lv) <= 0) - return 1; //Skills that cause an status should be blocked if the target element blocks its element. - - map->freeblock_lock(); - switch(skill_id) { - case HLIF_HEAL: // [orn] - case AL_HEAL: - /** - * Arch Bishop - **/ - case AB_HIGHNESSHEAL: - { - int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true); - int heal_get_jobexp; - //Highness Heal: starts at 1.7 boost + 0.3 for each level - if( skill_id == AB_HIGHNESSHEAL ) { - heal = heal * ( 17 + 3 * skill_lv ) / 10; - } - if( status->isimmune(bl) || - (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ) - heal=0; - - if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 ) - heal = heal*2; - - if( tsc && tsc->count ) - { - if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) - { //Bounce back heal - if (--tsc->data[SC_KAITE]->val2 <= 0) - status_change_end(bl, SC_KAITE, INVALID_TIMER); - if (src == bl) - heal=0; //When you try to heal yourself under Kaite, the heal is voided. - else { - bl = src; - dstsd = sd; - } - } - else if (tsc->data[SC_BERSERK]) - heal = 0; //Needed so that it actually displays 0 when healing. - } - clif->skill_nodamage (src, bl, skill_id, heal, 1); - if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL ) - heal = ~heal + 1; - heal_get_jobexp = status->heal(bl,heal,0,0); - - if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ - heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; - if (heal_get_jobexp <= 0) - heal_get_jobexp = 1; - pc->gainexp (sd, bl, 0, heal_get_jobexp, false); - } - } - break; - - case PR_REDEMPTIO: - if (sd && !(flag&1)) { - if (sd->status.party_id == 0) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - skill->area_temp[0] = 0; - party->foreachsamemap(skill->area_sub, - sd,skill->get_splash(skill_id, skill_lv), - src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, - skill->castend_nodamage_id); - if (skill->area_temp[0] == 0) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - skill->area_temp[0] = 5 - skill->area_temp[0]; // The actual penalty... - if (skill->area_temp[0] > 0 && !map->list[src->m].flag.noexppenalty) { //Apply penalty - sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill->area_temp[0] * 2/1000); //0.2% penalty per each. - sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill->area_temp[0] * 2/1000); - clif->updatestatus(sd,SP_BASEEXP); - clif->updatestatus(sd,SP_JOBEXP); - } - status->set_hp(src, 1, 0); - status->set_sp(src, 0, 0); - break; - } else if (status->isdead(bl) && flag&1) { //Revive - skill->area_temp[0]++; //Count it in, then fall-through to the Resurrection code. - skill_lv = 3; //Resurrection level 3 is used - } else //Invalid target, skip resurrection. - break; - - case ALL_RESURRECTION: - if(sd && (map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground)) { - //No reviving in WoE grounds! - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if (!status->isdead(bl)) - break; - { - int per = 0, sper = 0; - if (tsc && tsc->data[SC_HELLPOWER]) - break; - - if (map->list[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) - break; - - switch(skill_lv){ - case 1: per=10; break; - case 2: per=30; break; - case 3: per=50; break; - case 4: per=80; break; - } - if(dstsd && dstsd->special_state.restart_full_recover) - per = sper = 100; - if (status->revive(bl, per, sper)) - { - clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation. - if(sd && dstsd && battle_config.resurrection_exp > 0) - { - int exp = 0,jexp = 0; - int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; - if(lv > 0 && pc->nextbaseexp(dstsd)) { - exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); - if (exp < 1) exp = 1; - } - if(jlv > 0 && pc->nextjobexp(dstsd)) { - jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); - if (jexp < 1) jexp = 1; - } - if(exp > 0 || jexp > 0) - pc->gainexp (sd, bl, exp, jexp, false); - } - } - } - break; - - case AL_DECAGI: - clif->skill_nodamage (src, bl, skill_id, skill_lv, - sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, - /* monsters using lvl 48 get the rate benefit but the duration of lvl 10 */ - ( src->type == BL_MOB && skill_lv == 48 ) ? skill->get_time(skill_id,10) : skill->get_time(skill_id,skill_lv))); - break; - - case MER_DECAGI: - if( tsc && !tsc->data[SC_ADORAMUS] ) //Prevent duplicate agi-down effect. - clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); - break; - - case AL_CRUCIS: - if (flag&1) - sc_start(src, bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); - else { - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - - case PR_LEXDIVINA: - case MER_LEXDIVINA: - if( tsce ) - status_change_end(bl,type, INVALID_TIMER); - else - sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); - break; - - case SA_ABRACADABRA: - { - int abra_skill_id = 0, abra_skill_lv, abra_idx; - do { - abra_idx = rnd() % MAX_SKILL_ABRA_DB; - abra_skill_id = skill->abra_db[abra_idx].skill_id; - } while (abra_skill_id == 0 || - skill->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear - rnd()%10000 >= skill->abra_db[abra_idx].per - ); - abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id)); - clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); - - if( sd ) - {// player-casted - sd->state.abra_flag = 1; - sd->skillitem = abra_skill_id; - sd->skillitemlv = abra_skill_lv; - clif->item_skill(sd, abra_skill_id, abra_skill_lv); - } - else - {// mob-casted - struct unit_data *ud = unit->bl2ud(src); - int inf = skill->get_inf(abra_skill_id); - if (!ud) break; - if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { - if (src->type == BL_PET) - bl = (struct block_list*)((TBL_PET*)src)->msd; - if (!bl) bl = src; - unit->skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); - } else { //Assume offensive skills - int target_id = 0; - if (ud->target) - target_id = ud->target; - else switch (src->type) { - case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; - case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; - } - if (!target_id) - break; - if (skill->get_casttype(abra_skill_id) == CAST_GROUND) { - bl = map->id2bl(target_id); - if (!bl) bl = src; - unit->skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv); - } else - unit->skilluse_id(src, target_id, abra_skill_id, abra_skill_lv); - } - } - } - break; - - case SA_COMA: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src, bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); - break; - case SA_FULLRECOVERY: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (status->isimmune(bl)) - break; - status_percent_heal(bl, 100, 100); - break; - case NPC_ALLHEAL: - { - int heal; - if( status->isimmune(bl) ) - break; - heal = status_percent_heal(bl, 100, 0); - clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1); - if( dstmd ) { - // Reset Damage Logs - memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); - dstmd->tdmg = 0; - } - } - break; - case SA_SUMMONMONSTER: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (sd) mob->once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE); - break; - case SA_LEVELUP: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (sd && pc->nextbaseexp(sd)) pc->gainexp(sd, NULL, pc->nextbaseexp(sd) * 10 / 100, 0, false); - break; - case SA_INSTANTDEATH: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status->set_hp(bl,1,0); - break; - case SA_QUESTION: - case SA_GRAVITY: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case SA_CLASSCHANGE: - case SA_MONOCELL: - if (dstmd) - { - int class_; - if ( sd && dstmd->status.mode&MD_BOSS ) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - class_ = skill_id==SA_MONOCELL?1002:mob->get_random_id(4, 1, 0); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - mob->class_change(dstmd,class_); - if( tsc && dstmd->status.mode&MD_BOSS ) - { - int i; - 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++) - if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); - } - } - break; - case SA_DEATH: - if ( sd && dstmd && dstmd->status.mode&MD_BOSS ) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_kill(bl); - break; - case SA_REVERSEORCISH: - case ALL_REVERSEORCISH: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); - break; - case SA_FORTUNE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd) pc->getzeny(sd,status->get_lv(bl)*100,LOG_TYPE_STEAL,NULL); - break; - case SA_TAMINGMONSTER: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (sd && dstmd) { - int i; - ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet->db[i].class_ ); - if( i < MAX_PET_DB ) - pet->catch_process1(sd, dstmd->class_); - } - break; - - case CR_PROVIDENCE: - if(sd && dstsd){ //Check they are not another crusader [Skotlex] - if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - - case CG_MARIONETTE: - { - struct status_change* sc = status->get_sc(src); - - if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) { - // Cannot cast on another bard/dancer-type class of the same gender as caster - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - - if( sc && tsc ) { - if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) { - sc_start(src,src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); - sc_start(src,bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } else if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id - && tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id - ) { - 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(); - return 1; - } - } - } - break; - - case RG_CLOSECONFINE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); - break; - case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] - case SA_FROSTWEAPON: - case SA_LIGHTNINGLOADER: - case SA_SEISMICWEAPON: - if (dstsd) { - if(dstsd->status.weapon == W_FIST || - (dstsd->sc.count && !dstsd->sc.data[type] && - ( //Allow re-enchanting to lengthen time. [Skotlex] - 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); - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - break; - } - } - // 100% success rate at lv4 & 5, but lasts longer at lv5 - if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { - if (sd) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) - clif->message(sd->fd, msg_txt(869)); // "You broke the target's weapon." - } - break; - - case PR_ASPERSIO: - if (sd && dstmd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - - case ITEM_ENCHANTARMS: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv, - skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); - break; - - case TK_SEVENWIND: - switch(skill->get_ele(skill_id,skill_lv)) { - case ELE_EARTH : type = SC_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(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - - sc_start2(src,bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); - - break; - - case PR_KYRIE: - case MER_KYRIE: - clif->skill_nodamage(bl, bl, skill_id, -1, - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - break; - //Passive Magnum, should had been casted on yourself. - case SM_MAGNUM: - case MS_MAGNUM: - skill->area_temp[1] = 0; - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); - clif->skill_nodamage (src,src,skill_id,skill_lv,1); - // Initiate 10% of your damage becomes fire element. - sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); - if( sd ) - skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv)); - else if( bl->type == BL_MER ) - skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv)); - break; - - case TK_JUMPKICK: - /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit->movepos (exploitable) */ - if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) - { - if( unit->movepos(src, bl->x, bl->y, 1, 1) ) - { - skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - clif->slide(src,bl->x,bl->y); - } - } - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - break; - - case AL_INCAGI: - case AL_BLESSING: - case MER_INCAGI: - case MER_BLESSING: - if (dstsd != NULL && tsc->data[SC_PROPERTYUNDEAD]) { - skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - break; - } - case PR_SLOWPOISON: - case PR_IMPOSITIO: - case PR_LEXAETERNA: - case PR_SUFFRAGIUM: - case PR_BENEDICTIO: - case LK_BERSERK: - case MS_BERSERK: - case KN_TWOHANDQUICKEN: - case KN_ONEHAND: - case MER_QUICKEN: - case CR_SPEARQUICKEN: - case CR_REFLECTSHIELD: - case MS_REFLECTSHIELD: - case AS_POISONREACT: - case MC_LOUD: - case MG_ENERGYCOAT: - case MO_EXPLOSIONSPIRITS: - case MO_STEELBODY: - case MO_BLADESTOP: - case LK_AURABLADE: - case LK_PARRYING: - case MS_PARRYING: - case LK_CONCENTRATION: - case WS_CARTBOOST: - case SN_SIGHT: - case WS_MELTDOWN: - case WS_OVERTHRUSTMAX: - case ST_REJECTSWORD: - case HW_MAGICPOWER: - case PF_MEMORIZE: - case PA_SACRIFICE: - case ASC_EDP: - case PF_DOUBLECASTING: - case SG_SUN_COMFORT: - case SG_MOON_COMFORT: - case SG_STAR_COMFORT: - case NPC_HALLUCINATION: - case GS_MADNESSCANCEL: - case GS_ADJUSTMENT: - case GS_INCREASING: - case NJ_KASUMIKIRI: - case NJ_UTSUSEMI: - case NJ_NEN: - case NPC_DEFENDER: - case NPC_MAGICMIRROR: - case ST_PRESERVE: - case NPC_INVINCIBLE: - case NPC_INVINCIBLEOFF: - case RK_DEATHBOUND: - case AB_RENOVATIO: - case AB_EXPIATIO: - case AB_DUPLELIGHT: - case AB_SECRAMENT: - case NC_ACCELERATION: - case NC_HOVERING: - case NC_SHAPESHIFT: - case WL_RECOGNIZEDSPELL: - case GC_VENOMIMPRESS: - case SC_INVISIBILITY: - case SC_DEADLYINFECT: - case LG_EXEEDBREAK: - case LG_PRESTIGE: - case SR_CRESCENTELBOW: - case SR_LIGHTNINGWALK: - case SR_GENTLETOUCH_ENERGYGAIN: - case GN_CARTBOOST: - case KO_MEIKYOUSISUI: - 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: - case ALL_ODINS_POWER: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - - case KN_AUTOCOUNTER: - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - skill->addtimerskill(src, tick + 100, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); - break; - - case SO_STRIKING: - if (sd) { - int bonus = 25 + 10 * skill_lv; - bonus += (pc->checkskill(sd, SA_FLAMELAUNCHER)+pc->checkskill(sd, SA_FROSTWEAPON)+pc->checkskill(sd, SA_LIGHTNINGLOADER)+pc->checkskill(sd, SA_SEISMICWEAPON))*5; - clif->skill_nodamage( src, bl, skill_id, skill_lv, - battle->check_target(src,bl,BCT_PARTY) > 0 ? - sc_start2(src, bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : - 0 - ); - } - break; - - case NPC_STOP: - if( clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) - sc_start2(src,src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); - break; - case HP_ASSUMPTIO: - if( sd && dstmd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - else - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case MG_SIGHT: - case MER_SIGHT: - case AL_RUWACH: - case WZ_SIGHTBLASTER: - case NPC_WIDESIGHT: - case NPC_STONESKIN: - case NPC_ANTIMAGIC: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); - break; - case HLIF_AVOID: - case HAMI_DEFENCE: - { - int duration = skill->get_time(skill_id,skill_lv); - clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,duration)); // Master - clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // Homun - } - break; - case NJ_BUNSINJYUTSU: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - status_change_end(bl, SC_NJ_NEN, INVALID_TIMER); - break; -#if 0 /* Was modified to only affect targetted char. [Skotlex] */ - case HP_ASSUMPTIO: - if (flag&1) - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else { - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv), BL_PC, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, - skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; -#endif // 0 - case SM_ENDURE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if (sd) - skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv)); - break; - - case ALL_ANGEL_PROTECT: - if( dstsd ) - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - case AS_ENCHANTPOISON: // Prevent spamming [Valaris] - if (sd && dstsd && dstsd->sc.count) { - 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); - break; - } - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - - case LK_TENSIONRELAX: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), - skill->get_time(skill_id,skill_lv))); - break; - - case MC_CHANGECART: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case TK_MISSION: - if (sd) { - int id; - if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one - clif->mission_info(sd, sd->mission_mobid, sd->mission_count); - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - id = mob->get_random_id(0,0xF, sd->status.base_level); - if (!id) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - sd->mission_mobid = id; - sd->mission_count = 0; - pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), id); - clif->mission_info(sd, id, 0); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case AC_CONCENTRATION: - { - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - map->foreachinrange(status->change_timer_sub, src, - skill->get_splash(skill_id, skill_lv), BL_CHAR, - src,NULL,type,tick); - } - break; - - case SM_PROVOKE: - case SM_SELFPROVOKE: - case MER_PROVOKE: - { - int failure; - if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) ) { - map->freeblock_unlock(); - return 1; - } - //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] - clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, - (failure = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); - if( !failure ) { - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 0; - } - unit->skillcastcancel(bl, 2); - - if( tsc && tsc->count ) - { - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE ) - status_change_end(bl, SC_STONE, INVALID_TIMER); - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER); - } - - if( dstmd ) - { - dstmd->state.provoke_flag = src->id; - mob->target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); - } - } - break; - - case ML_DEVOTION: - case CR_DEVOTION: - { - int count, lv, i; - if( !dstsd || (!sd && !mer) ) - { // Only players can be devoted - if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - } - - if( (lv = status->get_lv(src) - dstsd->status.base_level) < 0 ) - lv = -lv; - if( lv > battle_config.devotion_level_difference || // Level difference requeriments - (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source - (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner - (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted - (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted. - { - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - - i = 0; - count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner - if( sd ) - { // Player Devoting Player - ARR_FIND(0, count, i, sd->devotion[i] == bl->id ); - if( i == count ) - { - ARR_FIND(0, count, i, sd->devotion[i] == 0 ); - if( i == count ) { - // No free slots, skill Fail - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - map->freeblock_unlock(); - return 1; - } - } - - sd->devotion[i] = bl->id; - } - else - mer->devotion_flag = 1; // Mercenary Devoting Owner - - clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start4(src, bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); - clif->devotion(src, NULL); - } - break; - - case MO_CALLSPIRITS: - if(sd) { - int limit = skill_lv; - if( sd->sc.data[SC_RAISINGDRAGON] ) - limit += sd->sc.data[SC_RAISINGDRAGON]->val1; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); - } - break; - - case CH_SOULCOLLECT: - if(sd) { - int limit = 5, i; - if( sd->sc.data[SC_RAISINGDRAGON] ) - limit += sd->sc.data[SC_RAISINGDRAGON]->val1; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - for (i = 0; i < limit; i++) - pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); - } - break; - - case MO_KITRANSLATION: - if(dstsd && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION)) { - pc->addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5); - } - break; - - case TK_TURNKICK: - case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] - if (skill->area_temp[1] != bl->id) { - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0); - skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback - } - break; - - case MO_ABSORBSPIRITS: - { - int sp = 0; - if ( dstsd && dstsd->spiritball - && (sd == dstsd || map_flag_vs(src->m) || (sd->duel_group && sd->duel_group == dstsd->duel_group)) - && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) - ) { - // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] - sp = dstsd->spiritball * 7; - pc->delspiritball(dstsd, dstsd->spiritball, 0); - } else if ( dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20 ) { - // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] - sp = 2 * dstmd->level; - mob->target(dstmd,src,0); - } - if ( dstsd ) { - int i; - for ( i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++ ) - pc->del_charm(dstsd, dstsd->spiritcharm[i], i); - } - if (sp) status->heal(src, 0, sp, 3); - clif->skill_nodamage(src,bl,skill_id,skill_lv,sp?1:0); - } - break; - - case AC_MAKINGARROW: - if(sd) { - clif->arrow_create_list(sd); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case AM_PHARMACY: - if(sd) { - clif->skill_produce_mix_list(sd,skill_id,22); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case SA_CREATECON: - if(sd) { - clif->elementalconverter_list(sd); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case BS_HAMMERFALL: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); - break; - case RG_RAID: - skill->area_temp[1] = 0; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv), splash_target(src), - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - status_change_end(src, SC_HIDING, INVALID_TIMER); - break; - - case ASC_METEORASSAULT: - case GS_SPREADATTACK: - case RK_STORMBLAST: - case NC_AXETORNADO: - case GC_COUNTERSLASH: - case SR_SKYNETBLOW: - case SR_RAMPAGEBLASTER: - case SR_HOWLINGOFLION: - case KO_HAPPOKUNAI: - { - int count = 0; - skill->area_temp[1] = 0; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - count = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); - if( !count && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) - clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - } - break; - - case NC_EMERGENCYCOOL: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); - status_change_end(src,SC_OVERHEAT,INVALID_TIMER); - break; - case SR_WINDMILL: - case GN_CART_TORNADO: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - case SR_EARTHSHAKER: - case NC_INFRAREDSCAN: - case NPC_EARTHQUAKE: - case NPC_VAMPIRE_GIFT: - case NPC_HELLJUDGEMENT: - case NPC_PULSESTRIKE: - case LG_MOONSLASHER: - skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); - break; - - case KN_BRANDISHSPEAR: - case ML_BRANDISH: - skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag); - break; - - case WZ_SIGHTRASHER: - //Passive side of the attack. - status_change_end(src, SC_SIGHT, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub,src, - skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - break; - - case NJ_HYOUSYOURAKU: - case NJ_RAIGEKISAI: - case WZ_FROSTNOVA: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->area_temp[1] = 0; - map->foreachinrange(skill->attack_area, src, - skill->get_splash(skill_id, skill_lv), splash_target(src), - BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); - break; - - case HVAN_EXPLOSION: // [orn] - case NPC_SELFDESTRUCTION: - { - //Self Destruction hits everyone in range (allies+enemies) - //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. - int targetmask = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? - BCT_ENEMY:BCT_ALL; - clif->skill_nodamage(src, src, skill_id, -1, 1); - map->delblock(src); //Required to prevent chain-self-destructions hitting back. - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv), splash_target(src), - src, skill_id, skill_lv, tick, flag|targetmask, - skill->castend_damage_id); - map->addblock(src); - status->damage(src, src, sstatus->max_hp,0,0,1); - } - break; - - case AL_ANGELUS: - case PR_MAGNIFICAT: - case PR_GLORIA: - case SN_WINDWALK: - case CASH_BLESSING: - case CASH_INCAGI: - case CASH_ASSUMPTIO: - 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(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else if( sd ) - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - case MER_MAGNIFICAT: - if( mer != NULL ) - { - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) - party->foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - else if( mer->master && !(flag&1) ) - clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } - break; - - case BS_ADRENALINE: - case BS_ADRENALINE2: - case BS_WEAPONPERFECT: - case BS_OVERTHRUST: - if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { - clif->skill_nodamage(bl,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); - } else if (sd) { - party->foreachsamemap(skill->area_sub, - sd,skill->get_splash(skill_id, skill_lv), - src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, - skill->castend_nodamage_id); - } - break; - - case BS_MAXIMIZE: - case NV_TRICKDEAD: - case CR_DEFENDER: - case ML_DEFENDER: - case CR_AUTOGUARD: - case ML_AUTOGUARD: - case TK_READYSTORM: - case TK_READYDOWN: - case TK_READYTURN: - case TK_READYCOUNTER: - case TK_DODGE: - case CR_SHRINK: - case SG_FUSION: - case GS_GATLINGFEVER: - if( tsce ) - { - clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - map->freeblock_unlock(); - return 0; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case SL_KAITE: - case SL_KAAHI: - case SL_KAIZEL: - case SL_KAUPE: - if (sd) { - if (!dstsd || !( - (sd->sc.data[SC_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 - || dstsd->status.char_id == sd->status.child - ) - ) { - status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDRATE); - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); - break; - case SM_AUTOBERSERK: - case MER_AUTOBERSERK: - { - int failure; - if( tsce ) - failure = status_change_end(bl, type, INVALID_TIMER); - else - failure = sc_start(src,bl,type,100,skill_lv,60000); - clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); - } - break; - case TF_HIDING: - case ST_CHASEWALK: - case KO_YAMIKUMO: - if (tsce) { - clif->skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation. - map->freeblock_unlock(); - return 0; - } else if( tsc && tsc->option&OPTION_MADOGEAR ) { - //Mado Gear cannot hide - if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 0; - } - clif->skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case TK_RUN: - if (tsce) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - map->freeblock_unlock(); - return 0; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,0)); - if (sd) // If the client receives a skill-use packet immediately before a walkok packet, it will discard the walk packet! [Skotlex] - clif->walkok(sd); // So aegis has to resend the walk ok. - break; - case AS_CLOAKING: - case GC_CLOAKINGEXCEED: - case LG_FORCEOFVANGUARD: - case SC_REPRODUCE: - case RA_CAMOUFLAGE: - if (tsce) { - int failure = status_change_end(bl, type, INVALID_TIMER); - if( failure ) - clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); - else if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - if ( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) - break; - map->freeblock_unlock(); - return 0; - } else { - int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - if( failure ) - clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); - else if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case BD_ADAPTATION: - if(tsc && tsc->data[SC_DANCING]){ - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(bl, SC_DANCING, INVALID_TIMER); - } - break; - - case BA_FROSTJOKER: - case DC_SCREAM: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag); - - if (md) { - // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves - //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) - char temp[70]; - snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill->db[skill_id].desc); - clif->disp_overhead(&md->bl,temp); - } - break; - - case BA_PANGVOICE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); - break; - - case DC_WINKCHARM: - if( dstsd ) - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); - else if( dstmd ) { - if( status->get_lv(src) > status->get_lv(bl) - && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) - && !(tstatus->mode&MD_BOSS) - ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); - } else { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - } - break; - - case TF_STEAL: - if(sd) { - if(pc->steal_item(sd,bl,skill_lv)) - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - } - break; - - case RG_STEALCOIN: - if(sd) { - int amount = pc->steal_coin(sd, bl); - if( amount > 0 ) { - dstmd->state.provoke_flag = src->id; - mob->target(dstmd, src, skill->get_range2(src, skill_id, skill_lv)); - clif->skill_nodamage(src, bl, skill_id, amount, 1); - - } else - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - } - break; - - case MG_STONECURSE: - { - int brate = 0; - if (tstatus->mode&MD_BOSS) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if(status->isimmune(bl) || !tsc) - break; - - if (sd && sd->sc.data[SC_PETROLOGY_OPTION]) - brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3; - - if (tsc->data[SC_STONE]) { - status_change_end(bl, SC_STONE, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - } - if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate, - skill_lv, 0, 0, skill->get_time(skill_id, skill_lv), - skill->get_time2(skill_id,skill_lv))) - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - else if(sd) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - // Level 6-10 doesn't consume a red gem if it fails [celest] - if (skill_lv > 5) { - // not to consume items - map->freeblock_unlock(); - return 0; - } - } - } - break; - - case NV_FIRSTAID: - clif->skill_nodamage(src,bl,skill_id,5,1); - status->heal(bl,5,0,0); - break; - - case AL_CURE: - if(status->isimmune(bl)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - break; - } - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - status_change_end(bl, SC_BLIND, INVALID_TIMER); - status_change_end(bl, SC_CONFUSION, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case TF_DETOXIFY: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(bl, SC_POISON, INVALID_TIMER); - status_change_end(bl, SC_DPOISON, INVALID_TIMER); - break; - - case PR_STRECOVERY: - if(status->isimmune(bl)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - break; - } - if (tsc && tsc->opt1) { - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER); - } - //Is this equation really right? It looks so... special. - if( battle->check_undead(tstatus->race,tstatus->def_ele) ) { - status->change_start(src, bl, SC_BLIND, - 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, - skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCFLAG_NONE); - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(dstmd) - mob->unlocktarget(dstmd,tick); - break; - - // Mercenary Supportive Skills - case MER_BENEDICTION: - status_change_end(bl, SC_CURSE, INVALID_TIMER); - status_change_end(bl, SC_BLIND, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_COMPRESS: - status_change_end(bl, SC_BLOODING, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_MENTALCURE: - status_change_end(bl, SC_CONFUSION, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_RECUPERATE: - status_change_end(bl, SC_POISON, INVALID_TIMER); - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_REGAIN: - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case MER_TENDER: - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case MER_SCAPEGOAT: - if( mer && mer->master ) { - status->heal(&mer->master->bl, mer->battle_status.hp, 0, 2); - status->damage(src, src, mer->battle_status.max_hp, 0, 0, 1); - } - break; - - case MER_ESTIMATION: - if( !mer ) - break; - sd = mer->master; - case WZ_ESTIMATION: - if( sd == NULL ) - break; - if( dstsd ) - { // Fail on Players - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) - break; // Cannot be Used on Emperium - - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - clif->skill_estimation(sd, bl); - if( skill_id == MER_ESTIMATION ) - sd = NULL; - break; - - case BS_REPAIRWEAPON: - if(sd && dstsd) - clif->item_repair_list(sd,dstsd,skill_lv); - break; - - case MC_IDENTIFY: - if(sd) { - clif->item_identify_list(sd); - if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, don't consume anything, return */ - map->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){ - 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) ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - else { - sd->state.prevend = sd->state.workinprogress = 3; - clif->openvendingreq(sd,2+skill_lv); - } - } - break; - - case AL_TELEPORT: - if(sd) { - if (map->list[bl->m].flag.noteleport && skill_lv <= 2) { - clif->skill_mapinfomessage(sd,0); - break; - } - if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza] - char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT)); - clif->message(sd->fd, output); //"Duel: Can't use %s in duel." - break; - } - - if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 ) - { - if( skill_lv == 1 ) - pc->randomwarp(sd,CLR_TELEPORT); - else - pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); - break; - } - - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if( skill_lv == 1 ) - clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0); - else - clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0); - } else - unit->warp(bl,-1,-1,-1,CLR_TELEPORT); - break; - - case NPC_EXPULSION: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - unit->warp(bl,-1,-1,-1,CLR_TELEPORT); - break; - - case AL_HOLYWATER: - if(sd) { - if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1)) - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case TF_PICKSTONE: - if(sd) { - int eflag; - struct item item_tmp; - struct block_list tbl; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - memset(&item_tmp,0,sizeof(item_tmp)); - memset(&tbl,0,sizeof(tbl)); // [MouseJstr] - item_tmp.nameid = ITEMID_STONE; - item_tmp.identify = 1; - tbl.id = 0; - clif->takeitem(&sd->bl,&tbl); - eflag = pc->additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE); - if(eflag) { - clif->additem(sd,0,0,eflag); - map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - break; - case ASC_CDP: - if(sd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. - } - break; - - case RG_STRIPWEAPON: - case RG_STRIPSHIELD: - case RG_STRIPARMOR: - case RG_STRIPHELM: - case ST_FULLSTRIP: - case GC_WEAPONCRUSH: - case SC_STRIPACCESSARY: { - unsigned short location = 0; - int d = 0, rate; - - //Rate in percent - if ( skill_id == ST_FULLSTRIP ) { - rate = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5; - } else if( skill_id == SC_STRIPACCESSARY ) { - rate = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5; - } else { - rate = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5; - } - - if (rate < 5) rate = 5; //Minimum rate 5% - - //Duration in ms - if( skill_id == GC_WEAPONCRUSH){ - d = skill->get_time(skill_id,skill_lv); - if(bl->type == BL_PC) - d += 1000 * ( skill_lv * 15 + ( sstatus->dex - tstatus->dex ) ); - else - d += 1000 * ( skill_lv * 30 + ( sstatus->dex - tstatus->dex ) / 2 ); - }else - d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500; - - if (d < 0) d = 0; //Minimum duration 0ms - - switch (skill_id) { - case RG_STRIPWEAPON: - case GC_WEAPONCRUSH: - location = EQP_WEAPON; - break; - case RG_STRIPSHIELD: - location = EQP_SHIELD; - break; - case RG_STRIPARMOR: - location = EQP_ARMOR; - break; - case RG_STRIPHELM: - location = EQP_HELM; - break; - case ST_FULLSTRIP: - location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM; - break; - case SC_STRIPACCESSARY: - location = EQP_ACC; - break; - } - - //Special message when trying to use strip on FCP [Jobbie] - if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_PROTECTWEAPON] && tsc->data[SC_PROTECTHELM] && tsc->data[SC_PROTECTARMOR] && tsc->data[SC_PROTECTSHIELD]) - { - clif->gospel_info(sd, 0x28); - break; - } - - //Attempts to strip at rate i and duration d - if( (rate = skill->strip_equip(bl, location, rate, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) ) - clif->skill_nodamage(src,bl,skill_id,skill_lv,rate); - - //Nothing stripped. - if( sd && !rate ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - - case AM_BERSERKPITCHER: - case AM_POTIONPITCHER: - { - int i,sp = 0; - int64 hp = 0; - if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { - map->freeblock_unlock(); - return 1; - } - if( sd ) { - 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]); - if (i == INDEX_NOT_FOUND || skill->db[skill_id].itemid[x] <= 0) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill->db[skill_id].amount[x]) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - if( skill_id == AM_BERSERKPITCHER ) { - if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - } - script->potion_flag = 1; - script->potion_hp = script->potion_sp = script->potion_per_hp = script->potion_per_sp = 0; - script->potion_target = bl->id; - script->run(sd->inventory_data[i]->script,0,sd->bl.id,0); - script->potion_flag = script->potion_target = 0; - if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ALCHEMIST ) - bonus += sd->status.base_level; - if( script->potion_per_hp > 0 || script->potion_per_sp > 0 ) { - hp = tstatus->max_hp * script->potion_per_hp / 100; - hp = hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - if( dstsd ) { - sp = dstsd->status.max_sp * script->potion_per_sp / 100; - sp = sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - } - } else { - if( script->potion_hp > 0 ) { - hp = script->potion_hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; - hp = hp * (100 + (tstatus->vit<<1)) / 100; - if( dstsd ) - hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; - } - if( script->potion_sp > 0 ) { - sp = script->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; - } - } - - 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)) ) { - hp += hp * i / 100; - sp += sp * i / 100; - } - } else { - //Maybe replace with potion_hp, but I'm unsure how that works [Playtester] - switch (skill_lv) { - case 1: hp = 45; break; - case 2: hp = 105; break; - case 3: hp = 175; break; - default: hp = 325; break; - } - hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100; - hp = hp * (100 + (tstatus->vit<<1)) / 100; - if( dstsd ) - hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; - } - if( dstsd && (i = pc->skillheal2_bonus(dstsd, skill_id)) ) { - hp += hp * i / 100; - sp += sp * i / 100; - } - if( tsc && tsc->count ) { - if( tsc->data[SC_CRITICALWOUND] ) { - hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - } - if( tsc->data[SC_DEATHHURT] ) { - hp -= hp * 20 / 100; - sp -= sp * 20 / 100; - } - if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) { - hp += hp / 10; - sp += sp / 10; - } - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) ) - clif->skill_nodamage(NULL,bl,AL_HEAL,(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,(int)hp,sp,0); - } - break; - case AM_CP_WEAPON: - if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case AM_CP_SHIELD: { - int i; - if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && - dstsd->inventory_data[i]->type==IT_ARMOR) - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - break; - case AM_CP_ARMOR: - if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case AM_CP_HELM: - if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case AM_TWILIGHT1: - if (sd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - //Prepare 200 White Potions. - if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200)) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - case AM_TWILIGHT2: - if (sd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - //Prepare 200 Slim White Potions. - if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200)) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - case AM_TWILIGHT3: - if (sd) { - int ebottle = pc->search_inventory(sd,ITEMID_EMPTY_BOTTLE); - if (ebottle != INDEX_NOT_FOUND) - ebottle = sd->status.inventory[ebottle].amount; - //check if you can produce all three, if not, then fail: - if (!skill->can_produce_mix(sd,ITEMID_ALCHOL,-1, 100) //100 Alcohol - || !skill->can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle - || !skill->can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle - || ebottle < 200 //200 empty bottle are required at total. - ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->produce_mix(sd, skill_id, ITEMID_ALCHOL, 0, 0, 0, 100); - skill->produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50); - skill->produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50); - } - break; - case SA_DISPELL: - { - int splash; - if (flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1) { - int i; - if( sd && dstsd && !map_flag_vs(sd->bl.m) - && (sd->status.party_id == 0 || sd->status.party_id != dstsd->status.party_id) ) { - // Outside PvP it should only affect party members and no skill fail message. - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) - || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends against dispel. - || (dstsd && pc_ismadogear(dstsd)) - || rnd()%100 >= 50+10*skill_lv ) - { - if (sd) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if(status->isimmune(bl) || !tsc || !tsc->count) - break; - for(i = 0; i < SC_MAX; i++) { - if ( !tsc->data[i] ) - continue; - if( SC_COMMON_MAX < i ) { - if ( status->get_sc_type(i)&SC_NO_DISPELL ) - continue; - } - 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; - } else { - //Affect all targets on splash area. - map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, - src, skill_id, skill_lv, tick, flag|1, - skill->castend_damage_id); - } - } - break; - - case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); - clif->fixpos(bl); - break; - - case TK_HIGHJUMP: - { - int x,y, dir = unit->getdir(src); - - //Fails on noteleport maps, except for GvG and BG maps [Skotlex] - if( map->list[src->m].flag.noteleport - && !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m)) - ) { - x = src->x; - y = src->y; - } else { - x = src->x + dirx[dir]*skill_lv*2; - y = src->y + diry[dir]*skill_lv*2; - } - - clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); - if(!map->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map->getcell(src->m,x,y,CELL_CHKREACH)) { - clif->slide(src,x,y); - unit->movepos(src, x, y, 1, 0); - } - } - break; - - case SA_CASTCANCEL: - case SO_SPELLFIST: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - unit->skillcastcancel(src,1); - if(sd) { - int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old); - if( skill_id == SO_SPELLFIST ){ - sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); - sd->skill_id_old = sd->skill_lv_old = 0; - break; - } - sp = sp * (90 - (skill_lv-1)*20) / 100; - if(sp < 0) sp = 0; - status_zap(src, 0, sp); - } - break; - case SA_SPELLBREAKER: - { - int sp; - if(tsc && tsc->data[SC_MAGICROD]) { - sp = skill->get_sp(skill_id,skill_lv); - sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; - if(sp < 1) sp = 1; - status->heal(bl,0,sp,2); - status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. - } else { - struct unit_data *ud = unit->bl2ud(bl); - int bl_skill_id=0,bl_skill_lv=0,hp = 0; - if (!ud || ud->skilltimer == INVALID_TIMER) - break; //Nothing to cancel. - bl_skill_id = ud->skill_id; - bl_skill_lv = ud->skill_lv; - if (tstatus->mode & MD_BOSS) { - //Only 10% success chance against bosses. [Skotlex] - if (rnd()%100 < 90) - { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players. - hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] - - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - unit->skillcastcancel(bl,0); - sp = skill->get_sp(bl_skill_id,bl_skill_lv); - status_zap(bl, hp, sp); - - if (hp && skill_lv >= 5) - hp>>=1; //Recover half damaged HP at level 5 [Skotlex] - else - hp = 0; - - if (sp) //Recover some of the SP used - sp = sp*(25*(skill_lv-1))/100; - - if(hp || sp) - status->heal(src, hp, sp, 2); - } - } - break; - case SA_MAGICROD: - clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - break; - case SA_AUTOSPELL: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd){ - sd->state.workinprogress = 3; - clif->autospell(sd,skill_lv); - }else { - int maxlv=1,spellid=0; - static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; - if(skill_lv >= 10) { - spellid = MG_FROSTDIVER; -#if 0 - if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE) - maxlv = 10; - else -#endif // 0 - maxlv = skill_lv - 9; - } - else if(skill_lv >=8) { - spellid = MG_FIREBALL; - maxlv = skill_lv - 7; - } - else if(skill_lv >=5) { - spellid = MG_SOULSTRIKE; - maxlv = skill_lv - 4; - } - else if(skill_lv >=2) { - int i = rnd()%3; - spellid = spellarray[i]; - maxlv = skill_lv - 1; - } - else if(skill_lv > 0) { - spellid = MG_NAPALMBEAT; - maxlv = 3; - } - if(spellid > 0) - sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, - skill->get_time(SA_AUTOSPELL,skill_lv)); - } - break; - - case BS_GREED: - if(sd){ - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->greed,bl, - skill->get_splash(skill_id, skill_lv),BL_ITEM,bl); - } - break; - - case SA_ELEMENTWATER: - case SA_ELEMENTFIRE: - case SA_ELEMENTGROUND: - case SA_ELEMENTWIND: - if(sd && !dstmd) //Only works on monsters. - break; - if(tstatus->mode&MD_BOSS) - break; - case NPC_ATTRICHANGE: - case NPC_CHANGEWATER: - case NPC_CHANGEGROUND: - case NPC_CHANGEFIRE: - case NPC_CHANGEWIND: - case NPC_CHANGEPOISON: - case NPC_CHANGEHOLY: - case NPC_CHANGEDARKNESS: - case NPC_CHANGETELEKINESIS: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), - skill->get_time(skill_id, skill_lv))); - break; - case NPC_CHANGEUNDEAD: - //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] - //TO-DO This is ugly, fix it - if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), - skill->get_time(skill_id, skill_lv))); - break; - - case NPC_PROVOCATION: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (md) mob->unlocktarget(md, tick); - break; - - case NPC_KEEPING: - case NPC_BARRIER: - { - int skill_time = skill->get_time(skill_id,skill_lv); - struct unit_data *ud = unit->bl2ud(bl); - if (clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill_time)) - && ud) { - //Disable attacking/acting/moving for skill's duration. - ud->attackabletime = - ud->canact_tick = - ud->canmove_tick = tick + skill_time; - } - } - break; - - case NPC_REBIRTH: - if( md && md->state.rebirth ) - break; // only works once - sc_start(src,bl,type,100,skill_lv,-1); - break; - - case NPC_DARKBLESSING: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); - break; - - case NPC_LICK: - status_zap(bl, 0, 100); - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); - break; - - case NPC_SUICIDE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_kill(src); //When suiciding, neither exp nor drops is given. - break; - - case NPC_SUMMONSLAVE: - case NPC_SUMMONMONSTER: - if(md && md->skill_idx >= 0) - mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id); - break; - - case NPC_CALLSLAVE: - mob->warpslave(src,MOB_SLAVEDISTANCE); - break; - - case NPC_RANDOMMOVE: - if (md) { - md->next_walktime = tick - 1; - mob->randomwalk(md,tick); - } - break; - - case NPC_SPEEDUP: - { - // or does it increase casting rate? just a guess xD - int i = SC_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(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); - } - break; - - case NPC_REVENGE: - // not really needed... but adding here anyway ^^ - if (md && md->master_id > 0) { - struct block_list *mbl, *tbl; - if ((mbl = map->id2bl(md->master_id)) == NULL || - (tbl = battle->get_targeted(mbl)) == NULL) - break; - md->state.provoke_flag = tbl->id; - mob->target(md, tbl, sstatus->rhw.range); - } - break; - - case NPC_RUN: - { - const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; - uint8 dir = (bl == src)?unit->getdir(src):map->calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. - unit->stop_attack(src); - //Run skillv tiles overriding the can-move check. - if (unit->walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md) - md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the AI. - } - break; - - case NPC_TRANSFORMATION: - case NPC_METAMORPHOSIS: - if(md && md->skill_idx >= 0) { - int class_ = mob->random_class (md->db->skill[md->skill_idx].val,0); - if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex] - mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id); - if (class_) mob->class_change(md, class_); - } - break; - - case NPC_EMOTION_ON: - case NPC_EMOTION: - //val[0] is the emotion to use. - //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] - //val[1] 'sets' the mode - //val[2] adds to the current mode - //val[3] removes from the current mode - //val[4] if set, asks to delete the previous mode change. - if(md && md->skill_idx >= 0 && tsc) { - clif->emotion(bl, md->db->skill[md->skill_idx].val[0]); - if(md->db->skill[md->skill_idx].val[4] && tsce) - status_change_end(bl, type, INVALID_TIMER); - - //If mode gets set by NPC_EMOTION then the target should be reset [Playtester] - if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1]) - mob->unlocktarget(md,tick); - - if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) - sc_start4(src, src, type, 100, skill_lv, - md->db->skill[md->skill_idx].val[1], - md->db->skill[md->skill_idx].val[2], - md->db->skill[md->skill_idx].val[3], - skill->get_time(skill_id, skill_lv)); - } - break; - - case NPC_POWERUP: - sc_start(src,bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); - break; - - case NPC_AGIUP: - sc_start(src,bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); - break; - - case NPC_INVISIBLE: - //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); - break; - - case NPC_SIEGEMODE: - // not sure what it does - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case WE_MALE: - { - int hp_rate = (!skill_lv)? 0:skill->db[skill_id].hp_rate[skill_lv-1]; - int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it cost the caster. [Skotlex] - clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1); - } - break; - case WE_FEMALE: - { - int sp_rate = (!skill_lv)? 0:skill->db[skill_id].sp_rate[skill_lv-1]; - int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it cost the caster. [Skotlex] - clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1); - } - break; - - // parent-baby skills - case WE_BABY: - if(sd) { - struct map_session_data *f_sd = pc->get_father(sd); - struct map_session_data *m_sd = pc->get_mother(sd); - bool we_baby_parents = false; - if(m_sd && check_distance_bl(bl,&m_sd->bl,AREA_SIZE)) { - sc_start(src,&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif->specialeffect(&m_sd->bl,408,AREA); - we_baby_parents = true; - } - if(f_sd && check_distance_bl(bl,&f_sd->bl,AREA_SIZE)) { - sc_start(src,&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif->specialeffect(&f_sd->bl,408,AREA); - we_baby_parents = true; - } - if (!we_baby_parents) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 0; - } - else - status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE); - } - break; - - case PF_HPCONVERSION: - { - int hp, sp; - hp = sstatus->max_hp/10; - sp = hp * 10 * skill_lv / 100; - if (!status->charge(src,hp,0)) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - status->heal(bl,0,sp,2); - } - break; - - case MA_REMOVETRAP: - case HT_REMOVETRAP: - { - struct skill_unit* su; - struct skill_unit_group* sg; - su = BL_CAST(BL_SKILL, bl); - - // Mercenaries can remove any trap - // Players can only remove their own traps or traps on Vs maps. - if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) - { - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) && sg->unit_id != UNT_THORNS_TRAP ) { - // prevent picking up expired traps - if( battle_config.skill_removetrap_type ) { - int i; - // get back all items used to deploy the trap - for( i = 0; i < 10; i++ ) { - if( skill->db[su->group->skill_id].itemid[i] > 0 ) { - int success; - struct item item_tmp; - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = skill->db[su->group->skill_id].itemid[i]; - item_tmp.identify = 1; - if( item_tmp.nameid && (success=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { - clif->additem(sd,0,0,success); - map->addflooritem(&item_tmp,skill->db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - } - } else { - // get back 1 trap - struct item item_tmp; - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP; - item_tmp.identify = 1; - if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) ) { - clif->additem(sd,0,0,flag); - map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - } - skill->delunit(su); - }else if(sd) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - - } - break; - case HT_SPRINGTRAP: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - { - struct skill_unit *su=NULL; - if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ - switch(su->group->unit_id){ - case UNT_ANKLESNARE: - if (su->group->val2 != 0) - // if it is already trapping something don't spring it, - // remove trap should be used instead - break; - // otherwise fall through to below - case UNT_BLASTMINE: - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_CLAYMORETRAP: - case UNT_TALKIEBOX: - su->group->unit_id = UNT_USED_TRAPS; - clif->changetraplook(bl, UNT_USED_TRAPS); - su->group->limit=DIFF_TICK32(tick+1500,su->group->tick); - su->limit=DIFF_TICK32(tick+1500,su->group->tick); - } - } - } - break; - case BD_ENCORE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd) - unit->skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance); - break; - - case AS_SPLASHER: - if( tstatus->mode&MD_BOSS -#ifndef RENEWAL - /** Renewal dropped the 3/4 hp requirement **/ - || tstatus-> hp > tstatus->max_hp*3/4 -#endif // RENEWAL - ) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 1; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); - #ifndef RENEWAL - if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000); - #endif - break; - - case PF_MINDBREAKER: - { - if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) { - map->freeblock_unlock(); - return 1; - } - - if (tsce) { - //HelloKitty2 (?) explained that this silently fails when target is - //already inflicted. [Skotlex] - map->freeblock_unlock(); - return 1; - } - - //Has a 55% + skill_lv*5% success chance. - if (!clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))) - ) { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 0; - } - - unit->skillcastcancel(bl,0); - - if(tsc && tsc->count){ - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE) - status_change_end(bl, SC_STONE, INVALID_TIMER); - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - } - - if(dstmd) - mob->target(dstmd,src,skill->get_range2(src,skill_id,skill_lv)); - } - break; - - case PF_SOULCHANGE: - { - unsigned int sp1 = 0, sp2 = 0; - if (dstmd) { - if (dstmd->state.soul_change_flag) { - if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - dstmd->state.soul_change_flag = 1; - sp2 = sstatus->max_sp * 3 /100; - status->heal(src, 0, sp2, 2); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - } - sp1 = sstatus->sp; - sp2 = tstatus->sp; -#ifdef RENEWAL - sp1 = sp1 / 2; - sp2 = sp2 / 2; - if( tsc && tsc->data[SC_EXTREMITYFIST2] ) - sp1 = tstatus->sp; -#endif // RENEWAL - status->set_sp(src, sp2, 3); - status->set_sp(bl, sp1, 3); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - // Slim Pitcher - case CR_SLIMPITCHER: - // Updated to block Slim Pitcher from working on barricades and guardian stones. - if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) ) - break; - if (script->potion_hp || script->potion_sp) { - int hp = script->potion_hp, sp = script->potion_sp; - hp = hp * (100 + (tstatus->vit<<1))/100; - sp = sp * (100 + (tstatus->int_<<1))/100; - if (dstsd) { - if (hp) - hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100; - if (sp) - sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100; - } - if( tsc && tsc->count ) { - if (tsc->data[SC_CRITICALWOUND]) { - hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; - } - if (tsc->data[SC_DEATHHURT]) { - hp -= hp * 20 / 100; - sp -= sp * 20 / 100; - } - if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) { - hp += hp / 10; - sp += sp / 10; - } - } - if(hp > 0) - clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1); - if(sp > 0) - clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); - status->heal(bl,hp,sp,0); - } - break; - // Full Chemical Protection - case CR_FULLPROTECTION: { - bool iused=false; - int i; - if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) { - iused=true; - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTWEAPON,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && - dstsd->inventory_data[i]->type==IT_ARMOR) { - iused=true; - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTSHIELD,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) { - iused=true; - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTARMOR,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) { - iused=true; - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTHELM,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } if(iused) - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - break; - - case RG_CLEANER: //AppleGirl - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case CG_LONGINGFREEDOM: - { - if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 - && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] - { - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } - } - break; - - case CG_TAROTCARD: - { - int eff, count = -1; - if( tsc && tsc->data[type] ){ - map->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(); - 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; - if( eff == 5 ) - clif->specialeffect(src, 528, AREA); - else - clif->specialeffect(bl, 523 + eff, AREA); - switch (eff) - { - case 0: // heals SP to 0 - status_percent_damage(src, bl, 0, 100, false); - break; - case 1: // matk halved - sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - break; - case 2: // all buffs removed - status->change_clear_buffs(bl,1); - break; - case 3: // 1000 damage, random armor destroyed - { - status_fix_damage(src, bl, 1000, 0); - clif->damage(src,bl,0,0,1000,0,0,0); - if( !status->isdead(bl) ) { - int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; - skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); - } - } - break; - case 4: // atk halved - sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - break; - case 5: // 2000HP heal, random teleported - status->heal(src, 2000, 0, 0); - if( !map_flag_vs(bl->m) ) - unit->warp(bl, -1,-1,-1, CLR_TELEPORT); - break; - case 6: // random 2 other effects - if (count == -1) - count = 3; - else - count++; //Should not re-trigger this one. - break; - case 7: // stop freeze or stoned - { - enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; - sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); - } - break; - case 8: // curse coma and poison - sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case 9: // confusion - sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - case 10: // 6666 damage, atk matk halved, cursed - status_fix_damage(src, bl, 6666, 0); - clif->damage(src,bl,0,0,6666,0,0,0); - sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); - break; - case 11: // 4444 damage - status_fix_damage(src, bl, 4444, 0); - clif->damage(src,bl,0,0,4444,0,0,0); - break; - case 12: // stun - sc_start(src,bl,SC_STUN,100,skill_lv,5000); - break; - case 13: // atk,matk,hit,flee,def reduced - sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(src,bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - default: - break; - } - } while ((--count) > 0); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case SL_ALCHEMIST: - case SL_ASSASIN: - case SL_BARDDANCER: - case SL_BLACKSMITH: - case SL_CRUSADER: - case SL_HUNTER: - case SL_KNIGHT: - case SL_MONK: - case SL_PRIEST: - case SL_ROGUE: - case SL_SAGE: - case SL_SOULLINKER: - case SL_STAR: - case SL_SUPERNOVICE: - case SL_WIZARD: - //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SOULLINK constant. - if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) { - //Erase death count 1% of the casts - dstsd->die_counter = 0; - pc_setglobalreg(dstsd,script->add_str("PC_DIE_COUNTER"), 0); - clif->specialeffect(bl, 0x152, AREA); - //SC_SOULLINK invokes status_calc_pc for us. - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); - sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); - break; - case SL_HIGH: - if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); - sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); - break; - - case SL_SWOO: - if (tsce) { - if(sd) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCFLAG_FIXEDRATE); - status_change_end(bl, SC_SWOO, INVALID_TIMER); - break; - } - case SL_SKA: // [marquis007] - case SL_SKE: - if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if (skill_id == SL_SKE) - sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); - break; - - // New guild skills [Celest] - case GD_BATTLEORDER: - if(flag&1) { - if (status->get_guild_id(src) == status->get_guild_id(bl)) - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (status->get_guild_id(src)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); - if (sd) - guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; - case GD_REGENERATION: - if(flag&1) { - if (status->get_guild_id(src) == status->get_guild_id(bl)) - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (status->get_guild_id(src)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); - if (sd) - guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; - case GD_RESTORE: - if(flag&1) { - if (status->get_guild_id(src) == status->get_guild_id(bl)) - clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); - } else if (status->get_guild_id(src)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id, skill_lv), BL_PC, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); - if (sd) - guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; - case GD_EMERGENCYCALL: - { - int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; - int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; - int i, j = 0; - struct guild *g; - // i don't know if it actually summons in a circle, but oh well. ;P - g = sd ? sd->guild : guild->search(status->get_guild_id(src)); - if (!g) - break; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - for(i = 0; i < g->max_member; i++, j++) { - if (j>8) j=0; - if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { - if (map->list[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) - continue; - if(map->getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) - dx[j] = dy[j] = 0; - pc->setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN); - } - } - if (sd) - guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); - } - break; - - case SG_FEEL: - //AuronX reported you CAN memorize the same map as all three. [Skotlex] - if (sd) { - if(!sd->feel_map[skill_lv-1].index) - clif->feel_req(sd->fd,sd, skill_lv); - else - clif->feel_info(sd, skill_lv-1, 1); - } - break; - - case SG_HATE: - if (sd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (!pc->set_hate_mob(sd, skill_lv-1, bl)) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case GS_GLITTERING: - if(sd) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(rnd()%100 < (20+10*skill_lv)) - pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),10); - else if(sd->spiritball > 0) - pc->delspiritball(sd,1,0); - } - break; - - case GS_CRACKER: - /* per official standards, this skill works on players and mobs. */ - if (sd && (dstsd || dstmd)) - { - int rate = 65 -5*distance_bl(src,bl); //Base rate - if (rate < 30) rate = 30; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - sc_start(src,bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv)); - } - break; - - case AM_CALLHOMUN: // [orn] - if( sd ) { - if (homun->call(sd)) - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case AM_REST: - if (sd) { - if (homun->vaporize(sd,HOM_ST_REST)) - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case HAMI_CASTLE: // [orn] - if(rnd()%100 < 20*skill_lv && src != bl) - { - int x,y; - x = src->x; - y = src->y; - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); - - if (unit->movepos(src,bl->x,bl->y,0,0)) { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homun - clif->slide(src,bl->x,bl->y) ; - if (unit->movepos(bl,x,y,0,0)) - { - clif->skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master - clif->slide(bl,x,y) ; - } - - //TODO: Shouldn't also players and the like switch targets? - map->foreachinrange(skill->chastle_mob_changetarget,src, - AREA_SIZE, BL_MOB, bl, src); - } - } - // Failed - else if (hd && hd->master) - clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0); - else if (sd) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - case HVAN_CHAOTIC: // [orn] - { - static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; - int r = rnd()%100; - int target = (skill_lv-1)%5; - int hp; - if(rget_master(src); - else //Enemy - bl = map->id2bl(battle->get_target(src)); - - if (!bl) bl = src; - hp = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true); - //Eh? why double skill packet? - clif->skill_nodamage(src,bl,AL_HEAL,hp,1); - clif->skill_nodamage(src,bl,skill_id,hp,1); - status->heal(bl, hp, 0, 0); - } - break; - // Homun single-target support skills [orn] - case HAMI_BLOODLUST: - case HFLI_FLEET: - case HFLI_SPEED: - case HLIF_CHANGE: - case MH_ANGRIFFS_MODUS: - case MH_GOLDENE_FERSE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); - break; - - case NPC_DRAGONFEAR: - if (flag&1) { - const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING }; - int i, j; - j = i = rnd()%ARRAYLENGTH(sc); - while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { - i++; - if ( i == ARRAYLENGTH(sc) ) - i = 0; - if (i == j) - break; - } - break; - } - case NPC_WIDEBLEEDING: - case NPC_WIDECONFUSE: - case NPC_WIDECURSE: - case NPC_WIDEFREEZE: - case NPC_WIDESLEEP: - case NPC_WIDESILENCE: - case NPC_WIDESTONE: - case NPC_WIDESTUN: - case NPC_SLOWCAST: - case NPC_WIDEHELLDIGNITY: - case NPC_WIDEHEALTHFEAR: - case NPC_WIDEBODYBURNNING: - case NPC_WIDEFROSTMISTY: - case NPC_WIDECOLD: - case NPC_WIDE_DEEP_SLEEP: - case NPC_WIDESIREN: - if (flag&1){ - switch( type ){ - case SC_BURNING: - sc_start4(src,bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); - break; - case SC_SIREN: - sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - break; - default: - sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); - } - } else { - skill->area_temp[2] = 0; //For SD_PREAMBLE - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); - } - break; - case NPC_WIDESOULDRAIN: - if (flag&1) - status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false); - else { - skill->area_temp[2] = 0; //For SD_PREAMBLE - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); - } - break; - case ALL_PARTYFLEE: - if( sd && !(flag&1) ) - { - if( !sd->status.party_id ) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - } - else - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - break; - case NPC_TALK: - case ALL_WEWISH: - case ALL_CATCRY: - case ALL_DREAM_SUMMERNIGHT: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - case ALL_BUYING_STORE: - if( sd ) - {// players only, skill allows 5 buying slots - clif->skill_nodamage(src, bl, skill_id, skill_lv, buyingstore->setup(sd, MAX_BUYINGSTORE_SLOTS)); - } - break; - case RK_ENCHANTBLADE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed - sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv))); - break; - case RK_DRAGONHOWLING: - if( flag&1) - sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - else { - skill->area_temp[2] = 0; - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub, src, - skill->get_splash(skill_id,skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, - skill->castend_nodamage_id); - } - break; - case RK_IGNITIONBREAK: - case LG_EARTHDRIVE: - { - int splash; - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - splash = skill->get_splash(skill_id,skill_lv); - if( skill_id == LG_EARTHDRIVE ) { - int dummy = 1; - map->foreachinarea(skill->cell_overlap, src->m, src->x-splash, src->y-splash, src->x+splash, src->y+splash, BL_SKILL, LG_EARTHDRIVE, &dummy, src); - } - map->foreachinrange(skill->area_sub, bl,splash,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - } - break; - case RK_STONEHARDSKIN: - if( sd ) { - int heal = sstatus->hp / 5; // 20% HP - if( status->charge(bl,heal,0) ) - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - case RK_REFRESH: - { - int heal = status_get_max_hp(bl) * 25 / 100; - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - status->heal(bl,heal,0,1); - status->change_clear_buffs(bl,4); - } - break; - - case RK_MILLENNIUMSHIELD: - if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 9 ) { - short chance = 0; - short num_shields = 0; - chance = rnd()%100 + 1;//Generates a random number between 1 - 100 which is then used to determine how many shields will generate. - if ( chance >= 1 && chance <= 20 )//20% chance for 4 shields. - num_shields = 4; - else if ( chance >= 21 && chance <= 50 )//30% chance for 3 shields. - num_shields = 3; - else if ( chance >= 51 && chance <= 100 )//50% chance for 2 shields. - num_shields = 2; - sc_start4(src,bl,type,100,skill_lv,num_shields,1000,0,skill->get_time(skill_id,skill_lv)); - clif->millenniumshield(src,num_shields); - clif->skill_nodamage(src,bl,skill_id,1,1); - } - break; - - case RK_FIGHTINGSPIRIT: - if( flag&1 ) { - int atkbonus = 7 * party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count); - if( src == bl ) - sc_start2(src,bl,type,100,atkbonus,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); - else - sc_start(src,bl,type,100,atkbonus / 4,skill->get_time(skill_id,skill_lv)); - } else if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 5 ) { - if( sd->status.party_id ) - party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); - else - sc_start2(src,bl,type,100,7,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,1,1); - } - break; - - case RK_LUXANIMA: - if( sd == NULL || sd->status.party_id == 0 || flag&1 ){ - if( src == bl ) - break; - while( skill->area_temp[5] >= 0x10 ){ - int value = 0; - type = SC_NONE; - if( skill->area_temp[5]&0x10 ){ - value = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); - clif->millenniumshield(bl,value); - skill->area_temp[5] &= ~0x10; - type = SC_MILLENNIUMSHIELD; - }else if( skill->area_temp[5]&0x20 ){ - value = status_get_max_hp(bl) * 25 / 100; - status->change_clear_buffs(bl,4); - skill->area_temp[5] &= ~0x20; - status->heal(bl,value,0,1); - type = SC_REFRESH; - }else if( skill->area_temp[5]&0x40 ){ - skill->area_temp[5] &= ~0x40; - type = SC_GIANTGROWTH; - }else if( skill->area_temp[5]&0x80 ){ - if( dstsd ){ - value = sstatus->hp / 4; - if( status->charge(bl,value,0) ) - type = SC_STONEHARDSKIN; - skill->area_temp[5] &= ~0x80; - } - }else if( skill->area_temp[5]&0x100 ){ - skill->area_temp[5] &= ~0x100; - type = SC_VITALITYACTIVATION; - }else if( skill->area_temp[5]&0x200 ){ - skill->area_temp[5] &= ~0x200; - type = SC_ABUNDANCE; - } - if( type > SC_NONE ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start4(src,bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv))); - } - }else if( sd ){ - if( tsc && tsc->count ){ - if(tsc->data[SC_MILLENNIUMSHIELD]) - skill->area_temp[5] |= 0x10; - if(tsc->data[SC_REFRESH]) - skill->area_temp[5] |= 0x20; - if(tsc->data[SC_GIANTGROWTH]) - skill->area_temp[5] |= 0x40; - if(tsc->data[SC_STONEHARDSKIN]) - skill->area_temp[5] |= 0x80; - if(tsc->data[SC_VITALITYACTIVATION]) - skill->area_temp[5] |= 0x100; - if(tsc->data[SC_ABUNDANCE]) - skill->area_temp[5] |= 0x200; - } - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - } - break; - /** - * Guilotine Cross - **/ - case GC_ROLLINGCUTTER: - { - short count = 1; - skill->area_temp[2] = 0; - map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id); - if( tsc && tsc->data[SC_ROLLINGCUTTER] ) - { // Every time the skill is casted the status change is reseted adding a counter. - count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; - if( count > 10 ) - count = 10; // Max counter - status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); - } - sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - } - break; - - case GC_WEAPONBLOCKING: - if( tsc && tsc->data[SC_WEAPONBLOCKING] ) - status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); - else - sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case GC_CREATENEWPOISON: - if( sd ) - { - clif->skill_produce_mix_list(sd,skill_id,25); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - - case GC_POISONINGWEAPON: - if( sd ) { - clif->poison_list(sd,skill_lv); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case GC_ANTIDOTE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if( tsc ) - { - status_change_end(bl, SC_PARALYSE, INVALID_TIMER); - status_change_end(bl, SC_PYREXIA, INVALID_TIMER); - status_change_end(bl, SC_DEATHHURT, INVALID_TIMER); - status_change_end(bl, SC_LEECHESEND, INVALID_TIMER); - status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER); - status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER); - status_change_end(bl, SC_TOXIN, INVALID_TIMER); - status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER); - } - break; - - case GC_PHANTOMMENACE: - { - int r; - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - r = skill->get_splash(skill_id, skill_lv); - map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - map->foreachinarea( status->change_timer_sub, - src->m, src->x-r, src->y-r, src->x+r, src->y+r, BL_CHAR, src, NULL, SC_SIGHT, tick); - } - break; - case GC_HALLUCINATIONWALK: - { - int heal = status_get_max_hp(bl) * ( 18 - 2 * skill_lv ) / 100; - if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. - if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); - break; - } - if( !status->charge(bl,heal,0) ) { - if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } - break; - /** - * Arch Bishop - **/ - case AB_ANCILLA: - if( sd ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1); - } - break; - - case AB_CLEMENTIA: - case AB_CANTO: - { - int level = 0; - if( sd ) - level = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI); - if( sd == NULL || sd->status.party_id == 0 || flag&1 ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv))); - else if( sd ) { - if( !level ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - else - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - } - } - break; - - case AB_PRAEFATIO: - if( (flag&1) || sd == NULL || sd->status.party_id == 0 ) { - int count = 1; - - if( dstsd && dstsd->special_state.no_magic_damage ) - break; - - if( sd && sd->status.party_id != 0 ) - count = party->foreachsamemap(party->sub_count, sd, 0); - - clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start4(src, bl, type, 100, skill_lv, 0, 0, count, skill->get_time(skill_id, skill_lv))); - } else if( sd ) - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - case AB_CHEAL: - if( sd == NULL || sd->status.party_id == 0 || flag&1 ) { - if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) { - int lv = pc->checkskill(sd, AL_HEAL); - int heal = skill->calc_heal(src, bl, AL_HEAL, lv, true); - - if( sd->status.party_id ) { - int partycount = party->foreachsamemap(party->sub_count, sd, 0); - if (partycount > 1) - heal += ((heal / 100) * (partycount * 10) / 4); - } - if( status->isimmune(bl) || (dstsd && pc_ismadogear(dstsd)) ) - heal = 0; - - clif->skill_nodamage(bl, bl, skill_id, heal, 1); - if( tsc && tsc->data[SC_AKAITSUKI] && heal ) - heal = ~heal + 1; - status->heal(bl, heal, 0, 1); - } - } else if( sd ) - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - case AB_ORATIO: - if( flag&1 ) - sc_start(src, bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); - else { - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - - case AB_LAUDAAGNUS: - if( (flag&1 || sd == NULL) || !sd->status.party_id) { - if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] || - tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || tsc->data[SC_COLD])) { - // 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_FROSTMISTY, INVALID_TIMER); - status_change_end(bl, SC_COLD, INVALID_TIMER); - }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets - clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - } else if( sd ) - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), - src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - - case AB_LAUDARAMUS: - if( (flag&1 || sd == NULL) || !sd->status.party_id ) { - if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || - tsc->data[SC_SILENCE] || tsc->data[SC_DEEP_SLEEP]) ){ - // Success Chance: (40 + 10 * Skill Level) % - if( rnd()%100 > 40+10*skill_lv ) break; - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets - clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - } else if( sd ) - party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), - src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); - break; - - case AB_CLEARANCE: - { - int splash; - if( flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1 ) { - int i; - //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] - if( bl->type != BL_MOB && battle->check_target(src,bl,BCT_PARTY) <= 0 && sd ) // Only affect mob, party or self. - break; - - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - - if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) { - if (sd) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if(status->isimmune(bl) || !tsc || !tsc->count) - break; - for(i = 0; i < SC_MAX; i++) { - if ( !tsc->data[i] ) - continue; - if( SC_COMMON_MAX > i ) - if ( status->get_sc_type(i)&SC_NO_CLEARANCE ) - continue; - switch (i) { - case SC_ASSUMPTIO: - if( bl->type == BL_MOB ) - continue; - break; - case SC_BERSERK: - case SC_SATURDAY_NIGHT_FEVER: - tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. - break; - } - status_change_end(bl,(sc_type)i,INVALID_TIMER); - } - break; - } else { - map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id); - } - } - break; - - case AB_SILENTIUM: - // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine] - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - break; - /** - * Warlock - **/ - case WL_STASIS: - if( flag&1 ) - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else { - map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - - case WL_WHITEIMPRISON: - if( (src == bl || battle->check_target(src, bl, BCT_ENEMY) > 0 ) && !is_boss(bl) )// Should not work with bosses. - { - int rate = ( sd? sd->status.job_level : 50 ) / 4; - - if( src == bl ) rate = 100; // Success Chance: On self, 100% - else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) % - else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % - - if( sd ) - skill->blockpc_start(sd,skill_id,4000); - - if( !(tsc && tsc->data[type]) ){ - int failure = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); - if( sd && !failure ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - }else - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); - break; - - case WL_FROSTMISTY: - if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) - break; // Doesn't hit/cause Freezing to invisible enemy // Really? [Rytech] - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); - break; - - case WL_JACKFROST: - if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) - break; // Do not hit invisible enemy - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - break; - - case WL_MARSHOFABYSS: - clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - break; - - case WL_SIENNAEXECRATE: - if( flag&1 ) { - if( status->isimmune(bl) || !tsc ) - break; - if( tsc && tsc->data[SC_STONE] ) - status_change_end(bl,SC_STONE,INVALID_TIMER); - else - status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),SCFLAG_FIXEDTICK); - } else { - int rate = 45 + 5 * skill_lv; - if( rnd()%100 < rate ){ - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); - }else if( sd ) // Failure on Rate - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } - break; - - case WL_SUMMONFB: - case WL_SUMMONBL: - case WL_SUMMONWB: - case WL_SUMMONSTONE: - { - int i; - 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(src, bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); - break; - } - } - } - break; - - case WL_READING_SB: - if( sd ) { - struct status_change *sc = status->get_sc(bl); - int i; - - 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); - break; - } - - sc_start(src, bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. - clif->spellbook_list(sd); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - /** - * Ranger - **/ - case RA_FEARBREEZE: - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - break; - - case RA_WUGMASTERY: - if( sd ) { - if( !pc_iswug(sd) ) - pc->setoption(sd,sd->sc.option|OPTION_WUG); - else - pc->setoption(sd,sd->sc.option&~OPTION_WUG); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case RA_WUGRIDER: - if( sd ) { - if( !pc_isridingwug(sd) && pc_iswug(sd) ) { - pc->setoption(sd,sd->sc.option&~OPTION_WUG); - pc->setoption(sd,sd->sc.option|OPTION_WUGRIDER); - } else if( pc_isridingwug(sd) ) { - pc->setoption(sd,sd->sc.option&~OPTION_WUGRIDER); - pc->setoption(sd,sd->sc.option|OPTION_WUG); - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case RA_WUGDASH: - if( tsce ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); - map->freeblock_unlock(); - return 0; - } - if( sd && pc_isridingwug(sd) ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,1)); - clif->walkok(sd); - } - break; - - case RA_SENSITIVEKEEN: - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); - break; - /** - * Mechanic - **/ - case NC_F_SIDESLIDE: - case NC_B_SIDESLIDE: - { - uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit->getdir(src)+4)%8 : unit->getdir(src); - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0); - clif->slide(src,src->x,src->y); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case NC_SELFDESTRUCTION: - if (sd) { - if (pc_ismadogear(sd)) - pc->setmadogear(sd, false); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); - status->set_sp(src, 0, 0); - } - break; - - case NC_ANALYZE: - clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); - if( sd ) pc->overheat(sd,1); - break; - - case NC_MAGNETICFIELD: - { - int failure; - if( (failure = sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) - { - map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; - clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); - if (sd) pc->overheat(sd,1); - } - clif->skill_nodamage(src,src,skill_id,skill_lv,failure); - } - break; - - case NC_REPAIR: - if( sd ) { - int heal, hp = 0; // % of max hp regen - if( !dstsd || !pc_ismadogear(dstsd) ) { - clif->skill_fail(sd, skill_id,USESKILL_FAIL_TOTARGET,0); - break; - } - switch (cap_value(skill_lv, 1, 5)) { - case 1: hp = 4; break; - case 2: hp = 7; break; - case 3: hp = 13; break; - case 4: hp = 17; break; - case 5: hp = 23; break; - } - heal = tstatus->max_hp * hp / 100; - status->heal(bl,heal,0,2); - clif->skill_nodamage(src, bl, skill_id, skill_lv, heal); - } - break; - - case NC_DISJOINT: - { - if( bl->type != BL_MOB ) break; - md = map->id2md(bl->id); - if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND ) - status_kill(bl); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - break; - case SC_AUTOSHADOWSPELL: - if( sd ) { - int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id); - if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) { - sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] - clif->autoshadowspell_list(sd); - clif->skill_nodamage(src,bl,skill_id,1,1); - } - else - clif->skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0); - } - break; - - case SC_SHADOWFORM: - if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { - if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) - dstsd->shadowform_id = src->id; - } - else if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - - case SC_BODYPAINT: - if( flag&1 ) { - if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || - tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ) ) { - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - - sc_start(src,bl,type,20 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - } - } else { - clif->skill_nodamage(src, bl, skill_id, 0, 1); - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - } - break; - - case SC_ENERVATION: - case SC_GROOMY: - case SC_IGNORANCE: - case SC_LAZINESS: - case SC_UNLUCKY: - case SC_WEAKNESS: - if( !(tsc && tsc->data[type]) ) { - int joblvbonus = 0; - int rate = 0; - if (is_boss(bl)) break; - joblvbonus = ( sd ? sd->status.job_level : 50 ); - //First we set the success chance based on the caster's build which increases the chance. - rate = 10 * skill_lv + rnd_value( sstatus->dex / 12, sstatus->dex / 4 ) + joblvbonus + status->get_lv(src) / 10; - // We then reduce the success chance based on the target's build. - rate -= rnd_value( tstatus->agi / 6, tstatus->agi / 3 ) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0 ) + status->get_lv(bl) / 10; - //Finally we set the minimum success chance cap based on the caster's skill level and DEX. - rate = cap_value( rate, skill_lv + sstatus->dex / 20, 100); - clif->skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); - if ( tsc && tsc->data[SC__IGNORANCE] && skill_id == SC_IGNORANCE) { - //If the target was successfully inflected with the Ignorance status, drain some of the targets SP. - int sp = 100 * skill_lv; - if( dstmd ) sp = dstmd->level * 2; - if( status_zap(bl,0,sp) ) - status->heal(src,0,sp/2,3);//What does flag 3 do? [Rytech] - } - if ( tsc && tsc->data[SC__UNLUCKY] && skill_id == SC_UNLUCKY) { - //If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's. - switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's regardless of resistance. - case 0: - status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - break; - case 1: - status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - break; - case 2: - status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - } - } - } else if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - - case LG_TRAMPLE: - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map->foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick); - break; - - case LG_REFLECTDAMAGE: - if( tsc && tsc->data[type] ) - status_change_end(bl,type,INVALID_TIMER); - else - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case LG_SHIELDSPELL: - if( !sd ) - break; - if( flag&1 ) { - sc_start(src,bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000); - } else { - int opt = 0, val = 0, splashrange = 0; - struct item_data *shield_data = NULL; - if( sd->equip_index[EQI_HAND_L] < 0 || !( shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]] ) || shield_data->type != IT_ARMOR ) { - //Skill will first check if a shield is equipped. If none is found on the caster the skill will fail. - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - //Generates a number between 1 - 3. The number generated will determine which effect will be triggered. - opt = rnd()%3 + 1; - switch( skill_lv ) { - case 1: - if ( shield_data->def >= 0 && shield_data->def <= 40) - splashrange = 1; - else if ( shield_data->def >= 41 && shield_data->def <= 80) - splashrange = 2; - else - splashrange = 3; - switch( opt ) { - case 1: - sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); //Splash AoE ATK - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); - break; - case 2: - val = shield_data->def/10; //Damage Reflecting Increase. - sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000); - break; - case 3: - //Weapon Attack Increase. - val = shield_data->def; - sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000); - break; - } - break; - case 2: - if( sd->bonus.shieldmdef == 0 ) - break; // Nothing should happen if the shield has no mdef, not even displaying a message - if ( sd->bonus.shieldmdef >= 1 && sd->bonus.shieldmdef <= 3 ) - splashrange = 1; - else if ( sd->bonus.shieldmdef >= 4 && sd->bonus.shieldmdef <= 5 ) - splashrange = 2; - else - splashrange = 3; - switch( opt ) { - case 1: - sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); //Splash AoE MATK - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); - break; - case 2: - sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 2000); //Splash AoE Lex Divina - clif->skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); - map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); - break; - case 3: - if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 30000) ) //Magnificat - clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, - sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); - break; - } - break; - case 3: - { - int rate = 0; - struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; - - if( shield->refine == 0 ) - break; // Nothing should happen if the shield has no refine, not even displaying a message - - switch( opt ) { - case 1: - sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield->refine * 30000); //Now breaks Armor at 100% rate - break; - case 2: - val = shield->refine * 10 * status->get_lv(src) / 100; //DEF Increase - rate = (shield->refine * 2) + (status_get_luk(src) / 10); //Status Resistance Rate - if( sc_start2(src,bl,SC_SHIELDSPELL_REF,100,opt,val,shield->refine * 20000)) - clif->skill_nodamage(src,bl,SC_SCRESIST,skill_lv, - sc_start(src,bl,SC_SCRESIST,100,rate,shield->refine * 30000)); - break; - case 3: - sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery - val = sstatus->max_hp * ((status->get_lv(src) / 10) + (shield->refine + 1)) / 100; - status->heal(bl, val, 0, 2); - status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER); - break; - } - } - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case LG_PIETY: - if( flag&1 ) - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - else { - skill->area_temp[2] = 0; - map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - case LG_KINGS_GRACE: - if( flag&1 ){ - int i; - sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - for(i=0; idata[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_COLD: - case SC_FROSTMISTY: - case SC_DEEP_SLEEP: - case SC_FEAR: - case SC_MANDRAGORA: - case SC__CHAOS: - 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; - map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - case LG_INSPIRATION: - if( sd && !map->list[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { - sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * 1 / 100); // 1% penalty. - sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * 1 / 100); - clif->updatestatus(sd,SP_BASEEXP); - clif->updatestatus(sd,SP_JOBEXP); - } - clif->skill_nodamage(bl,src,skill_id,skill_lv, - sc_start(src,bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); - break; - case SR_CURSEDCIRCLE: - if( flag&1 ) { - if( is_boss(bl) ) break; - if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { - if( bl->type == BL_MOB ) - mob->unlocktarget((TBL_MOB*)bl,timer->gettick()); - unit->stop_attack(bl); - clif->bladestop(src, bl->id, 1); - map->freeblock_unlock(); - return 1; - } - } else { - int count = 0; - clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - count = map->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-characters - BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - if( sd ) pc->delspiritball(sd, count, 0); - clif->skill_nodamage(src, src, skill_id, skill_lv, - sc_start2(src, src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); - } - break; - - case SR_RAISINGDRAGON: - if( sd ) { - short max = 5 + skill_lv; - int i; - sc_start(src, bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - for( i = 0; i < max; i++ ) // Don't call more than max available spheres. - pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max); - clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); - } - break; - - case SR_ASSIMILATEPOWER: - if( flag&1 ) { - int sp = 0; - if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER ) - { - sp = dstsd->spiritball; //1%sp per spiritball. - pc->delspiritball(dstsd, dstsd->spiritball, 0); - status_percent_heal(src, 0, sp); - } - if ( dstsd ) { - int i; - for (i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++) - pc->del_charm(dstsd, dstsd->spiritcharm[i], i); - } - clif->skill_nodamage(src, bl, skill_id, skill_lv, sp ? 1:0); - } else { - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id); - } - break; - - case SR_POWERVELOCITY: - if( !dstsd ) - break; - if( sd && dstsd->spiritball <= 5 ) { - int i; - for(i = 0; i <= 5; i++) { - pc->addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), i); - pc->delspiritball(sd, sd->spiritball, 0); - } - } - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - break; - - case SR_GENTLETOUCH_CURE: - { - int heal; - - if( status->isimmune(bl) ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); - break; - } - - heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100; - status->heal(bl, heal, 0, 0); - - if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) { - status_change_end(bl, SC_STONE, INVALID_TIMER); - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - status_change_end(bl, SC_POISON, INVALID_TIMER); - status_change_end(bl, SC_SILENCE, INVALID_TIMER); - status_change_end(bl, SC_BLIND, INVALID_TIMER); - status_change_end(bl, SC_ILLUSION, INVALID_TIMER); - status_change_end(bl, SC_BURNING, INVALID_TIMER); - status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); - } - - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - case SR_GENTLETOUCH_CHANGE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); - break; - case SR_GENTLETOUCH_REVITALIZE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,status_get_vit(src),skill->get_time(skill_id,skill_lv))); - break; - case SR_FLASHCOMBO: - { - const int combo[] = { - SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW - }; - int i; - - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); - - for( i = 0; i < ARRAYLENGTH(combo); i++ ) - skill->addtimerskill(src, tick + 400 * i, bl->id, 0, 0, combo[i], skill_lv, BF_WEAPON, flag|SD_LEVEL); - - break; - } - case WA_SWING_DANCE: - case WA_SYMPHONY_OF_LOVER: - case WA_MOONLIT_SERENADE: - case MI_RUSH_WINDMILL: - case MI_ECHOSONG: - if( flag&1 ) - sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),skill->get_time(skill_id,skill_lv)); - else if( sd ) { - party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); - sc_start2(src,bl,type,100,skill_lv,pc->checkskill(sd,WM_LESSON),skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case MI_HARMONIZE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):1),skill->get_time(skill_id,skill_lv))); - break; - - case WM_DEADHILLHERE: - if( bl->type == BL_PC ) { - if( !status->isdead(bl) ) - break; - - if( rnd()%100 < 88 + 2 * skill_lv ) { - int heal = 0; - status_zap(bl, 0, tstatus->sp * (60 - 10 * skill_lv) / 100); - heal = tstatus->sp; - if ( heal <= 0 ) - heal = 1; - status->fixed_revive(bl, heal, 0); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status->set_sp(bl, 0, 0); - } - } - break; - - case WM_LULLABY_DEEPSLEEP: - if ( flag&1 ) - sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); - else if ( sd ) { - int rate = 4 * skill_lv + 2 * pc->checkskill(sd,WM_LESSON) + status->get_lv(src)/15 + sd->status.job_level/5; - if ( rnd()%100 < rate ) { - flag |= BCT_PARTY|BCT_GUILD; - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_NPC|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - } - } - break; - case WM_SIRCLEOFNATURE: - flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; - case WM_VOICEOFSIREN: - if( skill_id != WM_SIRCLEOFNATURE ) - flag &= ~BCT_SELF; - if( flag&1 ) { - sc_start2(src,bl,type,100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); - } else if( sd ) { - int rate = 6 * skill_lv + pc->checkskill(sd,WM_LESSON) + sd->status.job_level/2; - if ( rnd()%100 < rate ) { - flag |= BCT_PARTY|BCT_GUILD; - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_NPC|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_change_end(bl, SC_SIREN, INVALID_TIMER); - } - } - break; - - case WM_GLOOMYDAY: - if ( tsc && tsc->data[type] ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - } - // val4 indicates caster's voice lesson level - sc_start4(src,bl,type,100,skill_lv, 0, 0, sd?pc->checkskill(sd,WM_LESSON):10, skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - break; - - case WM_SONG_OF_MANA: - case WM_DANCE_WITH_WUG: - case WM_LERADS_DEW: - case WM_UNLIMITED_HUMMING_VOICE: - { - int chorusbonus = battle->calc_chorusbonus(sd); - if( flag&1 ) - sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); - else if( sd ) { - party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); - sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - } - break; - case WM_SATURDAY_NIGHT_FEVER: - { - if( flag&1 ) { - int madnesscheck = 0; - if ( sd )//Required to check if the lord of madness effect will be applied. - madnesscheck = map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); - sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); - if ( madnesscheck >= 8 )//The god of madness deals 9999 fixed unreduceable damage when 8 or more enemy players are affected. - status_fix_damage(src, bl, 9999, clif->damage(src, bl, 0, 0, 9999, 0, 0, 0)); - //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealt as reflected damage which I don't have it coded like that yet. [Rytech] - } else if( sd ) { - int rate = sstatus->int_ / 6 + (sd? sd->status.job_level:0) / 5 + skill_lv * 4; - if ( rnd()%100 < rate ) { - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - } - } - } - break; - - case WM_MELODYOFSINK: - case WM_BEYOND_OF_WARCRY: - { - int chorusbonus = battle->calc_chorusbonus(sd); - if( flag&1 ) - sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); - else if( sd ) { - if ( rnd()%100 < 15 + 5 * skill_lv + 5 * chorusbonus ) { - map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - } - } - break; - - case WM_RANDOMIZESPELL: { - int improv_skill_id = 0, improv_skill_lv, improv_idx; - do { - improv_idx = rnd() % MAX_SKILL_IMPROVISE_DB; - improv_skill_id = skill->improvise_db[improv_idx].skill_id; - } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[improv_idx].per ); - improv_skill_lv = 4 + skill_lv; - clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); - - if( sd ) { - sd->state.abra_flag = 2; - sd->skillitem = improv_skill_id; - sd->skillitemlv = improv_skill_lv; - clif->item_skill(sd, improv_skill_id, improv_skill_lv); - } else { - struct unit_data *ud = unit->bl2ud(src); - int inf = skill->get_inf(improv_skill_id); - if (!ud) break; - if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { - if (src->type == BL_PET) - bl = (struct block_list*)((TBL_PET*)src)->msd; - if (!bl) bl = src; - unit->skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv); - } else { - int target_id = 0; - if (ud->target) - target_id = ud->target; - else switch (src->type) { - case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; - case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; - } - if (!target_id) - break; - if (skill->get_casttype(improv_skill_id) == CAST_GROUND) { - bl = map->id2bl(target_id); - if (!bl) bl = src; - unit->skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv); - } else - unit->skilluse_id(src, target_id, improv_skill_id, improv_skill_lv); - } - } - } - break; - - - case RETURN_TO_ELDICASTES: - case ALL_GUARDIAN_RECALL: - if( sd ) - { - short x, y; // Destiny position. - unsigned short map_index; - - if( skill_id == RETURN_TO_ELDICASTES) { - x = 198; - y = 187; - map_index = mapindex->name2id(MAP_DICASTES); - } else { - x = 44; - y = 151; - map_index = mapindex->name2id(MAP_MORA); - } - - if(!map_index) { - //Given map not found? - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - map->freeblock_unlock(); - return 0; - } - pc->setpos(sd, map_index, x, y, CLR_TELEPORT); - } - break; - - case GM_SANDMAN: - if( tsc ) { - if( tsc->opt1 == OPT1_SLEEP ) - tsc->opt1 = 0; - else - tsc->opt1 = OPT1_SLEEP; - clif->changeoption(bl); - clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); - } - break; - - case SO_ARRULLO: - { - // [(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)/5; - rate -= status_get_int(bl)/6 - status_get_luk(bl)/10; - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - sc_start2(src,bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); - } - break; - - case SO_SUMMON_AGNI: - case SO_SUMMON_AQUA: - case SO_SUMMON_VENTUS: - case SO_SUMMON_TERA: - if( sd ) { - int elemental_class = skill->get_elemental_type(skill_id,skill_lv); - - // Remove previous elemental first. - if( sd->ed ) - elemental->delete(sd->ed,0); - - // Summoning the new one. - if( !elemental->create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case SO_EL_CONTROL: - if( sd ) { - int mode = EL_MODE_PASSIVE; // Standard mode. - - if( !sd->ed ) break; - - if( skill_lv == 4 ) {// At level 4 delete elementals. - elemental->delete(sd->ed, 0); - break; - } - switch( skill_lv ) {// Select mode based on skill level used. - case 2: mode = EL_MODE_ASSIST; break; - case 3: mode = EL_MODE_AGGRESSIVE; break; - } - if( !elemental->change_mode(sd->ed,mode) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - - case SO_EL_ACTION: - if( sd ) { - int duration = 3000; - if( !sd->ed ) - break; - - switch(sd->ed->db->class_){ - case 2115:case 2124: - case 2118:case 2121: - duration = 6000; - break; - case 2116:case 2119: - case 2122:case 2125: - duration = 9000; - break; - } - - sd->skill_id_old = skill_id; - elemental->action(sd->ed, bl, tick); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - - skill->blockpc_start(sd, skill_id, duration); - } - break; - - case SO_EL_CURE: - if( sd ) { - struct elemental_data *ed = sd->ed; - int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100; - int e_hp, e_sp; - - if( !ed ) break; - if( !status->charge(&sd->bl,s_hp,s_sp) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - e_hp = ed->battle_status.max_hp * 10 / 100; - e_sp = ed->battle_status.max_sp * 10 / 100; - status->heal(&ed->bl,e_hp,e_sp,3); - clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); - } - break; - - case GN_CHANGEMATERIAL: - case SO_EL_ANALYSIS: - if( sd ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - clif->skill_itemlistwindow(sd,skill_id,skill_lv); - } - break; - - case GN_BLOOD_SUCKER: - { - struct status_change *sc = status->get_sc(src); - - if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) { - if( tsc && tsc->data[type] ){ - (sc->bs_counter)--; - status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer - } - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); - (sc->bs_counter)++; - } else if( sd ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - } - } - break; - - case GN_MANDRAGORA: - if( flag&1 ) { - int chance = 25 + 10 * skill_lv - (status_get_vit(bl) + status_get_luk(bl)) / 5; - if ( chance < 10 ) - chance = 10;//Minimal chance is 10%. - if ( rnd()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech] - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); - } - } else if ( sd ) { - 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); - clif->skill_nodamage(bl, src, skill_id, skill_lv, 1); - } - break; - - case GN_SLINGITEM: - if( sd ) { - short ammo_id; - int equip_idx = sd->equip_index[EQI_AMMO]; - if( equip_idx <= 0 ) - break; // No ammo. - ammo_id = sd->inventory_data[equip_idx]->nameid; - if( ammo_id <= 0 ) - break; - sd->itemid = ammo_id; - if( itemdb_is_GNbomb(ammo_id) ) { - if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy. - if( ammo_id == ITEMID_PINEAPPLE_BOMB ) - map->foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - else - skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag); - } else //Otherwise, it fails, shows animation and removes items. - clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0); - } else if( itemdb_is_GNthrowable(ammo_id) ) { - struct script_code *scriptroot = sd->inventory_data[equip_idx]->script; - if( !scriptroot ) - break; - if( dstsd ) - script->run(scriptroot,0,dstsd->bl.id,npc->fake_nd->bl.id); - else - script->run(scriptroot,0,src->id,0); - } - } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation. - break; - - case GN_MIX_COOKING: - case GN_MAKEBOMB: - case GN_S_PHARMACY: - if( sd ) { - int qty = 1; - sd->skill_id_old = skill_id; - sd->skill_lv_old = skill_lv; - if( skill_id != GN_S_PHARMACY && skill_lv > 1 ) - qty = 10; - clif->cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } - break; - case EL_CIRCLE_OF_FIRE: - case EL_PYROTECHNIC: - case EL_HEATER: - case EL_TROPIC: - case EL_AQUAPLAY: - case EL_COOLER: - case EL_CHILLY_AIR: - case EL_GUST: - case EL_BLAST: - case EL_WILD_STORM: - case EL_PETROLOGY: - case EL_CURSED_SOIL: - case EL_UPHEAVAL: - case EL_FIRE_CLOAK: - case EL_WATER_DROP: - case EL_WIND_CURTAIN: - case EL_SOLID_SKIN: - case EL_STONE_SHIELD: - case EL_WIND_STEP: - { - struct elemental_data *ele = BL_CAST(BL_ELEM, src); - if( ele ) { - sc_type type2 = type-1; - struct status_change *sc = status->get_sc(&ele->bl); - - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental->clean_single_effect(ele, skill_id); - } else { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. - skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0); - sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - } - } - } - break; - - case EL_FIRE_MANTLE: - case EL_WATER_BARRIER: - case EL_ZEPHYR: - case EL_POWER_OF_GAIA: - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); - break; - - case EL_WATER_SCREEN: - { - struct elemental_data *ele = BL_CAST(BL_ELEM, src); - if( ele ) { - struct status_change *sc = status->get_sc(&ele->bl); - sc_type type2 = type-1; - - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental->clean_single_effect(ele, skill_id); - } else { - // This not heals at the end. - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(src, bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); - } - } - } - break; - - case KO_KAHU_ENTEN: - case KO_HYOUHU_HUBUKI: - case KO_KAZEHU_SEIRAN: - case KO_DOHU_KOUKAI: - if(sd) { - int i; - int ttype = skill->get_ele(skill_id, skill_lv); - clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0 && ttype != i); - if( i < SPIRITS_TYPE_SPHERE ) - pc->del_charm(sd, sd->spiritcharm[i], i); // replace with a new one. - pc->add_charm(sd, skill->get_time(skill_id, skill_lv), MAX_SPIRITCHARM, ttype); - } - break; - - case KO_ZANZOU: - if(sd) { - struct mob_data *summon_md; - - summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_SMALL, AI_NONE); - if( summon_md ) { - summon_md->master_id = src->id; - summon_md->special_state.ai = AI_ZANZOU; - if( summon_md->deletetimer != INVALID_TIMER ) - timer->delete(summon_md->deletetimer, mob->timer_delete); - summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); - mob->spawn( summon_md ); - pc->setinvincibletimer(sd,500);// unlock target lock - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); - } - } - break; - - case KO_KYOUGAKU: - if (!map_flag_vs(src->m) || !dstsd) { - if (sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0); - break; - } else { - int time; - int rate = 45+ 5*skill_lv - status_get_int(bl)/10; - if (rate < 5) rate = 5; - - time = skill->get_time(skill_id, skill_lv) - 1000*status_get_int(bl)/20; - sc_start(src,bl, type, rate, skill_lv, time); - } - break; - - case KO_JYUSATSU: - if( dstsd && tsc && !tsc->data[type] - && 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(src, bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_NOAVOID)); - status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0); - if( status->get_lv(bl) <= status->get_lv(src) ) - status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, SCFLAG_NONE); - } else if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - break; - - case KO_GENWAKU: - if ( !map_flag_gvg2(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 > 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, src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv)); - if ( !is_boss(bl) && unit->stop_walking(&sd->bl, 1) && unit->movepos(bl, x, y, 0, 0) ) - { - if( dstsd && pc_issit(dstsd) ) - pc->setstand(dstsd); - clif->slide(bl, x, y) ; - sc_start(src, bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); - } - } - } - break; - - case OB_AKAITSUKI: - case OB_OBOROGENSOU: - if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters. - || is_boss(bl) ) ){ // Does not work on Boss monsters. - clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET_PLAYER, 0); - break; - } - case KO_IZAYOI: - case OB_ZANGETSU: - case KG_KYOMU: - case KG_KAGEMUSYA: - clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - break; - - case KG_KAGEHUMI: - if( flag&1 ){ - if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) || - tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || - tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){ - sc_start(src, src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); - status_change_end(bl, SC__SHADOWFORM, 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 ){ - clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - sc_start(src, src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - } - } else { - skill->area_temp[2] = 0; - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); - } - break; - - case MH_LIGHT_OF_REGENE: - if( hd && battle->get_master(src) ) { - hd->homunculus.intimacy = (751 + rnd()%99) * 100; // random between 751 ~ 850 - clif->send_homdata(hd->master, SP_INTIMATE, hd->homunculus.intimacy / 100); //refresh intimacy info - sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - } - break; - - case MH_OVERED_BOOST: - if ( hd && battle->get_master(src) ) { - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - } - break; - - case MH_SILENT_BREEZE: - { - const enum sc_type scs[] = { - SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION - }; - int heal; - if(tsc){ - int i; - for (i = 0; i < ARRAYLENGTH(scs); i++) { - if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); - } - } - heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->bl, &hd->battle_status, status->get_lv(&hd->bl)); - status->heal(bl, heal, 0, 0); - clif->skill_nodamage(src, src, skill_id, skill_lv, clif->skill_nodamage(src, bl, AL_HEAL, heal, 1)); - status->change_start(src, src, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - status->change_start(src, bl, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - } - break; - - case MH_GRANITIC_ARMOR: - case MH_PYROCLASTIC: - if( hd ){ - struct block_list *s_bl = battle->get_master(src); - - if(s_bl) - sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master - - sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); - - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - } - break; - - case MH_MAGMA_FLOW: - case MH_PAIN_KILLER: - sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - break; - case MH_SUMMON_LEGION: - { - int summons[5] = {1004, 1303, 1303, 1994, 1994}; - int qty[5] = {3 , 3 , 4 , 4 , 5}; - struct mob_data *summon_md; - int i, dummy = 0; - - i = map->foreachinmap(skill->check_condition_mob_master_sub, src->m, BL_MOB, src->id, summons[skill_lv-1], skill_id, &dummy); - if(i >= qty[skill_lv-1]) - break; - - for(i=0; ionce_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK); - if (summon_md) { - summon_md->master_id = src->id; - if (summon_md->deletetimer != INVALID_TIMER) - timer->delete(summon_md->deletetimer, mob->timer_delete); - summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); - mob->spawn(summon_md); //Now it is ready for spawning. - sc_start4(src,&summon_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)); - } - break; - case SO_ELEMENTAL_SHIELD:/* somehow its handled outside this switch, so we need a empty case otherwise default would be triggered. */ - break; - default: - ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - map->freeblock_unlock(); - return 1; - } - - if(skill_id != SR_CURSEDCIRCLE) { - struct status_change *sc = status->get_sc(src); - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted. - status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); - } - - if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex] - mob->log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus) - mob->skill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16)); - } - - if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded - sd->canskill_tick = timer->gettick(); - - if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill. - battle->consume_ammo(sd, skill_id, skill_lv); - } - skill->onskillusage(sd, bl, skill_id, tick); - // perform skill requirement consumption - if( skill_id != NC_SELFDESTRUCTION ) - skill->consume_requirement(sd,skill_id,skill_lv,2); - } - - map->freeblock_unlock(); - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { - struct block_list* src = map->id2bl(id); - int maxcount; - struct map_session_data *sd; - struct unit_data *ud = unit->bl2ud(src); - struct mob_data *md; - - nullpo_ret(ud); - - sd = BL_CAST(BL_PC , src); - md = BL_CAST(BL_MOB, src); - - if( src->prev == NULL ) { - ud->skilltimer = INVALID_TIMER; - return 0; - } - - if( ud->skilltimer != tid ) - { - ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid); - ud->skilltimer = INVALID_TIMER; - return 0; - } - - if( sd && ud->skilltimer != INVALID_TIMER && ( pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) ) - {// restore original walk speed - ud->skilltimer = INVALID_TIMER; - status_calc_bl(&sd->bl, SCB_SPEED); - } - ud->skilltimer = INVALID_TIMER; - - do { - if( status->isdead(src) ) - break; - - if( !(src->type&battle_config.skill_reiteration) && - skill->get_unit_flag(ud->skill_id)&UF_NOREITERATION && - skill->check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) - ) - { - if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if( src->type&battle_config.skill_nofootset && - skill->get_unit_flag(ud->skill_id)&UF_NOFOOTSET && - skill->check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) - ) - { - if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - if( src->type&battle_config.land_skill_limit && - (maxcount = skill->get_maxcount(ud->skill_id, ud->skill_lv)) > 0 - ) { - int i; - for(i=0;iskillunit[i] && maxcount;i++) { - if(ud->skillunit[i]->skill_id == ud->skill_id) - maxcount--; - } - if( maxcount == 0 ) - { - if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - } - - if(tid != INVALID_TIMER) { - //Avoid double checks on instant cast skills. [Skotlex] - if (!status->check_skilluse(src, NULL, ud->skill_id, 1)) - break; - if(battle_config.skill_add_range && - !check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) { - if (sd && battle_config.skill_out_range_consume) //Consume items anyway. - skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3); - break; - } - } - - if( sd ) - { - if( ud->skill_id != AL_WARP && !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) { - if( ud->skill_id == SA_LANDPROTECTOR ) - clif->skill_poseffect(&sd->bl,ud->skill_id,ud->skill_lv,sd->bl.x,sd->bl.y,tick); - break; - }else - skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); - } - - if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) - break; - - if(md) { - md->last_thinktime=tick +MIN_MOBTHINKTIME; - if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) - clif->emotion(src, md->db->skill[md->skill_idx].emotion); - } - - if(battle_config.skill_log && battle_config.skill_log&src->type) - ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", - src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly); - - if (ud->walktimer != INVALID_TIMER) - unit->stop_walking(src,1); - - if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) - ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); - if (sd) { //Cooldown application - int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); - for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. - if (sd->skillcooldown[i].id == ud->skill_id){ - cooldown += sd->skillcooldown[i].val; - break; - } - } - if(cooldown) - skill->blockpc_start(sd, ud->skill_id, cooldown); - } - if( battle_config.display_status_timers && sd ) - clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); -#if 0 - if (sd) { - switch (ud->skill_id) { - case ????: - sd->canequip_tick = tick + ????; - break; - } - } -#endif // 0 - unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); - status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses - map->freeblock_lock(); - skill->castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0); - - if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish] - sd->skillitem = sd->skillitemlv = 0; - - if (ud->skilltimer == INVALID_TIMER) { - if (md) md->skill_idx = -1; - else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' - ud->skill_lv = ud->skillx = ud->skilly = 0; - } - - map->freeblock_unlock(); - return 1; - } while(0); - - if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) - ud->canact_tick = tick; - ud->skill_id = ud->skill_lv = 0; - if(sd) - sd->skillitem = sd->skillitemlv = 0; - else if(md) - md->skill_idx = -1; - return 0; - -} -static int check_npc_chaospanic(struct block_list* bl, va_list args) { - TBL_NPC* nd = (TBL_NPC*)bl; - - if( nd->option&(OPTION_HIDE|OPTION_INVISIBLE) || nd->class_ != 45 ) - return 0; - - return 1; -} -/* skill count without self */ -static int skill_count_wos(struct block_list *bl,va_list ap) { - struct block_list* src = va_arg(ap, struct block_list*); - if( src->id != bl->id ) { - return 1; - } - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname) { - 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_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); - - 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,mapname); - - if(strcmp(mapname,"cancel")==0) { - skill_failed(sd); - return 0; - } - - switch(skill_id) { - case AL_TELEPORT: - // The storage window is closed automatically by the client when there's - // any kind of map change, so we need to restore it automatically - // issue: 8027 - if(strcmp(mapname,"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); - - clif->refresh_storagewindow(sd); - 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 map_index; - - map_index = mapindex->name2id(mapname); - if(!map_index) { //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;iud.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, map_index == 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 = map_index; - } - break; - } - - sd->menuskill_id = sd->menuskill_val = 0; - return 0; -#undef skill_failed -} - -/*========================================== - * - *------------------------------------------*/ -int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { - struct map_session_data* sd; - struct status_change* sc; - struct status_change_entry *sce; - struct skill_unit_group* sg; - enum sc_type type; - int r; - - //if(skill_lv <= 0) return 0; - if(skill_id > 0 && !skill_lv) return 0; // [Celest] - - nullpo_ret(src); - - if(status->isdead(src)) - return 0; - - sd = BL_CAST(BL_PC, src); - - sc = status->get_sc(src); - type = status->skill2sc(skill_id); - sce = (sc && type != -1)?sc->data[type]:NULL; - - switch (skill_id) { //Skill effect. - case WZ_METEOR: - case MO_BODYRELOCATION: - case CR_CULTIVATION: - case HW_GANBANTEIN: - case LG_EARTHDRIVE: - case SC_ESCAPE: - break; //Effect is displayed on respective switch case. - default: - if(skill->get_inf(skill_id)&INF_SELF_SKILL) - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - else - clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); - } - - // SC_MAGICPOWER needs to switch states before any damage is actually dealt - skill->toggle_magicpower(src, skill_id); - - switch(skill_id) { - case PR_BENEDICTIO: - r = skill->get_splash(skill_id, skill_lv); - skill->area_temp[1] = src->id; - map->foreachinarea(skill->area_sub, - src->m, x-r, y-r, x+r, y+r, BL_PC, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, - skill->castend_nodamage_id); - map->foreachinarea(skill->area_sub, - src->m, x-r, y-r, x+r, y+r, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - break; - - case BS_HAMMERFALL: - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->area_sub, - src->m, x-r, y-r, x+r, y+r, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, - skill->castend_nodamage_id); - break; - - case HT_DETECTING: - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(status->change_timer_sub, - src->m, x-r, y-r, x+r,y+r,BL_CHAR, - src,NULL,SC_SIGHT,tick); - if(battle_config.traps_setting&1) - map->foreachinarea(skill_reveal_trap, - src->m, x-r, y-r, x+r, y+r, BL_SKILL); - break; - - case SR_RIDEINLIGHTNING: - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); - break; - - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - //Does not consumes if the skill is already active. [Skotlex] - 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(timer->gettick(), sg->tick) > 0) { - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - return 0; // not to consume items - } else - sg->limit = 0; //Disable it. - } - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - break; - - case SC_CHAOSPANIC: - case SC_MAELSTROM: - if (sd && map->foreachinarea(&check_npc_chaospanic,src->m, x-3, y-3, x+3, y+3, BL_NPC) > 0 ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - - case MG_SAFETYWALL: - { - int alive = 1; - if ( map->foreachincell(skill->cell_overlap, src->m, x, y, BL_SKILL, skill_id, &alive, src) ) { - skill->unitsetting(src, skill_id, skill_lv, x, y, 0); - return 0; // Don't consume gems if cast on LP - } - } - case MG_FIREWALL: - case MG_THUNDERSTORM: - - case AL_PNEUMA: - case WZ_FIREPILLAR: - case WZ_QUAGMIRE: - case WZ_VERMILION: - case WZ_STORMGUST: - case WZ_HEAVENDRIVE: - case PR_SANCTUARY: - case PR_MAGNUS: - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: - case HT_SKIDTRAP: - case MA_SKIDTRAP: - case HT_LANDMINE: - case MA_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case MA_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case AS_VENOMDUST: - case AM_DEMONSTRATION: - case PF_FOGWALL: - case PF_SPIDERWEB: - case HT_TALKIEBOX: - case WE_CALLPARTNER: - case WE_CALLPARENT: - case WE_CALLBABY: - case AC_SHOWER: //Ground-placed skill implementation. - case MA_SHOWER: - case SA_LANDPROTECTOR: - case BD_LULLABY: - case BD_RICHMANKIM: - case BD_ETERNALCHAOS: - case BD_DRUMBATTLEFIELD: - case BD_RINGNIBELUNGEN: - case BD_ROKISWEIL: - case BD_INTOABYSS: - case BD_SIEGFRIED: - case BA_DISSONANCE: - case BA_POEMBRAGI: - case BA_WHISTLE: - case BA_ASSASSINCROSS: - case BA_APPLEIDUN: - case DC_UGLYDANCE: - case DC_HUMMING: - case DC_DONTFORGETME: - case DC_FORTUNEKISS: - case DC_SERVICEFORYOU: - case CG_MOONLIT: - case GS_DESPERADO: - case NJ_KAENSIN: - case NJ_BAKUENRYU: - case NJ_SUITON: - case NJ_HYOUSYOURAKU: - case NJ_RAIGEKISAI: - case NJ_KAMAITACHI: - #ifdef RENEWAL - case NJ_HUUMA: - #endif - case NPC_EVILLAND: - case WL_COMET: - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - case SC_MANHOLE: - case SC_DIMENSIONDOOR: - case SC_BLOODYLUST: - case WM_REVERBERATION: - case WM_SEVERE_RAINSTORM: - case WM_POEMOFNETHERWORLD: - case SO_PSYCHIC_WAVE: - case SO_VACUUM_EXTREME: - case GN_WALLOFTHORN: - case GN_THORNS_TRAP: - case GN_DEMONIC_FIRE: - case GN_HELLS_PLANT: - case GN_FIRE_EXPANSION_SMOKE_POWDER: - case GN_FIRE_EXPANSION_TEAR_GAS: - case SO_EARTHGRAVE: - case SO_DIAMONDDUST: - case SO_FIRE_INSIGNIA: - case SO_WATER_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - case KO_HUUMARANKA: - case KO_MUCHANAGE: - case KO_BAKURETSU: - case KO_ZENKAI: - case MH_LAVA_SLIDE: - case MH_VOLCANIC_ASH: - case MH_POISON_MIST: - case MH_STEINWAND: - case NC_MAGMA_ERUPTION: - case SO_ELEMENTAL_SHIELD: - case RL_B_TRAP: - case MH_XENO_SLASHER: - flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). - case GS_GROUNDDRIFT: //Ammo should be deleted right away. - if ( skill_id == WM_SEVERE_RAINSTORM ) - sc_start(src,src,SC_NO_SWITCH_EQUIP,100,0,skill->get_time(skill_id,skill_lv)); - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - break; - case WZ_ICEWALL: - flag |= 1; - if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) - map->list[src->m].setcell(src->m, x, y, CELL_NOICEWALL, true); - break; - case RG_GRAFFITI: - skill->clear_unitgroup(src); - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - flag|=1; - break; - case HP_BASILICA: - if( sc->data[SC_BASILICA] ) - status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica - else { // Create Basilica. Start SC on caster. Unit timer start SC on others. - if( map->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) { - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - return 1; - } - - skill->clear_unitgroup(src); - if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) - sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); - flag|=1; - } - break; - case CG_HERMODE: - skill->clear_unitgroup(src); - if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) - sc_start4(src,src,SC_DANCING,100, - skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); - flag|=1; - break; - case RG_CLEANER: // [Valaris] - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->graffitiremover,src->m,x-r,y-r,x+r,y+r,BL_SKILL); - break; - - case SO_WARMER: - flag|= 8; - case SO_CLOUD_KILL: - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - break; - - case WZ_METEOR: - { - int area = skill->get_splash(skill_id, skill_lv); - short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; - int i; - - for( i = 0; i < 2 + (skill_lv>>1); i++ ) { - // Creates a random Cell in the Splash Area - tmpx = x - area + rnd()%(area * 2 + 1); - tmpy = y - area + rnd()%(area * 2 + 1); - - if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) - && !map->getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR)) - clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick); - - if( i > 0 ) - skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0); - - x1 = tmpx; - y1 = tmpy; - } - - skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0); - } - break; - - case AL_WARP: - if(sd) - { - clif->skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map, - (skill_lv >= 2) ? sd->status.memo_point[0].map : 0, - (skill_lv >= 3) ? sd->status.memo_point[1].map : 0, - (skill_lv >= 4) ? sd->status.memo_point[2].map : 0 - ); - } - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. - status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); - return 0; // not to consume item. - - case MO_BODYRELOCATION: - if (unit->movepos(src, x, y, 1, 1)) { - #if PACKETVER >= 20111005 - clif->snap(src, src->x, src->y); - #else - clif->skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick); - #endif - if (sd) - skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000); - } - break; - case NJ_SHADOWJUMP: - if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { //You don't move on GVG grounds. - unit->movepos(src, x, y, 1, 0); - clif->slide(src,x,y); - } - status_change_end(src, SC_HIDING, INVALID_TIMER); - break; - case AM_SPHEREMINE: - case AM_CANNIBALIZE: - { - int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; - //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; - int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1]; - struct mob_data *md; - - // Correct info, don't change any of this! [Celest] - md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE); - if (md) { - md->master_id = src->id; - md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; - if( md->deletetimer != INVALID_TIMER ) - timer->delete(md->deletetimer, mob->timer_delete); - md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id,skill_lv), mob->timer_delete, md->bl.id, 0); - mob->spawn (md); //Now it is ready for spawning. - } - } - break; - - // Slim Pitcher [Celest] - case CR_SLIMPITCHER: - if (sd) { - int i = skill_lv%11 - 1; - int j = pc->search_inventory(sd,skill->db[skill_id].itemid[i]); - if (j == INDEX_NOT_FOUND || skill->db[skill_id].itemid[i] <= 0 - || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->db[skill_id].amount[i] - ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - script->potion_flag = 1; - script->potion_hp = 0; - script->potion_sp = 0; - script->run(sd->inventory_data[j]->script,0,sd->bl.id,0); - script->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); - - script->potion_hp = script->potion_hp * (100+i)/100; - script->potion_sp = script->potion_sp * (100+i)/100; - - if(script->potion_hp > 0 || script->potion_sp > 0) { - i = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->area_sub, - src->m,x-i,y-i,x+i,y+i,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, - skill->castend_nodamage_id); - } - } else { - int i = skill_lv%11 - 1; - struct item_data *item; - i = skill->db[skill_id].itemid[i]; - item = itemdb->search(i); - script->potion_flag = 1; - script->potion_hp = 0; - script->potion_sp = 0; - script->run(item->script,0,src->id,0); - script->potion_flag = 0; - i = skill->get_max(CR_SLIMPITCHER)*10; - - script->potion_hp = script->potion_hp * (100+i)/100; - script->potion_sp = script->potion_sp * (100+i)/100; - - if(script->potion_hp > 0 || script->potion_sp > 0) { - i = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->area_sub, - src->m,x-i,y-i,x+i,y+i,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, - skill->castend_nodamage_id); - } - } - break; - - case HW_GANBANTEIN: - if (rnd()%100 < 80) { - int dummy = 1; - clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, HW_GANBANTEIN, &dummy, src); - } else { - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - break; - - case HW_GRAVITATION: - if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) - sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); - flag|=1; - break; - - // Plant Cultivation [Celest] - case CR_CULTIVATION: - if (sd) { - if( map->count_oncell(src->m,x,y,BL_CHAR,0) > 0 ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 1; - } - clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); - if (rnd()%100 < 50) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - } else { - TBL_MOB* md = mob->once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE); - int i; - if (!md) break; - if ((i = skill->get_time(skill_id, skill_lv)) > 0) - { - if( md->deletetimer != INVALID_TIMER ) - timer->delete(md->deletetimer, mob->timer_delete); - md->deletetimer = timer->add(tick + i, mob->timer_delete, md->bl.id, 0); - } - mob->spawn (md); - } - } - break; - - case SG_SUN_WARM: - case SG_MOON_WARM: - case SG_STAR_WARM: - skill->clear_unitgroup(src); - if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) - sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); - flag|=1; - break; - - case PA_GOSPEL: - if (sce && sce->val4 == BCT_SELF) { - status_change_end(src, SC_GOSPEL, INVALID_TIMER); - return 0; - } else { - sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0); - if (!sg) break; - if (sce) - status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] - status->change_clear_buffs(src,3); - sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); - clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet - } - break; - case NJ_TATAMIGAESHI: - if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) - sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - break; - - case AM_RESURRECTHOMUN: // [orn] - if (sd) { - if (!homun->ressurect(sd, 20*skill_lv, x, y)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - break; - } - } - break; - - case RK_WINDCUTTER: - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - case NC_COLDSLOWER: - case RK_DRAGONBREATH: - case RK_DRAGONBREATH_WATER: - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - break; - case WM_GREAT_ECHO: - case WM_SOUND_OF_DESTRUCTION: - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - break; - - case WM_LULLABY_DEEPSLEEP: - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); - break; - - case WM_VOICEOFSIREN: - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, - src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); - break; - case SO_ARRULLO: - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), - src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); - break; - /** - * Guilotine Cross - **/ - case GC_POISONSMOKE: - if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { - if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0); - return 0; - } - clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); - skill->unitsetting(src, skill_id, skill_lv, x, y, flag); - //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect. - break; - /** - * Arch Bishop - **/ - case AB_EPICLESIS: - if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) { - r = sg->unit->range; - map->foreachinarea(skill->area_sub, src->m, x - r, y - r, x + r, y + r, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id); - } - break; - - case WL_EARTHSTRAIN: - { - int i, wave = skill_lv + 4, dir = map->calc_dir(src,x,y); - int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting - - for( i = 1; i <= wave; i++ ) - { - switch( dir ){ - case 0: case 1: case 7: sy = y + i; break; - case 3: case 4: case 5: sy = y - i; break; - case 2: sx = x - i; break; - case 6: sx = x + i; break; - } - skill->addtimerskill(src,timer->gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); - } - } - break; - /** - * Ranger - **/ - case RA_DETONATOR: - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea(skill->detonator, src->m, x-r, y-r, x+r, y+r, BL_SKILL, src); - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - break; - /** - * Mechanic - **/ - case NC_NEUTRALBARRIER: - case NC_STEALTHFIELD: - skill->clear_unitgroup(src); // To remove previous skills - cannot used combined - if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { - sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); - if( sd ) pc->overheat(sd,1); - } - break; - - case NC_SILVERSNIPER: - { - int class_ = 2042; - struct mob_data *md; - - md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE); - if( md ) { - md->master_id = src->id; - md->special_state.ai = AI_FLORA; - if( md->deletetimer != INVALID_TIMER ) - timer->delete(md->deletetimer, mob->timer_delete); - md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0); - mob->spawn( md ); - } - } - break; - - case NC_MAGICDECOY: - if( sd ) clif->magicdecoy_list(sd,skill_lv,x,y); - break; - - case SC_FEINTBOMB: - 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, 3 * skill_lv, unit->getdir(src), 0) && sc) { - sc_start(src, src, SC__FEINTBOMB_MASTER, 100, 0, skill->get_unit_interval(SC_FEINTBOMB)); - } - break; - - case SC_ESCAPE: - clif->skill_nodamage(src,src,skill_id,-1,1); - skill->unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2); - skill->addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0); - break; - - case LG_OVERBRAND: - skill->area_temp[1] = 0; - map->foreachinpath(skill->attack_area,src->m,src->x,src->y,x,y,1,5,BL_CHAR, - skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); - skill->addtimerskill(src,timer->gettick() + status_get_amotion(src), 0, x, y, LG_OVERBRAND_BRANDISH, skill_lv, 0, flag); - break; - - case LG_BANDING: - if( sc && sc->data[SC_BANDING] ) - status_change_end(src,SC_BANDING,INVALID_TIMER); - else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { - sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); - if( sd ) pc->banding(sd,skill_lv); - } - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - break; - - case LG_RAYOFGENESIS: - if( status->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { - r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), - src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); - } else if( sd ) - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - break; - - case WM_DOMINION_IMPULSE: - r = skill->get_splash(skill_id, skill_lv); - map->foreachinarea( skill->activate_reverberation,src->m, x-r, y-r, x+r,y+r,BL_SKILL); - break; - - case GN_CRAZYWEED: - { - int area = skill->get_splash(skill_id, skill_lv); - - for( r = 0; r < 3 + (skill_lv>>1); r++ ) { - // Creates a random Cell in the Splash Area - int tmpx = x - area + rnd()%(area * 2 + 1); - int tmpy = y - area + rnd()%(area * 2 + 1); - - skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED_ATK,skill_lv,-1,0); - } - } - break; - - case GN_FIRE_EXPANSION: { - int i; - int aciddemocast = 5;//If player doesent know Acid Demonstration or knows level 5 or lower, effect 5 will cast level 5 Acid Demo. - struct unit_data *ud = unit->bl2ud(src); - - if( !ud ) break; - - for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) { - if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE && - distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 3 ) { - switch( skill_lv ) { - case 3: - ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER; - clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER); - break; - case 4: - ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS; - clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS); - break; - case 5:// If player knows a level of Acid Demonstration greater then 5, that level will be casted. - if ( pc->checkskill(sd, CR_ACIDDEMONSTRATION) > 5 ) - aciddemocast = pc->checkskill(sd, CR_ACIDDEMONSTRATION); - map->foreachinarea(skill->area_sub, src->m, - ud->skillunit[i]->unit->bl.x - 2, ud->skillunit[i]->unit->bl.y - 2, - ud->skillunit[i]->unit->bl.x + 2, ud->skillunit[i]->unit->bl.y + 2, BL_CHAR, - src, CR_ACIDDEMONSTRATION, aciddemocast, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id); - skill->delunit(ud->skillunit[i]->unit); - break; - default: - ud->skillunit[i]->unit->val2 = skill_lv; - ud->skillunit[i]->unit->group->val2 = skill_lv; - break; - } - } - } - } - break; - - case SO_FIREWALK: - case SO_ELECTRICWALK: - if( sc && sc->data[type] ) - status_change_end(src,type,INVALID_TIMER); - clif->skill_nodamage(src, src ,skill_id, skill_lv, - sc_start2(src,src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); - break; - - case KO_MAKIBISHI: - { - int i; - for( i = 0; i < (skill_lv+2); i++ ) { - x = src->x - 1 + rnd()%3; - y = src->y - 1 + rnd()%3; - skill->unitsetting(src,skill_id,skill_lv,x,y,0); - } - } - break; - - default: - ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id); - return 1; - } - - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. - status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); - - if( sd ) {// ensure that the skill last-cast tick is recorded - sd->canskill_tick = timer->gettick(); - - if( sd->state.arrow_atk && !(flag&1) ) { - // consume arrow if this is a ground skill - battle->consume_ammo(sd, skill_id, skill_lv); - } - - // perform skill requirement consumption - skill->consume_requirement(sd,skill_id,skill_lv,2); - } - - return 0; -} - -/// 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; - struct skill_unit* src = va_arg(ap, struct skill_unit*); - int flag = va_arg(ap, int); - - if (src == target) - return 0; - if (!target->group || !(target->group->state.song_dance&0x1)) - return 0; - if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. - return 0; - - if (flag) //Set dissonance - target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. - else //Remove dissonance - target->val2 &= ~UF_ENSEMBLE; - - clif->getareachar_skillunit(&target->bl,target,AREA); //Update look of affected cell. - - return 1; -} - -//Does the song/dance overlapping -> dissonance check. [Skotlex] -//When flag is 0, this unit is about to be removed, cancel the dissonance effect -//When 1, this unit has been positioned, so start the cancel effect. -int skill_dance_overlap(struct skill_unit* su, int flag) { - if (!su || !su->group || !(su->group->state.song_dance&0x1)) - return 0; - - if (su->val1 != su->group->skill_id) { - //Reset state - su->val1 = su->group->skill_id; - su->val2 &= ~UF_ENSEMBLE; - } - - return map->foreachincell(skill->dance_overlap_sub, su->bl.m,su->bl.x,su->bl.y,BL_SKILL, su,flag); -} - -/** - * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. - * This function is safe to call even when the unit or the group were freed by other function - * previously. - * @param su Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE) - * @param flag 0 Convert - * @param flag 1 Revert - * @retval true success - **/ -bool skill_dance_switch(struct skill_unit* su, int flag) { - static int prevflag = 1; // by default the backup is empty - static struct skill_unit_group backup; - struct skill_unit_group* group; - - if( su == NULL || (group = su->group) == NULL ) - return false; - - // val2&UF_ENSEMBLE is a hack to indicate dissonance - if ( !(group->state.song_dance&0x1 && su->val2&UF_ENSEMBLE) ) - return false; - - if( flag == prevflag ) { - // protection against attempts to read an empty backup / write to a full backup - ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n", - flag ? "read an empty backup" : "write to a full backup", - group->skill_id, group->skill_lv, group->src_id); - return false; - } - prevflag = flag; - - if( !flag ) { - //Transform - uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; - - // backup - backup.skill_id = group->skill_id; - backup.skill_lv = group->skill_lv; - backup.unit_id = group->unit_id; - backup.target_flag = group->target_flag; - backup.bl_flag = group->bl_flag; - backup.interval = group->interval; - - // replace - group->skill_id = skill_id; - group->skill_lv = 1; - group->unit_id = skill->get_unit_id(skill_id,0); - group->target_flag = skill->get_unit_target(skill_id); - group->bl_flag = skill->get_unit_bl_target(skill_id); - group->interval = skill->get_unit_interval(skill_id); - } else { - //Restore - group->skill_id = backup.skill_id; - group->skill_lv = backup.skill_lv; - group->unit_id = backup.unit_id; - group->target_flag = backup.target_flag; - group->bl_flag = backup.bl_flag; - group->interval = backup.interval; - } - - return true; -} -/*========================================== - * Initializes and sets a ground skill. - * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) - *------------------------------------------*/ -struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) { - struct skill_unit_group *group; - int i,limit,val1=0,val2=0,val3=0; - int target,interval,range,unit_flag,req_item=0; - struct s_skill_unit_layout *layout; - struct map_session_data *sd; - struct status_data *st; - struct status_change *sc; - int active_flag=1; - int subunt=0; - - nullpo_retr(NULL, src); - - limit = skill->get_time(skill_id,skill_lv); - range = skill->get_unit_range(skill_id,skill_lv); - interval = skill->get_unit_interval(skill_id); - target = skill->get_unit_target(skill_id); - unit_flag = skill->get_unit_flag(skill_id); - layout = skill->get_unit_layout(skill_id,skill_lv,src,x,y); - - if( map->list[src->m].unit_count ) { - ARR_FIND(0, map->list[src->m].unit_count, i, map->list[src->m].units[i]->skill_id == skill_id ); - - if( i < map->list[src->m].unit_count ) { - limit = limit * map->list[src->m].units[i]->modifier / 100; - } - } - - sd = BL_CAST(BL_PC, src); - st = status->get_status_data(src); - sc = status->get_sc(src); // for traps, firewall and fogwall - celest - - switch( skill_id ) { - case SO_ELEMENTAL_SHIELD: - val2 = 300 * skill_lv + 65 * (st->int_ + status->get_lv(src)) + st->max_sp; - break; - case MH_STEINWAND: - val2 = 4 + skill_lv; //nb of attack blocked - break; - case MG_SAFETYWALL: - #ifdef RENEWAL - /** - * According to data provided in RE, SW life is equal to 3 times caster's health - **/ - val2 = status_get_max_hp(src) * 3; - #else - val2 = skill_lv+1; - #endif - break; - case MG_FIREWALL: - if(sc && sc->data[SC_VIOLENTGALE]) - limit = limit*3/2; - val2=4+skill_lv; - break; - - case AL_WARP: - val1=skill_lv+6; - if(!(flag&1)) { - limit=2000; - } else { // previous implementation (not used anymore) - //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] - if( src->type != BL_SKILL ) return NULL; - group = ((TBL_SKILL*)src)->group; - src = map->id2bl(group->src_id); - if( !src ) return NULL; - val2 = group->val2; //Copy the (x,y) position you warp to - val3 = group->val3; //as well as the mapindex to warp to. - } - break; - case HP_BASILICA: - val1 = src->id; // Store caster id. - break; - - case PR_SANCTUARY: - case NPC_EVILLAND: - val1=(skill_lv+3)*2; - break; - - case WZ_FIREPILLAR: - if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) - return NULL; - if((flag&1)!=0) - limit=1000; - val1=skill_lv+2; - break; - case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] - case AM_DEMONSTRATION: - case GN_HELLS_PLANT: - if( skill_id == GN_HELLS_PLANT && map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) - return NULL; - if (map_flag_vs(src->m) && battle_config.vs_traps_bctall - && (src->type&battle_config.vs_traps_bctall)) - target = BCT_ALL; - break; - case HT_ANKLESNARE: - if( flag&2 ) - val3 = SC_ESCAPE; - case HT_SHOCKWAVE: - val1=skill_lv*15+10; - case HT_SANDMAN: - case MA_SANDMAN: - case HT_CLAYMORETRAP: - case HT_SKIDTRAP: - case MA_SKIDTRAP: - case HT_LANDMINE: - case MA_LANDMINE: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - case HT_BLASTMINE: - /** - * Ranger - **/ - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - { - struct skill_condition req = skill->get_requirement(sd,skill_id,skill_lv); - ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY)); - if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] ) - req_item = req.itemid[i]; - if( map_flag_gvg2(src->m) || map->list[src->m].flag.battleground ) - limit *= 4; // longer trap times in WOE [celest] - if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) - target = BCT_ALL; - } - break; - - case SA_LANDPROTECTOR: - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - { - struct skill_unit_group *old_sg; - if ((old_sg = skill->locate_element_field(src)) != NULL) { - //HelloKitty confirmed that these are interchangeable, - //so you can change element and not consume gemstones. - if (( old_sg->skill_id == SA_VOLCANO - || old_sg->skill_id == SA_DELUGE - || old_sg->skill_id == SA_VIOLENTGALE - ) - && old_sg->limit > 0 - ) { - //Use the previous limit (minus the elapsed time) [Skotlex] - limit = old_sg->limit - DIFF_TICK32(timer->gettick(), old_sg->tick); - if (limit < 0) //This can happen... - limit = skill->get_time(skill_id,skill_lv); - } - skill->clear_group(src,1); - } - break; - } - - case BA_DISSONANCE: - case DC_UGLYDANCE: - val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] - break; - case BA_WHISTLE: - val1 = skill_lv +st->agi/10; // Flee increase - val2 = ((skill_lv+1)/2)+st->luk/10; // Perfect dodge increase - if(sd){ - val1 += pc->checkskill(sd,BA_MUSICALLESSON); - val2 += pc->checkskill(sd,BA_MUSICALLESSON); - } - break; - case DC_HUMMING: - val1 = 2*skill_lv+st->dex/10; // Hit increase - #ifdef RENEWAL - val1 *= 2; - #endif - if(sd) - val1 += pc->checkskill(sd,DC_DANCINGLESSON); - break; - case BA_POEMBRAGI: - val1 = 3*skill_lv+st->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)+st->int_/5; // After-cast delay reduction - if(sd){ - val1 += 2*pc->checkskill(sd,BA_MUSICALLESSON); - val2 += 2*pc->checkskill(sd,BA_MUSICALLESSON); - } - break; - case DC_DONTFORGETME: -#ifdef RENEWAL - val1 = st->dex/10 + 3*skill_lv; // ASPD decrease - val2 = st->agi/10 + 2*skill_lv; // Movement speed adjustment. -#else - val1 = st->dex/10 + 3*skill_lv + 5; // ASPD decrease - val2 = st->agi/10 + 3*skill_lv + 5; // Movement speed adjustment. -#endif - if(sd){ - val1 += pc->checkskill(sd,DC_DANCINGLESSON); - val2 += pc->checkskill(sd,DC_DANCINGLESSON); - } - break; - case BA_APPLEIDUN: - val1 = 5+2*skill_lv+st->vit/10; // MaxHP percent increase - if(sd) - val1 += pc->checkskill(sd,BA_MUSICALLESSON); - break; - case DC_SERVICEFORYOU: - val1 = 15+skill_lv+(st->int_/10); // MaxSP percent increase - val2 = 20+3*skill_lv+(st->int_/10); // SP cost reduction - if(sd){ - val1 += pc->checkskill(sd,DC_DANCINGLESSON) / 2; - val2 += pc->checkskill(sd,DC_DANCINGLESSON) / 2; - } - break; - case BA_ASSASSINCROSS: - if(sd) - val1 = pc->checkskill(sd,BA_MUSICALLESSON) / 2; -#ifdef RENEWAL - // This formula was taken from a RE calculator - // and the changes published on irowiki - // Luckily, official tests show it's the right one - val1 += skill_lv + (st->agi/20); -#else - val1 += 10 + skill_lv + (st->agi/10); // ASPD increase - val1 *= 10; // ASPD works with 1000 as 100% -#endif - break; - case DC_FORTUNEKISS: - val1 = 10+skill_lv+(st->luk/10); // Critical increase - if(sd) - val1 += pc->checkskill(sd,DC_DANCINGLESSON); - val1*=10; //Because every 10 crit is an actual cri point. - break; - case BD_DRUMBATTLEFIELD: - #ifdef RENEWAL - val1 = (skill_lv+5)*25; //Watk increase - val2 = skill_lv*10; //Def increase - #else - val1 = (skill_lv+1)*25; //Watk increase - val2 = (skill_lv+1)*2; //Def increase - #endif - break; - case BD_RINGNIBELUNGEN: - val1 = (skill_lv+2)*25; //Watk increase - break; - case BD_RICHMANKIM: - val1 = 25 + 11*skill_lv; //Exp increase bonus. - break; - case BD_SIEGFRIED: - val1 = 55 + skill_lv*5; //Elemental Resistance - val2 = skill_lv*10; //Status ailment resistance - break; - case WE_CALLPARTNER: - if (sd) val1 = sd->status.partner_id; - break; - case WE_CALLPARENT: - if (sd) { - val1 = sd->status.father; - val2 = sd->status.mother; - } - break; - case WE_CALLBABY: - if (sd) val1 = sd->status.child; - break; - case NJ_KAENSIN: - skill->clear_group(src, 1); //Delete previous Kaensins/Suitons - val2 = (skill_lv+1)/2 + 4; - break; - case NJ_SUITON: - skill->clear_group(src, 1); - break; - - case GS_GROUNDDRIFT: - { - int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; - - val1 = st->rhw.ele; - if (!val1) - val1=element[rnd()%5]; - - switch (val1) - { - case ELE_FIRE: - subunt++; - case ELE_WATER: - subunt++; - case ELE_POISON: - subunt++; - case ELE_DARK: - subunt++; - case ELE_WIND: - break; - default: - subunt=rnd()%5; - break; - } - - break; - } - case GC_POISONSMOKE: - if( !(sc && sc->data[SC_POISONINGWEAPON]) ) - return NULL; - val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison - val3 = sc->data[SC_POISONINGWEAPON]->val1; - limit = 4000 + 2000 * skill_lv; - break; - case GD_LEADERSHIP: - case GD_GLORYWOUNDS: - case GD_SOULCOLD: - case GD_HAWKEYES: - limit = 1000000;//it doesn't matter - break; - case WL_COMET: - if( sc ) { - sc->comet_x = x; - sc->comet_y = y; - } - break; - case LG_BANDING: - limit = -1; - break; - case WM_REVERBERATION: - if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) - target = BCT_ALL; - val1 = skill_lv + 1; - val2 = 1; - case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. - case SO_WATER_INSIGNIA: - case SO_FIRE_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) - return NULL; - break; - case SO_CLOUD_KILL: - skill->clear_group(src, 4); - break; - case SO_WARMER: - skill->clear_group(src, 8); - break; - case SO_VACUUM_EXTREME: - val1 = x; - val2 = y; - break; - case GN_WALLOFTHORN: - if( flag&1 ) - limit = 3000; - val3 = (x<<16)|y; - break; - case KO_ZENKAI: - if( sd ){ - ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0); - if( i < SPIRITS_TYPE_SPHERE ){ - val1 = sd->spiritcharm[i]; // no. of aura - val2 = i; // aura type - limit += val1 * 1000; - subunt = i - 1; - pc->del_charm(sd, sd->spiritcharm[i], i); - } - } - break; - } - - nullpo_retr(NULL, group=skill->init_unitgroup(src,layout->count,skill_id,skill_lv,skill->get_unit_id(skill_id,flag&1)+subunt, limit, interval)); - group->val1=val1; - group->val2=val2; - group->val3=val3; - group->target_flag=target; - group->bl_flag= skill->get_unit_bl_target(skill_id); - group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. - group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet - group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0; - group->item_id = req_item; - //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] - if (DIFF_TICK(group->tick, timer->gettick()) > SKILLUNITTIMER_INTERVAL) - active_flag = 0; - - if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){ - group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char)); - if (sd) - safestrncpy(group->valstr, sd->message, MESSAGE_SIZE); - else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex] - safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); - } - - if (group->state.song_dance) { - if(sd){ - sd->skill_id_dance = skill_id; - sd->skill_lv_dance = skill_lv; - } - if ( - sc_start4(src,src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, - (group->state.song_dance&2?BCT_SELF:0), limit+1000) && - sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp! - ) - skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1); - } - - limit = group->limit; - for( i = 0; i < layout->count; i++ ) { - struct skill_unit *su; - int ux = x + layout->dx[i]; - int uy = y + layout->dy[i]; - int alive = 1; - val1 = skill_lv; - val2 = 0; - - if( !group->state.song_dance && !map->getcell(src->m,ux,uy,CELL_CHKREACH) ) - continue; // don't place skill units on walls (except for songs/dances/encores) - if( battle_config.skill_wall_check && skill->get_unit_flag(skill_id)&UF_PATHCHECK && !path->search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) - continue; // no path between cell and center of casting. - - switch( skill_id ) { - case MG_FIREWALL: - case NJ_KAENSIN: - val2=group->val2; - break; - case WZ_ICEWALL: - val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv; - val2 = map->getcell(src->m, ux, uy, CELL_GETTYPE); - break; - case HT_LANDMINE: - case MA_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case MA_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case MA_FREEZINGTRAP: - case HT_TALKIEBOX: - case HT_SKIDTRAP: - case MA_SKIDTRAP: - case HT_CLAYMORETRAP: - case HT_BLASTMINE: - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - val1 = 3500; - break; - case GS_DESPERADO: - val1 = abs(layout->dx[i]); - val2 = abs(layout->dy[i]); - if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals - if (val2 > val1) val1 = val2; - if (val1) val1--; - val1 = 36 -12*val1; - } else //Diagonal edges - val1 = 28 -4*val1 -4*val2; - if (val1 < 1) val1 = 1; - val2 = 0; - break; - case GN_WALLOFTHORN: - val1 = 2000 + 2000 * skill_lv; - val2 = src->id; - break; - default: - if (group->state.song_dance&0x1) - val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance - break; - } - if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2)) - val2 |= UF_RANGEDSINGLEUNIT; // center. - - map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); - if( !alive ) - continue; - - nullpo_retr(NULL, su=skill->initunit(group,i,ux,uy,val1,val2)); - su->limit=limit; - su->range=range; - - if (skill_id == PF_FOGWALL && alive == 2) { - //Double duration of cells on top of Deluge/Suiton - su->limit *= 2; - group->limit = su->limit; - } - - // execute on all targets standing on this cell - if (range==0 && active_flag) - map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); - } - - if (!group->alive_count) { - //No cells? Something that was blocked completely by Land Protector? - skill->del_unitgroup(group,ALC_MARK); - return NULL; - } - - //success, unit created. - switch( skill_id ) { - case NJ_TATAMIGAESHI: //Store number of tiles. - group->val1 = group->alive_count; - break; - } - - return group; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick) { - struct skill_unit_group *sg; - struct block_list *ss; - struct status_change *sc; - struct status_change_entry *sce; - enum sc_type type; - uint16 skill_id; - - nullpo_ret(src); - nullpo_ret(bl); - - if(bl->prev==NULL || !src->alive || status->isdead(bl)) - return 0; - - nullpo_ret(sg=src->group); - nullpo_ret(ss=map->id2bl(sg->src_id)); - - if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(src->bl.m, src->bl.x, src->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR ) - return 0; //AoE skills are ineffective. [Skotlex] - sc = status->get_sc(bl); - - if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN ) - return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex] - - if (sc && sc->data[SC_VACUUM_EXTREME] && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) - status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); - - if ( sc && sc->data[SC_HOVERING] && ( sg->skill_id == SO_VACUUM_EXTREME || sg->skill_id == SO_ELECTRICWALK || sg->skill_id == SO_FIREWALK || sg->skill_id == WZ_QUAGMIRE ) ) - return 0; - - type = status->skill2sc(sg->skill_id); - sce = (sc && type != -1)?sc->data[type]:NULL; - skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. - switch (sg->unit_id) { - case UNT_SPIDERWEB: - if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) { - // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish] - sc->data[SC_SPIDERWEB]->val2++; - break; - } else if( sc && 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(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCFLAG_FIXEDRATE) ) { - const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL; - if( td ) - sec = DIFF_TICK32(td->tick, tick); - map->moveblock(bl, src->bl.x, src->bl.y, tick); - clif->fixpos(bl); - sg->val2 = bl->id; - } - else - sec = 3000; //Couldn't trap it? - sg->limit = DIFF_TICK32(tick,sg->tick)+sec; - } - break; - case UNT_SAFETYWALL: - if (!sce) - sc_start4(ss,bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); - break; - case UNT_BLOODYLUST: - if (sg->src_id == bl->id) - break; //Does not affect the caster. - if (bl->type == BL_MOB) - break; //Does not affect the caster. - if( !sce && sc_start4(ss,bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) ) - sc_start(ss,bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit); - break; - case UNT_PNEUMA: - case UNT_CHAOSPANIC: - case UNT_MAELSTROM: - if (!sce) - sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); - break; - - case UNT_WARP_WAITING: { - int working = sg->val1&0xffff; - - if(bl->type==BL_PC && !working){ - struct map_session_data *sd = (struct map_session_data *)bl; - if((!sd->chatID || battle_config.chat_warpportal) - && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) - { - int x = sg->val2>>16; - int y = sg->val2&0xffff; - int count = sg->val1>>16; - unsigned short m = sg->val3; - - if( --count <= 0 ) - skill->del_unitgroup(sg,ALC_MARK); - - if ( map->mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y ) - working = 1;/* we break it because officials break it, lovely stuff. */ - - sg->val1 = (count<<16)|working; - - pc->setpos(sd,m,x,y,CLR_TELEPORT); - } - } else if(bl->type == BL_MOB && battle_config.mob_warp&2) { - int16 m = map->mapindex2mapid(sg->val3); - if (m < 0) break; //Map not available on this map-server. - unit->warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); - } - } - break; - - case UNT_QUAGMIRE: - if( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) - sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); - break; - - case UNT_VOLCANO: - case UNT_DELUGE: - case UNT_VIOLENTGALE: - if(!sce) - sc_start(ss,bl,type,100,sg->skill_lv,sg->limit); - break; - - case UNT_SUITON: - if(!sce) - sc_start4(ss,bl,type,100,sg->skill_lv, - map_flag_vs(bl->m) || battle->check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. - 0,0,sg->limit); - break; - - case UNT_HERMODE: - if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0) - status->change_clear_buffs(bl,1); //Should dispell only allies. - case UNT_RICHMANKIM: - case UNT_ETERNALCHAOS: - case UNT_DRUMBATTLEFIELD: - case UNT_RINGNIBELUNGEN: - case UNT_ROKISWEIL: - case UNT_INTOABYSS: - case UNT_SIEGFRIED: - //Needed to check when a dancer/bard leaves their ensemble area. - if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) - return skill_id; - if (!sce) - sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); - break; - case UNT_APPLEIDUN: - case UNT_WHISTLE: - case UNT_ASSASSINCROSS: - case UNT_POEMBRAGI: - case UNT_HUMMING: - case UNT_DONTFORGETME: - case UNT_FORTUNEKISS: - case UNT_SERVICEFORYOU: - if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) - return 0; - - if (!sc) return 0; - if (!sce) - sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); - else if (battle_config.song_timer_reset && sce->val4 == 1) { - //Readjust timers since the effect will not last long. - sce->val4 = 0; - timer->delete(sce->timer, status->change_timer); - sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type); - } - - break; - - case UNT_FOGWALL: - if (!sce) - { - sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); - if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) - skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); - } - break; - - case UNT_GRAVITATION: - if (!sce) - sc_start4(ss,bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); - break; - -#if 0 // officially, icewall has no problems existing on occupied cells [ultramage] - case UNT_ICEWALL: //Destroy the cell. [Skotlex] - src->val1 = 0; - if(src->limit + sg->tick > tick + 700) - src->limit = DIFF_TICK32(tick+700,sg->tick); - break; -#endif // 0 - - case UNT_MOONLIT: - //Knockback out of area if affected char isn't in Moonlit effect - if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT) - break; - if (ss == bl) //Also needed to prevent infinite loop crash. - break; - skill->blown(ss,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0); - break; - - case UNT_WALLOFTHORN: - if( status_get_mode(bl)&MD_BOSS ) - break; // iRO Wiki says that this skill don't affect to Boss monsters. - if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle->check_target(&src->bl,bl, BCT_ENEMY) == 1 ) - skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - break; - - case UNT_REVERBERATION: - if (sg->src_id == bl->id) - break; //Does not affect the caster. - clif->changetraplook(&src->bl,UNT_USED_TRAPS); - map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); - sg->unit_id = UNT_USED_TRAPS; - sg->limit = DIFF_TICK32(tick,sg->tick) + 1500; - break; - - case UNT_VOLCANIC_ASH: - if (!sce) - sc_start(ss, bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); - break; - - case UNT_GD_LEADERSHIP: - case UNT_GD_GLORYWOUNDS: - case UNT_GD_SOULCOLD: - case UNT_GD_HAWKEYES: - if ( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) - sc_start4(ss,bl,type,100,sg->skill_lv,0,0,0,1000); - break; - } - return skill_id; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int64 tick) { - struct skill_unit_group *sg; - struct block_list *ss; - TBL_PC* tsd; - struct status_data *tstatus; - struct status_change *tsc, *ssc; - struct skill_unit_group_tickset *ts; - enum sc_type type; - uint16 skill_id; - int diff=0; - - nullpo_ret(src); - nullpo_ret(bl); - - if (bl->prev==NULL || !src->alive || status->isdead(bl)) - return 0; - - nullpo_ret(sg=src->group); - nullpo_ret(ss=map->id2bl(sg->src_id)); - tsd = BL_CAST(BL_PC, bl); - tsc = status->get_sc(bl); - ssc = status->get_sc(ss); // Status Effects for Unit caster. - - // Maestro or Wanderer is unaffected by traps of trappers he or she charmed [SuperHulk] - if ( ssc && ssc->data[SC_SIREN] && ssc->data[SC_SIREN]->val2 == bl->id && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) - return 0; - - tstatus = status->get_status_data(bl); - type = status->skill2sc(sg->skill_id); - skill_id = sg->skill_id; - - if ( tsc && tsc->data[SC_HOVERING] ) { - switch ( skill_id ) { - case HT_SKIDTRAP: - case HT_LANDMINE: - case HT_ANKLESNARE: - case HT_FLASHER: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case HT_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case HW_GRAVITATION: - case SA_DELUGE: - case SA_VOLCANO: - case SA_VIOLENTGALE: - case NJ_SUITON: - return 0; - } - } - - if (sg->interval == -1) { - switch (sg->unit_id) { - case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. - case UNT_FIREPILLAR_ACTIVE: - case UNT_ELECTRICSHOCKER: - case UNT_MANHOLE: - return 0; - default: - ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id); - return 0; - } - } - - if ((ts = skill->unitgrouptickset_search(bl,sg,tick))) { - //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex] - diff = DIFF_TICK32(tick,ts->tick); - if (diff < 0) - return 0; - ts->tick = tick+sg->interval; - - if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) - ts->tick += sg->interval*(map->count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1); - } - - switch (sg->unit_id) { - case UNT_FIREWALL: - case UNT_KAEN: { - int count=0; - const int x = bl->x, y = bl->y; - - if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) ) - break; - - //Take into account these hit more times than the timer interval can handle. - do - skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0); - while(--src->val2 && x == bl->x && y == bl->y - && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl)); - - if (src->val2<=0) - skill->delunit(src); - } - break; - - case UNT_SANCTUARY: - if( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON ) - { //Only damage enemies with offensive Sanctuary. [Skotlex] - if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) ) - sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate] - } else { - int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); - struct mob_data *md = BL_CAST(BL_MOB, bl); -#ifdef RENEWAL - if( md && md->class_ == MOBID_EMPERIUM ) - break; -#endif - if( md && mob_is_battleground(md) ) - break; - if( tstatus->hp >= tstatus->max_hp ) - break; - if( status->isimmune(bl) ) - heal = 0; - clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - if( tsc && tsc->data[SC_AKAITSUKI] && heal ) - heal = ~heal + 1; - status->heal(bl, heal, 0, 0); - if( diff >= 500 ) - sg->val1--; - } - if( sg->val1 <= 0 ) - skill->del_unitgroup(sg,ALC_MARK); - break; - - case UNT_EVILLAND: - //Will heal demon and undead element monsters, but not players. - if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) { - //Damage enemies - if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0) - skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - } else { - int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); - if (tstatus->hp >= tstatus->max_hp) - break; - if (status->isimmune(bl)) - heal = 0; - clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - status->heal(bl, heal, 0, 0); - } - break; - - case UNT_MAGNUS: - if (!battle->check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON) - break; - skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_DUMMYSKILL: - switch (sg->skill_id) { - case SG_SUN_WARM: //SG skills [Komurka] - case SG_MOON_WARM: - case SG_STAR_WARM: - { - int count = 0; - const int x = bl->x, y = bl->y; - - map->freeblock_lock(); - //If target isn't knocked back it should hit every "interval" ms [Playtester] - do { - if( bl->type == BL_PC ) - status_zap(bl, 0, 15); // sp damage to players - else if( status->charge(ss, 0, 2) ) { // mobs - // costs 2 SP per hit - if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) ) - status->charge(ss, 0, 8); //costs additional 8 SP if miss - } else { // mobs - //should end when out of sp. - sg->limit = DIFF_TICK32(tick,sg->tick); - break; - } - } while( x == bl->x && y == bl->y && sg->alive_count - && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) ); - map->freeblock_unlock(); - } - break; - /** - * The storm gust counter was dropped in renewal - **/ - #ifndef RENEWAL - case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you. - if (tsc) - tsc->sg_counter++; //SG hit counter. - if (skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc) - tsc->sg_counter=0; //Attack absorbed. - break; - #endif - case GS_DESPERADO: - if (rnd()%100 < src->val1) - skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - default: - skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - } - break; - - case UNT_FIREPILLAR_WAITING: - skill->unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); - skill->delunit(src); - break; - - case UNT_SKIDTRAP: - { - skill->blown(&src->bl,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0); - sg->unit_id = UNT_USED_TRAPS; - clif->changetraplook(&src->bl, UNT_USED_TRAPS); - sg->limit=DIFF_TICK32(tick,sg->tick)+1500; - } - break; - - case UNT_ANKLESNARE: - case UNT_MANHOLE: - if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) { - int sec = skill->get_time2(sg->skill_id,sg->skill_lv); - if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCFLAG_FIXEDRATE) ) { - const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; - if( td ) - sec = DIFF_TICK32(td->tick, tick); - if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg2(src->bl.m) ) { - unit->movepos(bl, src->bl.x, src->bl.y, 0, 0); - clif->fixpos(bl); - } - sg->val2 = bl->id; - } else - sec = 3000; //Couldn't trap it? - if( sg->unit_id == UNT_ANKLESNARE ) { - clif->skillunit_update(&src->bl); - /** - * If you're snared from a trap that was invisible this makes the trap be - * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE") - * bugreport:3961 - **/ - clif->changetraplook(&src->bl, UNT_ANKLESNARE); - } - sg->limit = DIFF_TICK32(tick,sg->tick)+sec; - sg->interval = -1; - src->range = 0; - } - break; - - case UNT_ELECTRICSHOCKER: - if( bl->id != ss->id ) { - if( status_get_mode(bl)&MD_BOSS ) - break; - if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDRATE) ) { - map->moveblock(bl, src->bl.x, src->bl.y, tick); - clif->fixpos(bl); - - } - - map->foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick); - sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. - } - break; - - case UNT_VENOMDUST: - if(tsc && !tsc->data[type]) - status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_NONE); - break; - - - case UNT_MAGENTATRAP: - case UNT_COBALTTRAP: - case UNT_MAIZETRAP: - case UNT_VERDURETRAP: - if( bl->type == BL_PC )// it won't work on players - break; - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - case UNT_CLUSTERBOMB: - if( bl->id == ss->id )// it won't trigger on caster - break; - case UNT_LANDMINE: - case UNT_BLASTMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_FIREPILLAR_ACTIVE: - case UNT_CLAYMORETRAP: - if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP ) - map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick); - else - map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); - if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) - clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); - sg->limit=DIFF_TICK32(tick,sg->tick)+1500 + - (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated. - sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. - break; - - case UNT_TALKIEBOX: - if (sg->src_id == bl->id) - break; - if (sg->val2 == 0){ - clif->talkiebox(&src->bl, sg->valstr); - sg->unit_id = UNT_USED_TRAPS; - clif->changetraplook(&src->bl, UNT_USED_TRAPS); - sg->limit = DIFF_TICK32(tick, sg->tick) + 5000; - sg->val2 = -1; - } - break; - - case UNT_LULLABY: - if (ss->id == bl->id) - break; - skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); - break; - - case UNT_UGLYDANCE: - if (ss->id != bl->id) - skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); - break; - - case UNT_DISSONANCE: - skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - break; - - case UNT_APPLEIDUN: //Apple of Idun [Skotlex] - { - int heal; -#ifdef RENEWAL - struct mob_data *md = BL_CAST(BL_MOB, bl); - if (md && md->class_ == MOBID_EMPERIUM) - break; -#endif - if ((sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) - || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1)) - break; - - heal = skill->calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true); - if( tsc->data[SC_AKAITSUKI] && heal ) - heal = ~heal + 1; - clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - status->heal(bl, heal, 0, 0); - - if (!battle_config.song_timer_reset) - sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit); - } - break; - case UNT_POEMBRAGI: - case UNT_WHISTLE: - case UNT_ASSASSINCROSS: - case UNT_HUMMING: - case UNT_DONTFORGETME: - case UNT_FORTUNEKISS: - case UNT_SERVICEFORYOU: - if (battle_config.song_timer_reset - || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1) - || (sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) - ) - break; - - sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit); - break; - case UNT_TATAMIGAESHI: - case UNT_DEMONSTRATION: - skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_GOSPEL: - if (rnd()%100 > sg->skill_lv*10 || ss == bl) - break; - if (battle->check_target(ss,bl,BCT_PARTY)>0) - { // Support Effect only on party, not guild - int heal; - int i = rnd()%13; // Positive buff count - int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration - switch (i) { - case 0: // Heal 1~9999 HP - heal = rnd() %9999+1; - clif->skill_nodamage(ss,bl,AL_HEAL,heal,1); - status->heal(bl,heal,0,0); - break; - case 1: // End all negative status - status->change_clear_buffs(bl,2); - if (tsd) clif->gospel_info(tsd, 0x15); - break; - case 2: // Immunity to all status - sc_start(ss,bl,SC_SCRESIST,100,100,time); - if (tsd) clif->gospel_info(tsd, 0x16); - break; - case 3: // MaxHP +100% - sc_start(ss,bl,SC_INCMHPRATE,100,100,time); - if (tsd) clif->gospel_info(tsd, 0x17); - break; - case 4: // MaxSP +100% - sc_start(ss,bl,SC_INCMSPRATE,100,100,time); - if (tsd) clif->gospel_info(tsd, 0x18); - break; - case 5: // All stats +20 - sc_start(ss,bl,SC_INCALLSTATUS,100,20,time); - if (tsd) clif->gospel_info(tsd, 0x19); - break; - case 6: // Level 10 Blessing - sc_start(ss,bl,SC_BLESSING,100,10,time); - break; - case 7: // Level 10 Increase AGI - sc_start(ss,bl,SC_INC_AGI,100,10,time); - break; - case 8: // Enchant weapon with Holy element - sc_start(ss,bl,SC_ASPERSIO,100,1,time); - if (tsd) clif->gospel_info(tsd, 0x1c); - break; - case 9: // Enchant armor with Holy element - sc_start(ss,bl,SC_BENEDICTIO,100,1,time); - if (tsd) clif->gospel_info(tsd, 0x1d); - break; - case 10: // DEF +25% - sc_start(ss,bl,SC_INCDEFRATE,100,25,time); - if (tsd) clif->gospel_info(tsd, 0x1e); - break; - case 11: // ATK +100% - sc_start(ss,bl,SC_INCATKRATE,100,100,time); - if (tsd) clif->gospel_info(tsd, 0x1f); - break; - case 12: // HIT/Flee +50 - sc_start(ss,bl,SC_INCHIT,100,50,time); - sc_start(ss,bl,SC_INCFLEE,100,50,time); - if (tsd) clif->gospel_info(tsd, 0x20); - break; - } - } - else if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) - { // Offensive Effect - int i = rnd()%9; // Negative buff count - int time = skill->get_time2(sg->skill_id, sg->skill_lv); - switch (i) - { - case 0: // Deal 1~9999 damage - skill->attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - case 1: // Curse - sc_start(ss,bl,SC_CURSE,100,1,time); - break; - case 2: // Blind - sc_start(ss,bl,SC_BLIND,100,1,time); - break; - case 3: // Poison - sc_start(ss,bl,SC_POISON,100,1,time); - break; - case 4: // Level 10 Provoke - sc_start(ss,bl,SC_PROVOKE,100,10,time); - break; - case 5: // DEF -100% - sc_start(ss,bl,SC_INCDEFRATE,100,-100,time); - break; - case 6: // ATK -100% - sc_start(ss,bl,SC_INCATKRATE,100,-100,time); - break; - case 7: // Flee -100% - sc_start(ss,bl,SC_INCFLEERATE,100,-100,time); - break; - case 8: // Speed/ASPD -25% - sc_start4(ss,bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); - break; - } - } - break; - - case UNT_BASILICA: - { - int i = battle->check_target(&src->bl, bl, BCT_ENEMY); - if( i > 0 && !(status_get_mode(bl)&MD_BOSS) ) - { // knock-back any enemy except Boss - skill->blown(&src->bl, bl, 2, unit->getdir(bl), 0); - clif->fixpos(bl); - } - - if( sg->src_id != bl->id && i <= 0 ) - sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); - } - break; - - case UNT_GRAVITATION: - case UNT_EARTHSTRAIN: - case UNT_FIREWALK: - case UNT_ELECTRICWALK: - case UNT_PSYCHIC_WAVE: - 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; - - case UNT_GROUNDDRIFT_WIND: - case UNT_GROUNDDRIFT_DARK: - case UNT_GROUNDDRIFT_POISON: - case UNT_GROUNDDRIFT_WATER: - case UNT_GROUNDDRIFT_FIRE: - map->foreachinrange(skill->trap_splash,&src->bl, - skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, - &src->bl,tick); - sg->unit_id = UNT_USED_TRAPS; - //clif->changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); - sg->limit=DIFF_TICK32(tick,sg->tick)+1500; - break; - /** - * 3rd stuff - **/ - case UNT_POISONSMOKE: - if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 ) { - short rate = 100; - if ( sg->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] - rate = 100 - tstatus->int_ * 4 / 5 ; - sc_start(ss,bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); - } - break; - - case UNT_EPICLESIS: - if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { - if( ++sg->val2 % 3 == 0 ) { - int hp, sp; - switch( sg->skill_lv ) { - case 1: case 2: hp = 3; sp = 2; break; - case 3: case 4: hp = 4; sp = 3; break; - case 5: default: hp = 5; sp = 4; break; - } - hp = tstatus->max_hp * hp / 100; - sp = tstatus->max_sp * sp / 100; - status->heal(bl, hp, sp, 2); - sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); - } - // Reveal hidden players every 5 seconds. - if( sg->val2 % 5 == 0 ) { - // TODO: check if other hidden status can be removed. - status_change_end(bl,SC_HIDING,INVALID_TIMER); - status_change_end(bl,SC_CLOAKING,INVALID_TIMER); - status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER); - } - } - /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie] - else if( battle->check_target(ss, bl, BCT_ENEMY) > 0 && battle->check_undead(tstatus->race, tstatus->def_ele) ) - skill->castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/ - break; - - case UNT_STEALTHFIELD: - if( bl->id == sg->src_id ) - break; // Don't work on Self (video shows that) - case UNT_NEUTRALBARRIER: - sc_start(ss,bl,type,100,sg->skill_lv,sg->interval + 100); - break; - - case UNT_DIMENSIONDOOR: - if( tsd && !map->list[bl->m].flag.noteleport ) - pc->randomwarp(tsd,3); - else if( bl->type == BL_MOB && battle_config.mob_warp&8 ) - unit->warp(bl,-1,-1,-1,3); - break; - - case UNT_REVERBERATION: - clif->changetraplook(&src->bl,UNT_USED_TRAPS); - map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); - sg->limit = DIFF_TICK32(tick,sg->tick)+1500; - sg->unit_id = UNT_USED_TRAPS; - break; - - case UNT_SEVERE_RAINSTORM: - if( battle->check_target(&src->bl, bl, BCT_ENEMY)) - skill->attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0); - break; - case UNT_NETHERWORLD: - if( !(status_get_mode(bl)&MD_BOSS)) { - if( !(tsc && tsc->data[type]) ){ - sc_start(ss, bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); - } - } - break; - case UNT_THORNS_TRAP: - if( tsc ) { - if( !sg->val2 ) { - int sec = skill->get_time2(sg->skill_id, sg->skill_lv); - if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) { - const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; - if( td ) - sec = DIFF_TICK32(td->tick, tick); - ///map->moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett] - clif->fixpos(bl); - sg->val2 = bl->id; - } else - sec = 3000; // Couldn't trap it? - sg->limit = DIFF_TICK32(tick, sg->tick) + sec; - } 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; - - case UNT_DEMONIC_FIRE: { - TBL_PC* sd = BL_CAST(BL_PC, ss); - switch( sg->val2 ) { - case 1: - case 2: - default: - sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, - skill->get_time2(sg->skill_id, sg->skill_lv)); - skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, - sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); - break; - case 3: - skill->attack(skill->get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl, - CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0); - break; - - } - } - break; - - case UNT_FIRE_EXPANSION_SMOKE_POWDER: - sc_start(ss, bl, SC_FIRE_EXPANSION_SMOKE_POWDER, 100, sg->skill_lv, 1000); - break; - - case UNT_FIRE_EXPANSION_TEAR_GAS: - sc_start(ss, bl, SC_FIRE_EXPANSION_TEAR_GAS, 100, sg->skill_lv, 1000); - break; - - case UNT_HELLS_PLANT: - if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ) - skill->attack(skill->get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0); - if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them - sg->limit = DIFF_TICK32(tick, sg->tick) + 100; - break; - - case UNT_CLOUD_KILL: - if(tsc && !tsc->data[type]) - status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_FIXEDRATE); - skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_WARMER: - { - // It has effect on everything, including monsters, undead property and demon - int hp = 0; - if( ssc && ssc->data[SC_HEATER_OPTION] ) - hp = tstatus->max_hp * 3 * sg->skill_lv / 100; - else - hp = tstatus->max_hp * sg->skill_lv / 100; - status->heal(bl, hp, 0, 0); - if( tstatus->hp != tstatus->max_hp ) - clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); - if( tsc && tsc->data[SC_AKAITSUKI] && hp ) - hp = ~hp + 1; - status->heal(bl, hp, 0, 0); - sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100); - } - break; - case UNT_FIRE_INSIGNIA: - case UNT_WATER_INSIGNIA: - case UNT_WIND_INSIGNIA: - case UNT_EARTH_INSIGNIA: - case UNT_ZEPHYR: - sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval); - if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) { - int hp = tstatus->max_hp / 100; //+1% each 5s - if ((sg->val3) % 5) { //each 5s - if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) { - status->heal(bl, hp, 0, 2); - } else if( (sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH) - || (sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE) - || (sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER) - || (sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND) - ) { - status->heal(bl, -hp, 0, 0); - } - } - sg->val3++; //timer - if (sg->val3 > 5) sg->val3 = 0; - } - break; - - case UNT_VACUUM_EXTREME: - if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_VACUUM_EXTREME])) { - return 0; - } else { - sg->limit -= 100 * tstatus->str/20; - sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit); - - if ( !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !is_boss(bl) ) { - if (unit->movepos(bl, sg->val1, sg->val2, 0, 0)) { - clif->slide(bl, sg->val1, sg->val2); - clif->fixpos(bl); - } - } - } - break; - - case UNT_FIRE_MANTLE: - if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 ) - skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - - case UNT_ZENKAI_WATER: - case UNT_ZENKAI_LAND: - case UNT_ZENKAI_FIRE: - case UNT_ZENKAI_WIND: - if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){ - switch( sg->unit_id ){ - case UNT_ZENKAI_WATER: - sc_start(ss, bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(ss, bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_ZENKAI_LAND: - sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_ZENKAI_FIRE: - sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_ZENKAI_WIND: - sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(ss, bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - } - }else - sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); - 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_TICK32(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(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, - skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); - break; - } - - if (bl->type == BL_MOB && ss != bl) - mob->skill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16)); - - return skill_id; -} -/*========================================== - * Triggered when a char steps out of a skill cell - *------------------------------------------*/ -int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) { - struct skill_unit_group *sg; - struct status_change *sc; - struct status_change_entry *sce; - enum sc_type type; - - nullpo_ret(src); - nullpo_ret(bl); - nullpo_ret(sg=src->group); - sc = status->get_sc(bl); - type = status->skill2sc(sg->skill_id); - sce = (sc && type != -1)?sc->data[type]:NULL; - - if( bl->prev == NULL - || (status->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB && sg->unit_id != UNT_THORNS_TRAP) - ) //Need to delete the trap if the source died. - return 0; - - switch(sg->unit_id){ - case UNT_SAFETYWALL: - case UNT_PNEUMA: - case UNT_NEUTRALBARRIER: - case UNT_STEALTHFIELD: - if (sce) - status_change_end(bl, type, INVALID_TIMER); - break; - - case UNT_BASILICA: - if( sce && sce->val4 == src->bl.id ) - status_change_end(bl, type, INVALID_TIMER); - break; - case UNT_HERMODE: - //Clear Hermode if the owner moved. - if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id) - status_change_end(bl, type, INVALID_TIMER); - break; - - case UNT_THORNS_TRAP: - case UNT_SPIDERWEB: - { - struct block_list *target = map->id2bl(sg->val2); - if (target && target==bl) { - if (sce && sce->val3 == sg->group_id) - status_change_end(bl, type, INVALID_TIMER); - sg->limit = DIFF_TICK32(tick,sg->tick)+1000; - } - } - break; - case UNT_WHISTLE: - case UNT_ASSASSINCROSS: - case UNT_POEMBRAGI: - case UNT_APPLEIDUN: - case UNT_HUMMING: - case UNT_DONTFORGETME: - case UNT_FORTUNEKISS: - case UNT_SERVICEFORYOU: - if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) - return -1; - } - return sg->skill_id; -} - -/*========================================== - * Triggered when a char steps out of a skill group (entirely) [Skotlex] - *------------------------------------------*/ -int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) { - struct status_change *sc; - struct status_change_entry *sce; - enum sc_type type; - - sc = status->get_sc(bl); - if (sc && !sc->count) - sc = NULL; - - type = status->skill2sc(skill_id); - sce = (sc && type != -1)?sc->data[type]:NULL; - - switch (skill_id) { - case WZ_QUAGMIRE: - if (bl->type==BL_MOB) - break; - if (sce) - status_change_end(bl, type, INVALID_TIMER); - break; - - case BD_LULLABY: - case BD_RICHMANKIM: - case BD_ETERNALCHAOS: - case BD_DRUMBATTLEFIELD: - case BD_RINGNIBELUNGEN: - case BD_ROKISWEIL: - case BD_INTOABYSS: - case BD_SIEGFRIED: - if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) { - //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] - //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. - //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, - //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble - //which overlaps, by stepping outside of the other partner's ensemble will cause you to cancel - //your own. Let's pray that scenario is pretty unlikely and none will complain too much about it. - status_change_end(bl, SC_DANCING, INVALID_TIMER); - } - case MH_STEINWAND: - case MG_SAFETYWALL: - case AL_PNEUMA: - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - case CG_HERMODE: - case HW_GRAVITATION: - case NJ_SUITON: - case SC_MAELSTROM: - case EL_WATER_BARRIER: - case EL_ZEPHYR: - case EL_POWER_OF_GAIA: - case SO_ELEMENTAL_SHIELD: - case SC_BLOODYLUST: - if (sce) - status_change_end(bl, type, INVALID_TIMER); - break; - case SO_FIRE_INSIGNIA: - case SO_WATER_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - if (sce && bl->type != BL_ELEM) - status_change_end(bl, type, INVALID_TIMER); - break; - case BA_POEMBRAGI: - case BA_WHISTLE: - case BA_ASSASSINCROSS: - case BA_APPLEIDUN: - case DC_HUMMING: - case DC_DONTFORGETME: - case DC_FORTUNEKISS: - case DC_SERVICEFORYOU: - if ((battle_config.song_timer_reset && sce) // athena style - || (!battle_config.song_timer_reset && sce && sce->val4 != 1) - ) { - timer->delete(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 = timer->add(tick+skill->get_time2(skill_id,1), status->change_timer, bl->id, type); - } - break; - case PF_FOGWALL: - if (sce) { - status_change_end(bl, type, INVALID_TIMER); - if ((sce=sc->data[SC_BLIND])) { - if (bl->type == BL_PC) //Players get blind ended immediately, others have it still for 30 secs. [Skotlex] - status_change_end(bl, SC_BLIND, INVALID_TIMER); - else { - timer->delete(sce->timer, status->change_timer); - sce->timer = timer->add(30000+tick, status->change_timer, bl->id, SC_BLIND); - } - } - } - break; - case GD_LEADERSHIP: - case GD_GLORYWOUNDS: - case GD_SOULCOLD: - case GD_HAWKEYES: - if( !(sce && sce->val4) ) - status_change_end(bl, type, INVALID_TIMER); - break; - } - - return skill_id; -} - -/*========================================== - * Invoked when a unit cell has been placed/removed/deleted. - * flag values: - * flag&1: Invoke onplace function (otherwise invoke onout) - * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) - *------------------------------------------*/ -int skill_unit_effect(struct block_list* bl, va_list ap) { - struct skill_unit* su = va_arg(ap,struct skill_unit*); - struct skill_unit_group* group = su->group; - int64 tick = va_arg(ap,int64); - unsigned int flag = va_arg(ap,unsigned int); - uint16 skill_id; - bool dissonance; - - if( (!su->alive && !(flag&4)) || bl->prev == NULL ) - return 0; - - nullpo_ret(group); - - dissonance = skill->dance_switch(su, 0); - - //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] - skill_id = group->skill_id; - //Target-type check. - if( !(group->bl_flag&bl->type && battle->check_target(&su->bl,bl,group->target_flag)>0) ) { - if( (flag&4) && ( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) ) - skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. - } else { - if( flag&1 ) - skill->unit_onplace(su,bl,tick); - else if (skill->unit_onout(su,bl,tick) == -1) - return 0; // Don't let a Bard/Dancer update their own song timer - - if( flag&4 ) - skill->unit_onleft(skill_id, bl, tick); - } - - if( dissonance ) skill->dance_switch(su, 1); - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int64 damage, int64 tick) { - struct skill_unit_group *sg; - - nullpo_ret(src); - nullpo_ret(sg=src->group); - - switch( sg->unit_id ) { - case UNT_BLASTMINE: - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_CLAYMORETRAP: - case UNT_FREEZINGTRAP: - case UNT_TALKIEBOX: - case UNT_ANKLESNARE: - case UNT_ICEWALL: - case UNT_WALLOFTHORN: - src->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX); - break; - case UNT_REVERBERATION: - src->val1--; - break; - default: - damage = 0; - break; - } - return (int)cap_value(damage,INT_MIN,INT_MAX); -} - -/*========================================== - * - *------------------------------------------*/ -int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { - int *c, skill_id; - struct block_list *src; - struct map_session_data *sd; - struct map_session_data *tsd; - int *p_sd; //Contains the list of characters found. - - nullpo_ret(bl); - nullpo_ret(tsd=(struct map_session_data*)bl); - nullpo_ret(src=va_arg(ap,struct block_list *)); - nullpo_ret(sd=(struct map_session_data*)src); - - c=va_arg(ap,int *); - p_sd = va_arg(ap, int *); - skill_id = va_arg(ap,int); - - if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill->get_inf2(skill_id)&INF2_CHORUS_SKILL) ) - return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex] - - if (bl == src) - return 0; - - if(pc_isdead(tsd)) - return 0; - - if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING )) - return 0; - - if( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ) { - if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER ) - p_sd[(*c)++] = tsd->bl.id; - return 1; - } else { - - switch(skill_id) { - case PR_BENEDICTIO: { - uint8 dir = map->calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); - dir = (unit->getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. - if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. - && sd->status.sp >= 10) - p_sd[(*c)++]=tsd->bl.id; - return 1; - } - case AB_ADORAMUS: - // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster - if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST ) - p_sd[(*c)++] = tsd->bl.id; - return 1; - case WL_COMET: - // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster - if( ( tsd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK ) - p_sd[(*c)++] = tsd->bl.id; - return 1; - case LG_RAYOFGENESIS: - if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD && - tsd->sc.data[SC_BANDING] ) - p_sd[(*c)++] = tsd->bl.id; - return 1; - default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] - { - uint16 skill_lv; - if(pc_issit(tsd) || !unit->can_move(&tsd->bl)) - return 0; - if (sd->status.sex != tsd->status.sex && - (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && - (skill_lv = pc->checkskill(tsd, skill_id)) > 0 && - (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && - sd->status.party_id && tsd->status.party_id && - sd->status.party_id == tsd->status.party_id && - !tsd->sc.data[SC_DANCING]) - { - p_sd[(*c)++]=tsd->bl.id; - return skill_lv; - } else { - return 0; - } - } - break; - } - - } - return 0; -} - -/*========================================== - * Checks and stores partners for ensemble skills [Skotlex] - *------------------------------------------*/ -int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16* skill_lv, int range, int cast_flag) { - static int c=0; - static int p_sd[2] = { 0, 0 }; - int i; - bool is_chorus = ( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ); - - if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) - return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners. - - if (cast_flag) { - //Execute the skill on the partners. - struct map_session_data* tsd; - switch (skill_id) { - case PR_BENEDICTIO: - for (i = 0; i < c; i++) { - if ((tsd = map->id2sd(p_sd[i])) != NULL) - status->charge(&tsd->bl, 0, 10); - } - return c; - case AB_ADORAMUS: - if( c > 0 && (tsd = map->id2sd(p_sd[0])) != NULL ) { - i = 2 * (*skill_lv); - status->charge(&tsd->bl, 0, i); - } - break; - default: //Warning: Assuming Ensemble skills here (for speed) - if( is_chorus ) - break;//Chorus skills are not to be parsed as ensambles - if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map->id2sd(p_sd[0])) != NULL) { - sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; - sc_start4(&tsd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000); - clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); - tsd->skill_id_dance = skill_id; - tsd->skill_lv_dance = *skill_lv; - } - return c; - } - } - - //Else: new search for partners. - c = 0; - memset (p_sd, 0, sizeof(p_sd)); - if( is_chorus ) - i = party->foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv); - else - i = map->foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id); - - if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills. - *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners. - return c; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) { - int *c,src_id,mob_class,skill_id; - struct mob_data *md; - - md=(struct mob_data*)bl; - src_id=va_arg(ap,int); - mob_class=va_arg(ap,int); - skill_id=va_arg(ap,int); - c=va_arg(ap,int *); - if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill_id == AM_SPHEREMINE?2:skill_id == KO_ZANZOU?4:skill_id == MH_SUMMON_LEGION?1:3) ) - return 0; //Non alchemist summoned mobs have nothing to do here. - if(md->class_==mob_class) - (*c)++; - - return 1; -} - -/*========================================== - * Determines if a given skill should be made to consume ammo - * when used by the player. [Skotlex] - *------------------------------------------*/ -int skill_isammotype (struct map_session_data *sd, int skill_id) -{ - return ( - battle_config.arrow_decrement==2 && - (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && - skill_id != HT_PHANTASMIC && - skill->get_type(skill_id) == BF_WEAPON && - !(skill->get_nk(skill_id)&NK_NO_DAMAGE) && - !skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead. - ); -} - -/** - * Checks whether a skill can be used in combos or not - **/ -bool skill_is_combo( int skill_id ) -{ - switch( skill_id ) - { - case MO_CHAINCOMBO: - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - case MO_EXTREMITYFIST: - case TK_TURNKICK: - case TK_STORMKICK: - case TK_DOWNKICK: - case TK_COUNTER: - case TK_JUMPKICK: - case HT_POWER: - case GC_COUNTERSLASH: - case GC_WEAPONCRUSH: - case SR_FALLENEMPIRE: - case SR_DRAGONCOMBO: - case SR_TIGERCANNON: - case SR_GATEOFHELL: - return true; - } - return false; -} - -int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { - struct status_data *st; - struct status_change *sc; - struct skill_condition require; - - nullpo_ret(sd); - - if (sd->chatID) return 0; - - if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id) { - //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] - sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check. - sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. - return 1; - } - - switch( sd->menuskill_id ) { - case AM_PHARMACY: - switch( skill_id ) { - case AM_PHARMACY: - case AC_MAKINGARROW: - case BS_REPAIRWEAPON: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - return 0; - } - break; - case GN_MIX_COOKING: - case GN_MAKEBOMB: - case GN_S_PHARMACY: - case GN_CHANGEMATERIAL: - if( sd->menuskill_id != skill_id ) - return 0; - break; - } - st = &sd->battle_status; - sc = &sd->sc; - if( !sc->count ) - sc = NULL; - - if( sd->skillitem == skill_id ) { - if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish] - sd->state.abra_flag = 0; - else { - int i; - // When a target was selected, consume items that were skipped in pc_use_item [Skotlex] - if( (i = sd->itemindex) == -1 || - sd->status.inventory[i].nameid != sd->itemid || - sd->inventory_data[i] == NULL || - !sd->inventory_data[i]->flag.delay_consume || - sd->status.inventory[i].amount < 1 - ) { - //Something went wrong, item exploit? - sd->itemid = sd->itemindex = -1; - return 0; - } - //Consume - sd->itemid = sd->itemindex = -1; - if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007] - ; //Do not consume item. - else if( sd->status.inventory[i].expire_time == 0 ) - pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration - } - return 1; - } - - if( pc_is90overweight(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); - return 0; - } - - if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) ) - return 0; - - switch( skill_id ) { // Turn off check. - case BS_MAXIMIZE: - case NV_TRICKDEAD: - case TF_HIDING: - case AS_CLOAKING: - case CR_AUTOGUARD: - case ML_AUTOGUARD: - case CR_DEFENDER: - case ML_DEFENDER: - case ST_CHASEWALK: - case PA_GOSPEL: - case CR_SHRINK: - case TK_RUN: - case GS_GATLINGFEVER: - case TK_READYCOUNTER: - case TK_READYDOWN: - case TK_READYSTORM: - case TK_READYTURN: - case SG_FUSION: - case RA_WUGDASH: - case KO_YAMIKUMO: - if( sc && sc->data[status->skill2sc(skill_id)] ) - return 1; - } - - // Check the skills that can be used while mounted on a warg - if( pc_isridingwug(sd) ) { - switch( skill_id ) { - // Hunter skills - case HT_SKIDTRAP: - case HT_LANDMINE: - case HT_ANKLESNARE: - case HT_SHOCKWAVE: - case HT_SANDMAN: - case HT_FLASHER: - case HT_FREEZINGTRAP: - case HT_BLASTMINE: - case HT_CLAYMORETRAP: - case HT_TALKIEBOX: - // Ranger skills - case RA_DETONATOR: - case RA_ELECTRICSHOCKER: - case RA_CLUSTERBOMB: - case RA_MAGENTATRAP: - case RA_COBALTTRAP: - case RA_MAIZETRAP: - case RA_VERDURETRAP: - case RA_FIRINGTRAP: - case RA_ICEBOUNDTRAP: - case RA_WUGDASH: - case RA_WUGRIDER: - case RA_WUGSTRIKE: - // Other - case BS_GREED: - case ALL_FULL_THROTTLE: - break; - default: // in official there is no message. - return 0; - } - - } - - // Check the skills that can be used whiled using mado - if( pc_ismadogear(sd) ) { - switch ( skill_id ) { - case BS_GREED: - case NC_BOOSTKNUCKLE: - case NC_PILEBUNKER: - case NC_VULCANARM: - case NC_FLAMELAUNCHER: - case NC_COLDSLOWER: - case NC_ARMSCANNON: - case NC_ACCELERATION: - case NC_HOVERING: - case NC_F_SIDESLIDE: - case NC_B_SIDESLIDE: - case NC_SELFDESTRUCTION: - case NC_SHAPESHIFT: - case NC_EMERGENCYCOOL: - case NC_INFRAREDSCAN: - case NC_ANALYZE: - case NC_MAGNETICFIELD: - case NC_NEUTRALBARRIER: - case NC_STEALTHFIELD: - case NC_REPAIR: - case NC_AXEBOOMERANG: - case NC_POWERSWING: - case NC_AXETORNADO: - case NC_SILVERSNIPER: - case NC_MAGICDECOY: - case NC_DISJOINT: - case NC_MAGMA_ERUPTION: - case ALL_FULL_THROTTLE: - case NC_MAGMA_ERUPTION_DOTDAMAGE: - break; - default: - return 0; - } - } - - if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) - return 0; - - require = skill->get_requirement(sd,skill_id,skill_lv); - - //Can only update state when weapon/arrow info is checked. - sd->state.arrow_atk = require.ammo?1:0; - - // perform skill-specific checks (and actions) - switch( skill_id ) { - case SO_SPELLFIST: - if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case SA_CASTCANCEL: - if(sd->ud.skilltimer == INVALID_TIMER) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case AL_WARP: - if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] - char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_WARP)); - clif->message(sd->fd, output); //"Duel: Can't use %s in duel." - return 0; - } - break; - case MO_CALLSPIRITS: - if(sc && sc->data[SC_RAISINGDRAGON]) - skill_lv += sc->data[SC_RAISINGDRAGON]->val1; - if(sd->spiritball >= skill_lv) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case MO_FINGEROFFENSIVE: - case GS_FLING: - case SR_RAMPAGEBLASTER: - case SR_RIDEINLIGHTNING: - if( sd->spiritball > 0 && sd->spiritball < require.spiritball ) - sd->spiritball_old = require.spiritball = sd->spiritball; - else - sd->spiritball_old = require.spiritball; - break; - case MO_CHAINCOMBO: - if(!sc) - return 0; - if(sc->data[SC_BLADESTOP]) - break; - if( sc && sc->data[SC_COMBOATTACK] ) { - if( sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK ) - break; - clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK); - } - return 0; - case MO_COMBOFINISH: - if(!sc) - return 0; - if( sc && sc->data[SC_COMBOATTACK] ) { - if ( sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO ) - break; - clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_CHAINCOMBO); - } - return 0; - case CH_TIGERFIST: - if(!sc) - return 0; - if( sc && sc->data[SC_COMBOATTACK] ) { - if ( sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH ) - break; - clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_COMBOFINISH); - } - return 0; - case CH_CHAINCRUSH: - if(!sc) - return 0; - if( sc && sc->data[SC_COMBOATTACK] ) { - if( sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST ) - break; - clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, CH_TIGERFIST); - } - return 0; - case MO_EXTREMITYFIST: -#if 0 //To disable Asura during the 5 min skill block uncomment this block... - if(sc && sc->data[SC_EXTREMITYFIST]) - return 0; -#endif // 0 - if (sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER])) - break; - if (sc && sc->data[SC_COMBOATTACK]) { - switch(sc->data[SC_COMBOATTACK]->val1) { - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - break; - default: - return 0; - } - } else if (!unit->can_move(&sd->bl)) { - //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case TK_MISSION: - if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { - // Cannot be used by Non-Taekwon classes - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case TK_READYCOUNTER: - case TK_READYDOWN: - case TK_READYSTORM: - case TK_READYTURN: - case TK_JUMPKICK: - if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { - // Soul Linkers cannot use this skill - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case TK_TURNKICK: - case TK_STORMKICK: - case TK_DOWNKICK: - case TK_COUNTER: - if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) - return 0; //Anti-Soul Linker check in case you job-changed with Stances active. - if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK) - return 0; //Combo needs to be ready - - if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain - //Do not repeat a kick. - if (sc->data[SC_COMBOATTACK]->val3 != skill_id) - break; - status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER); - return 0; - } - 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; - } - break; //Combo ready. - case BD_ADAPTATION: - { - int time; - if(!(sc && sc->data[SC_DANCING])) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - time = 1000*(sc->data[SC_DANCING]->val3>>16); - if (skill->get_time( - (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID - (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV - - time < skill->get_time2(skill_id,skill_lv)) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - break; - - case PR_BENEDICTIO: - if (skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case SL_SMA: - if(!(sc && sc->data[SC_SMA_READY])) - return 0; - break; - - case HT_POWER: - if(!(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)) - return 0; - break; - - case CG_HERMODE: - if(!npc->check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill->get_splash(skill_id, skill_lv))) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex] - { - int i,x,y,range = skill->get_splash(skill_id, skill_lv)+1; - int size = range*2+1; - for (i=0;ibl.x+(i%size-range); - y = sd->bl.y+(i/size-range); - if (map->getcell(sd->bl.m,x,y,CELL_CHKWALL)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - } - break; - case PR_REDEMPTIO: - { - int exp; - if( ((exp = pc->nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) || - ((exp = pc->nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp. - return 0; - } - break; - } - case AM_TWILIGHT2: - case AM_TWILIGHT3: - if (!party->skill_check(sd, sd->status.party_id, skill_id, skill_lv)) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case SG_SUN_WARM: - case SG_MOON_WARM: - case SG_STAR_WARM: - if (sc && sc->data[SC_MIRACLE]) - break; - if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_WARM].m) - break; - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - break; - case SG_SUN_COMFORT: - case SG_MOON_COMFORT: - case SG_STAR_COMFORT: - if (sc && sc->data[SC_MIRACLE]) - break; - if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_COMFORT].m && - (battle_config.allow_skill_without_day || pc->sg_info[skill_id-SG_SUN_COMFORT].day_func())) - break; - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - case SG_FUSION: - 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] - if( require.sp > 0 ) { - if (st->sp < (unsigned int)require.sp) - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); - else - status_zap(&sd->bl, 0, require.sp); - } - return 0; - case GD_BATTLEORDER: - case GD_REGENERATION: - case GD_RESTORE: - if (!map_flag_gvg2(sd->bl.m)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case GD_EMERGENCYCALL: - // other checks were already done in skillnotok() - if (!sd->status.guild_id || !sd->state.gmaster_flag) - return 0; - break; - - case GS_GLITTERING: - if(sd->spiritball >= 10) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case NJ_ISSEN: -#ifdef RENEWAL - if (st->hp < (st->hp/100)) { -#else - if (st->hp < 2) { -#endif - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case NJ_BUNSINJYUTSU: - if (!(sc && sc->data[SC_NJ_NEN])) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - - case NJ_ZENYNAGE: - case KO_MUCHANAGE: - if(sd->status.zeny < require.zeny) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); - return 0; - } - break; - case PF_HPCONVERSION: - if (st->sp == st->max_sp) - return 0; //Unusable when at full SP. - break; - case AM_CALLHOMUN: //Can't summon if a hom is already out - if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case AM_REST: //Can't vapo homun if you don't have an active homun or it's hp is < 80% - if (!homun_alive(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) - { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - /** - * Arch Bishop - **/ - case AB_ANCILLA: - { - int count = 0, i; - for( i = 0; i < MAX_INVENTORY; i ++ ) - if( sd->status.inventory[i].nameid == ITEMID_ANCILLA ) - count += sd->status.inventory[i].amount; - if( count >= 3 ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0); - return 0; - } - } - break; - - case AB_ADORAMUS: - /** - * Warlock - **/ - case WL_COMET: - { - int idx; - - if( !require.itemid[0] ) // issue: 7935 - break; - if (skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 - && ((idx = pc->search_inventory(sd,require.itemid[0])) == INDEX_NOT_FOUND - || sd->status.inventory[idx].amount < require.amount[0]) - ) { - //clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]); - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - } - case WL_SUMMONFB: - case WL_SUMMONBL: - case WL_SUMMONWB: - case WL_SUMMONSTONE: - case WL_TETRAVORTEX: - case WL_RELEASE: - { - int j, i = 0; - for(j = SC_SUMMON1; j <= SC_SUMMON5; j++) - if( sc && sc->data[j] ) - 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(j = SC_SPELLBOOK7; j >= SC_SPELLBOOK1; j--) - if( sc && sc->data[j] ) - 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; - /** - * Guilotine Cross - **/ - case GC_HALLUCINATIONWALK: - if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case GC_COUNTERSLASH: - case GC_WEAPONCRUSH: - if( !(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING) ) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0); - return 0; - } - break; - /** - * Ranger - **/ - case RA_WUGMASTERY: - if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY] ) { - clif->skill_fail(sd,skill_id,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_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_CONDITION,0); - return 0; - } - break; - case RA_WUGDASH: - if(!pc_isridingwug(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); - return 0; - } - break; - /** - * Royal Guard - **/ - case LG_BANDING: - if( sc && sc->data[SC_INSPIRATION] ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case LG_PRESTIGE: - if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case LG_RAYOFGENESIS: - case LG_HESPERUSLIT: - if( sc && sc->data[SC_INSPIRATION] ) - return 1; // Don't check for partner. - if( !(sc && sc->data[SC_BANDING]) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); - return 0; - } - if( sc->data[SC_BANDING] && - sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3) ) - return 0; // Just fails, no msg here. - break; - case SR_FALLENEMPIRE: - if( sc && sc->data[SC_COMBOATTACK] ) { - if( sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO ) - break; - 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); - return 0; - } - break; - case SR_CURSEDCIRCLE: - if (map_flag_gvg2(sd->bl.m)) { - if (map->foreachinrange(mob->count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB, - MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) { - char output[128]; - sprintf(output, "You're too close to a stone or emperium to do this skill"); /* TODO official response? or message.conf it */ - clif->colormes(sd->fd, COLOR_RED, output); - return 0; - } - } - if( sd->spiritball > 0 ) - sd->spiritball_old = require.spiritball = sd->spiritball; - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case SR_GATEOFHELL: - if( sd->spiritball > 0 ) - sd->spiritball_old = require.spiritball; - break; - case SC_MANHOLE: - case SC_DIMENSIONDOOR: - if( sc && sc->data[SC_MAGNETICFIELD] ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case WM_GREAT_ECHO: { - int count; - count = skill->check_pc_partner(sd, skill_id, &skill_lv, skill->get_splash(skill_id,skill_lv), 0); - if( count < 1 ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); - return 0; - } else - require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. - } - break; - case NC_PILEBUNKER: - if ( sd->equip_index[EQI_HAND_R] < 0 || sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid != ITEMID_PILEBUNCKER ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case NC_HOVERING: - if (( sd->equip_index[EQI_ACC_L] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_L]].nameid == ITEMID_HOVERING_BOOSTER ) || - ( sd->equip_index[EQI_ACC_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_R]].nameid == ITEMID_HOVERING_BOOSTER )); - else { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case SO_FIREWALK: - case SO_ELECTRICWALK: // Can't be casted until you've walked all cells. - if( sc && sc->data[SC_PROPERTYWALK] && - sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case SO_EL_CONTROL: - if( !sd->status.ele_id || !sd->ed ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); - return 0; - } - break; - case RETURN_TO_ELDICASTES: - if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped. - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case CR_REFLECTSHIELD: - if( sc && sc->data[SC_KYOMU] && rnd()%100 < 5 * sc->data[SC_KYOMU]->val1 ){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case KO_KAHU_ENTEN: - case KO_HYOUHU_HUBUKI: - case KO_KAZEHU_SEIRAN: - case KO_DOHU_KOUKAI: - { - int ttype = skill->get_ele(skill_id, skill_lv); - if( sd->spiritcharm[ttype] >= MAX_SPIRITCHARM ){ - clif->skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0); - return 0; - } - } - break; - case KO_KAIHOU: - case KO_ZENKAI: - { - int i; - ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0); - if( i >= SPIRITS_TYPE_SPHERE ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); - return 0; - } - } - break; - } - - switch(require.state) { - case ST_HIDING: - if(!(sc && sc->option&OPTION_HIDE)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_CLOAKING: - if(!pc_iscloaking(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_HIDDEN: - if(!pc_ishiding(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_RIDING: - if (!pc_isridingpeco(sd) && !pc_isridingdragon(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_FALCON: - if(!pc_isfalcon(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_CARTBOOST: - if(!(sc && sc->data[SC_CARTBOOST])) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case ST_CART: - if(!pc_iscarton(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_CART,0); - return 0; - } - break; - case ST_SHIELD: - if(sd->status.shield <= 0) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_SIGHT: - if(!(sc && sc->data[SC_SIGHT])) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_EXPLOSIONSPIRITS: - if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_EXPLOSIONSPIRITS,0); - return 0; - } - break; - case ST_RECOV_WEIGHT_RATE: - if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_MOVE_ENABLE: - if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) - sd->ud.canmove_tick = timer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] - - if (!unit->can_move(&sd->bl)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_WATER: - if (sc && (sc->data[SC_DELUGE] || sc->data[SC_NJ_SUITON])) - break; - if (map->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) - break; - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - case ST_RIDINGDRAGON: - if( !pc_isridingdragon(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0); - return 0; - } - break; - case ST_WUG: - if( !pc_iswug(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_RIDINGWUG: - if( !pc_isridingwug(sd) ){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - case ST_MADO: - if( !pc_ismadogear(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); - return 0; - } - break; - case ST_ELEMENTALSPIRIT: - if(!sd->ed) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); - return 0; - } - break; - case ST_POISONINGWEAPON: - if (!(sc && sc->data[SC_POISONINGWEAPON])) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0); - return 0; - } - break; - case ST_ROLLINGCUTTER: - if (!(sc && sc->data[SC_ROLLINGCUTTER])) { - clif->skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0); - return 0; - } - break; - case ST_MH_FIGHTING: - if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_FIGHTING)){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case ST_MH_GRAPPLING: - if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_GRAPPLING)){ - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - case ST_PECO: - if (!pc_isridingpeco(sd)) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - break; - } - - if(require.mhp > 0 && get_percentage(st->hp, st->max_hp) > require.mhp) { - //mhp is the max-hp-requirement, that is, - //you must have this % or less of HP to cast it. - clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); - return 0; - } - - if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); - return 0; - } - - if( require.sp > 0 && st->sp < (unsigned int)require.sp) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); - return 0; - } - - if( require.zeny > 0 && sd->status.zeny < require.zeny ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); - return 0; - } - - if( require.spiritball > 0 && sd->spiritball < require.spiritball) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball); - return 0; - } - -#if 0 - // There's no need to check if the skill is part of a combo if it's - // already been checked before, see unit_skilluse_id2 [Panikon] - // Note that if this check is read part of issue:8047 will reappear! - if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) ) - return 0; -#endif // 0 - - return 1; -} - -int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { - struct skill_condition require; - struct status_data *st; - int i; - int index[MAX_SKILL_ITEM_REQUIRE]; - - nullpo_ret(sd); - - if( sd->chatID ) - return 0; - - if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) { - //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] - sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check. - sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. - return 1; - } - - switch( sd->menuskill_id ) { // Cast start or cast end?? - case AM_PHARMACY: - switch( skill_id ) { - case AM_PHARMACY: - case AC_MAKINGARROW: - case BS_REPAIRWEAPON: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - return 0; - } - break; - case GN_MIX_COOKING: - case GN_MAKEBOMB: - case GN_S_PHARMACY: - case GN_CHANGEMATERIAL: - if( sd->menuskill_id != skill_id ) - return 0; - break; - } - /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ -#if 0 - if( sd->state.abra_flag ) // Casting finished (Hocus-Pocus) - return 1; -#endif - if( sd->skillitem == skill_id ) - return 1; - if( pc_is90overweight(sd) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); - return 0; - } - - // perform skill-specific checks (and actions) - switch( skill_id ) { - case PR_BENEDICTIO: - skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1); - break; - case AM_CANNIBALIZE: - case AM_SPHEREMINE: { - int c=0; - int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; - //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; - int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv); - int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142; - if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { - i = map->foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); - if( c >= maxcount - || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2) - ) { - //Fails when: exceed max limit. There are other plant types already out. - clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - return 0; - } - } - break; - } - case NC_SILVERSNIPER: - case NC_MAGICDECOY: { - int c = 0, j; - int maxcount = skill->get_maxcount(skill_id,skill_lv); - int mob_class = 2042; - if( skill_id == NC_MAGICDECOY ) - mob_class = 2043; - - if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { - if( skill_id == NC_MAGICDECOY ) { - for( j = mob_class; j <= 2046; j++ ) - map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); - } else - map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); - if( c >= maxcount ) { - clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); - return 0; - } - } - } - break; - case KO_ZANZOU: { - int c = 0; - i = map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c); - if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) { - clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); - return 0; - } - } - break; - } - - st = &sd->battle_status; - - require = skill->get_requirement(sd,skill_id,skill_lv); - - if( require.hp > 0 && st->hp <= (unsigned int)require.hp) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); - return 0; - } - - if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { - clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); - return 0; - } - - if( require.ammo ) { //Skill requires stuff equipped in the arrow slot. - if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) { - 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]; - sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.", - skill->get_desc(skill_id), - require.ammo_qty, - itemdb_jname(sd->status.inventory[i].nameid)); - clif->colormes(sd->fd,COLOR_RED,e_msg); - return 0; - } - if (!(require.ammo&1<inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message - //which is the closest we have to wrong ammo type. [Skotlex] - clif->arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] - //clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); - return 0; - } - } - - for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) { - if( !require.itemid[i] ) - continue; - index[i] = pc->search_inventory(sd,require.itemid[i]); - if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < require.amount[i]) { - 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; - } - } - - return 1; -} - -// type&2: consume items (after skill was used) -// type&1: consume the others (before skill was used) -int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) { - struct skill_condition req; - - nullpo_ret(sd); - - req = skill->get_requirement(sd,skill_id,skill_lv); - - if( type&1 ) { - - 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); - - if(req.zeny > 0) - { - if( skill_id == NJ_ZENYNAGE ) - req.zeny = 0; //Zeny is reduced on skill->attack. - if( sd->status.zeny < req.zeny ) - req.zeny = sd->status.zeny; - pc->payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL); - } - } - - if( type&2 ) - { - struct status_change *sc = &sd->sc; - int n,i; - - if( !sc->count ) - sc = NULL; - - for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) - { - if( !req.itemid[i] ) - continue; - - if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) - continue; //Gemstones are checked, but not subtracted from inventory. - - switch( skill_id ){ - case SA_SEISMICWEAPON: - if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 ) - continue; - break; - case SA_FLAMELAUNCHER: - case SA_VOLCANO: - if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 ) - continue; - break; - case SA_FROSTWEAPON: - case SA_DELUGE: - if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 ) - continue; - break; - case SA_LIGHTNINGLOADER: - case SA_VIOLENTGALE: - if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 ) - continue; - break; - } - - if ((n = pc->search_inventory(sd,req.itemid[i])) != INDEX_NOT_FOUND) - pc->delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME); - } - } - - return 1; -} - -struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { - struct skill_condition req; - struct status_data *st; - struct status_change *sc; - int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100; - uint16 idx; - - memset(&req,0,sizeof(req)); - - if( !sd ) - return req; -#if 0 /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ - if( sd->state.abra_flag ) -#else // not 0 - if( sd->skillitem == skill_id ) -#endif // 0 - return req; // Hocus-Pocus don't have requirements. - - sc = &sd->sc; - if( !sc->count ) - sc = NULL; - - switch( skill_id ) { // Turn off check. - case BS_MAXIMIZE: - case NV_TRICKDEAD: - case TF_HIDING: - case AS_CLOAKING: - case CR_AUTOGUARD: - case ML_AUTOGUARD: - case CR_DEFENDER: - case ML_DEFENDER: - case ST_CHASEWALK: - case PA_GOSPEL: - case CR_SHRINK: - case TK_RUN: - case GS_GATLINGFEVER: - case TK_READYCOUNTER: - case TK_READYDOWN: - case TK_READYSTORM: - case TK_READYTURN: - case SG_FUSION: - case KO_YAMIKUMO: - if( sc && sc->data[status->skill2sc(skill_id)] ) - return req; - } - - idx = skill->get_index(skill_id); - if( idx == 0 ) // invalid skill id - return req; - if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) - return req; - - st = &sd->battle_status; - - req.hp = skill->db[idx].hp[skill_lv-1]; - hp_rate = skill->db[idx].hp_rate[skill_lv-1]; - if(hp_rate > 0) - req.hp += (st->hp * hp_rate)/100; - else - req.hp += (st->max_hp * (-hp_rate))/100; - - req.sp = skill->db[idx].sp[skill_lv-1]; - if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance) - req.sp /= 2; - sp_rate = skill->db[idx].sp_rate[skill_lv-1]; - if(sp_rate > 0) - req.sp += (st->sp * sp_rate)/100; - else - req.sp += (st->max_sp * (-sp_rate))/100; - if( sd->dsprate != 100 ) - req.sp = req.sp * sd->dsprate / 100; - - ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id); - if( i < ARRAYLENGTH(sd->skillusesprate) ) - sp_skill_rate_bonus += sd->skillusesprate[i].val; - ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id); - if( i < ARRAYLENGTH(sd->skillusesp) ) - req.sp -= sd->skillusesp[i].val; - - req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX); - - if( sc ) { - if( sc->data[SC__LAZINESS] ) - req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; - if( sc->data[SC_UNLIMITED_HUMMING_VOICE] ) - req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val3 / 100; - if( sc->data[SC_RECOGNIZEDSPELL] ) - req.sp += req.sp / 4; - if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) - req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100; - } - - req.zeny = skill->db[idx].zeny[skill_lv-1]; - - if( sc && sc->data[SC__UNLUCKY] ) - req.zeny += sc->data[SC__UNLUCKY]->val1 * 500; - - req.spiritball = skill->db[idx].spiritball[skill_lv-1]; - - req.state = skill->db[idx].state; - - req.mhp = skill->db[idx].mhp[skill_lv-1]; - - req.weapon = skill->db[idx].weapon; - - req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1]; - if (req.ammo_qty) - req.ammo = skill->db[idx].ammo; - - if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) { - //Assume this skill is using the weapon, therefore it requires arrows. - req.ammo = 0xFFFFFFFF; //Enable use on all ammo types. - req.ammo_qty = 1; - } - - for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) { - if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 ) - continue; - - switch( skill_id ) { - case AM_CALLHOMUN: - if (sd->status.hom_id) //Don't delete items when hom is already out. - continue; - break; - case NC_SHAPESHIFT: - if( i < 4 ) - continue; - break; - case WZ_FIREPILLAR: // celest - if (skill_lv <= 5) // no gems required at level 1-5 - continue; - break; - case AB_ADORAMUS: - if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) ) - continue; - break; - case WL_COMET: - if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) - continue; - break; - case GN_FIRE_EXPANSION: - if( i < 5 ) - continue; - break; - case SO_SUMMON_AGNI: - case SO_SUMMON_AQUA: - case SO_SUMMON_VENTUS: - case SO_SUMMON_TERA: - case SO_WATER_INSIGNIA: - case SO_FIRE_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - if( i < 3 ) - continue; - break; - } - - req.itemid[i] = skill->db[idx].itemid[i]; - req.amount[i] = skill->db[idx].amount[i]; - - if (itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN) { - if (sd->special_state.no_gemstone) { - // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica] - if( skill_id != SA_ABRACADABRA ) - req.itemid[i] = req.amount[i] = 0; - else if( --req.amount[i] < 1 ) - req.amount[i] = 1; // Hocus Pocus always use at least 1 gem - } - if(sc && sc->data[SC_INTOABYSS]) - { - if( skill_id != SA_ABRACADABRA ) - req.itemid[i] = req.amount[i] = 0; - else if( --req.amount[i] < 1 ) - req.amount[i] = 1; // Hocus Pocus always use at least 1 gem - } - } - if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc->checkskill(sd, RA_RESEARCHTRAP) > 0){ - int16 item_index; - if ((item_index = pc->search_inventory(sd,req.itemid[i])) == INDEX_NOT_FOUND - || sd->status.inventory[item_index].amount < req.amount[i] - ) { - req.itemid[i] = ITEMID_TRAP_ALLOY; - req.amount[i] = 1; - } - break; - } - } - - /* requirements are level-dependent */ - switch( skill_id ) { - case NC_SHAPESHIFT: - case GN_FIRE_EXPANSION: - case SO_SUMMON_AGNI: - case SO_SUMMON_AQUA: - case SO_SUMMON_VENTUS: - case SO_SUMMON_TERA: - case SO_WATER_INSIGNIA: - case SO_FIRE_INSIGNIA: - case SO_WIND_INSIGNIA: - case SO_EARTH_INSIGNIA: - req.itemid[skill_lv-1] = skill->db[idx].itemid[skill_lv-1]; - req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1]; - break; - } - if (skill_id == NC_REPAIR) { - switch(skill_lv) { - case 1: - case 2: - req.itemid[1] = ITEMID_REPAIR_A; - break; - case 3: - case 4: - req.itemid[1] = ITEMID_REPAIR_B; - break; - case 5: - req.itemid[1] = ITEMID_REPAIR_C; - break; - } - req.amount[1] = 1; - } - - // Check for cost reductions due to skills & SCs - switch(skill_id) { - case MC_MAMMONITE: - if(pc->checkskill(sd,BS_UNFAIRLYTRICK)>0) - req.zeny -= req.zeny*10/100; - break; - case AL_HOLYLIGHT: - if(sc && sc->data[SC_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); - - if(kaina_lv==0 || sd->status.base_level<70) - break; - if(sd->status.base_level>=90) - req.sp -= req.sp*7*kaina_lv/100; - else if(sd->status.base_level>=80) - req.sp -= req.sp*5*kaina_lv/100; - else if(sd->status.base_level>=70) - req.sp -= req.sp*3*kaina_lv/100; - } - break; - case MO_TRIPLEATTACK: - case MO_CHAINCOMBO: - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - if(sc && sc->data[SC_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: - if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) - req.spiritball = 0; - break; - case MO_EXTREMITYFIST: - if( sc ) - { - if( sc->data[SC_BLADESTOP] ) - req.spiritball--; - else if( sc->data[SC_COMBOATTACK] ) - { - switch( sc->data[SC_COMBOATTACK]->val1 ) - { - case MO_COMBOFINISH: - req.spiritball = 4; - break; - case CH_TIGERFIST: - req.spiritball = 3; - break; - case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. - req.spiritball = sd->spiritball?sd->spiritball:1; - break; - } - }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5) - req.spiritball = sd->spiritball; // must consume all regardless of the amount required - } - break; - case SR_RAMPAGEBLASTER: - req.spiritball = sd->spiritball?sd->spiritball:15; - break; - case SR_GATEOFHELL: - if( sc && sc->data[SC_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: - { - int spirit_sympathy = pc->checkskill(sd,SO_EL_SYMPATHY); - if (spirit_sympathy) - req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100; - } - break; - case SO_PSYCHIC_WAVE: - if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] )) - req.sp += req.sp * 150 / 100; - break; - } - - return req; -} - -/*========================================== - * Does cast-time reductions based on dex, item bonuses and config setting - *------------------------------------------*/ -int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { - int time = skill->get_cast(skill_id, skill_lv); - - nullpo_ret(bl); -#ifndef RENEWAL_CAST - { - struct map_session_data *sd; - - sd = BL_CAST(BL_PC, bl); - - // calculate base cast time (reduced by dex) - if( !(skill->get_castnodex(skill_id, skill_lv)&1) ) { - int scale = battle_config.castrate_dex_scale - status_get_dex(bl); - if( scale > 0 ) // not instant cast - time = time * scale / battle_config.castrate_dex_scale; - else - return 0; // instant cast - } - - // calculate cast time reduced by item/card bonuses - if( !(skill->get_castnodex(skill_id, skill_lv)&4) && sd ) - { - int i; - if( sd->castrate != 100 ) - time = time * sd->castrate / 100; - for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) - { - if( sd->skillcast[i].id == skill_id ) - { - time+= time * sd->skillcast[i].val / 100; - break; - } - } - } - - } -#endif - // config cast time multiplier - if (battle_config.cast_rate != 100) - time = time * battle_config.cast_rate / 100; - // return final cast time - time = max(time, 0); - - //ShowInfo("Castime castfix = %d\n",time); - return time; -} - -/*========================================== - * Does cast-time reductions based on sc data. - *------------------------------------------*/ -int skill_castfix_sc (struct block_list *bl, int time) { - struct status_change *sc = status->get_sc(bl); - - if( time < 0 ) - return 0; - - if( 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_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); - } - if (sc->data[SC_MEMORIZE]) { - time>>=1; - if ((--sc->data[SC_MEMORIZE]->val2) <= 0) - status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); - } - if (sc->data[SC_POEMBRAGI]) - time -= time * sc->data[SC_POEMBRAGI]->val2 / 100; - if (sc->data[SC_IZAYOI]) - time -= time * 50 / 100; - } - time = max(time, 0); - - //ShowInfo("Castime castfix_sc = %d\n",time); - return time; -} -int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) { -#ifdef RENEWAL_CAST - struct status_change *sc = status->get_sc(bl); - struct map_session_data *sd = BL_CAST(BL_PC,bl); - int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; - - if( time < 0 ) - return 0; - - if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter. - return (int)time; - - if( fixed == 0 ){ - fixed = (int)time * 20 / 100; // fixed time - time = time * 80 / 100; // variable time - }else if( fixed < 0 ) // no fixed cast time - fixed = 0; - - if(sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses. - if( sd->bonus.varcastrate < 0 ) - VARCAST_REDUCTION(sd->bonus.varcastrate); - if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast - time += sd->bonus.add_varcast; - if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast - fixed += sd->bonus.add_fixcast; - for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) - if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast - fixed += sd->skillfixcast[i].val; - break; - } - for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ ) - if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast - time += sd->skillvarcast[i].val; - break; - } - for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) - if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate - if( (i=sd->skillcast[i].val) < 0) - VARCAST_REDUCTION(i); - break; - } - for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ ) - if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate - fixcast_r = sd->skillfixcastrate[i].val; - break; - } - } - - if (sc && sc->count && !(skill->get_castnodex(skill_id, skill_lv)&2) ) { - // All variable cast additive bonuses must come first - if (sc->data[SC_SLOWCAST]) - VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); - if (sc->data[SC_FROSTMISTY]) - VARCAST_REDUCTION(-15); - - // Variable cast reduction bonuses - if (sc->data[SC_SUFFRAGIUM]) { - VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2); - status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); - } - if (sc->data[SC_MEMORIZE]) { - VARCAST_REDUCTION(50); - if ((--sc->data[SC_MEMORIZE]->val2) <= 0) - status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); - } - if (sc->data[SC_POEMBRAGI]) - VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2); - if (sc->data[SC_IZAYOI]) - VARCAST_REDUCTION(50); - if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WATER)) - VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells. - 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_DANCE_WITH_WUG]) - fixcast_r = max(fixcast_r, sc->data[SC_DANCE_WITH_WUG]->val4); - if( sc->data[SC_SECRAMENT] ) - fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); - if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) ) - fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % - // Fixed cast non percentage bonuses - if( sc->data[SC_MANDRAGORA] ) - fixed += sc->data[SC_MANDRAGORA]->val1 * 500; - if( sc->data[SC_IZAYOI] ) - fixed = 0; - if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] ) - fixed -= 1000; - } - - if( sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ - VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) ); - fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); - for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) - if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate - if( (i=sd->skillcast[i].val) > 0) - VARCAST_REDUCTION(i); - break; - } - } - - if( varcast_r < 0 ) // now compute overall factors - time = time * (1 - (float)varcast_r / 100); - if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point - time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time; - // underflow checking/capping - time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0); -#endif - return (int)time; -} - -/*========================================== - * Does delay reductions based on dex/agi, sc data, item bonuses, ... - *------------------------------------------*/ -int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { - int delaynodex = skill->get_delaynodex(skill_id, skill_lv); - int time = skill->get_delay(skill_id, skill_lv); - struct map_session_data *sd; - struct status_change *sc = status->get_sc(bl); - - nullpo_ret(bl); - sd = BL_CAST(BL_PC, bl); - - if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL) - return 0; //Will use picked skill's delay. - - if (bl->type&battle_config.no_skill_delay) - return battle_config.min_skill_delay_limit; - - if (time < 0) - time = -time + status_get_amotion(bl); // If set to <0, add to attack motion. - - // Delay reductions - switch (skill_id) { - //Monk combo skills have their delay reduced by agi/dex. - case MO_TRIPLEATTACK: - case MO_CHAINCOMBO: - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - case SR_DRAGONCOMBO: - case SR_FALLENEMPIRE: - time -= 4*status_get_agi(bl) - 2*status_get_dex(bl); - break; - case HP_BASILICA: - if( sc && !sc->data[SC_BASILICA] ) - time = 0; // There is no Delay on Basilica creation, only on cancel - break; - default: - if (battle_config.delay_dependon_dex && !(delaynodex&1)) { - // if skill delay is allowed to be reduced by dex - int scale = battle_config.castrate_dex_scale - status_get_dex(bl); - if (scale > 0) - time = time * scale / battle_config.castrate_dex_scale; - else //To be capped later to minimum. - time = 0; - } - if (battle_config.delay_dependon_agi && !(delaynodex&1)) { - // if skill delay is allowed to be reduced by agi - int scale = battle_config.castrate_dex_scale - status_get_agi(bl); - if (scale > 0) - time = time * scale / battle_config.castrate_dex_scale; - else //To be capped later to minimum. - time = 0; - } - } - - if ( sc && sc->data[SC_SOULLINK] ) { - switch (skill_id) { - case CR_SHIELDBOOMERANG: - if (sc->data[SC_SOULLINK]->val2 == SL_CRUSADER) - time /= 2; - break; - case AS_SONICBLOW: - if (!map_flag_gvg2(bl->m) && !map->list[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN) - time /= 2; - break; - } - } - - if (!(delaynodex&2)) - { - if (sc && sc->count) { - if (sc->data[SC_POEMBRAGI]) - time -= time * sc->data[SC_POEMBRAGI]->val3 / 100; - if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WIND)) - time /= 2; // After Delay of Wind element spells reduced by 50%. - } - - } - - if( !(delaynodex&4) && sd && sd->delayrate != 100 ) - time = time * sd->delayrate / 100; - - if (battle_config.delay_rate != 100) - time = time * battle_config.delay_rate / 100; - - //min delay - time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester] - time = max(time, battle_config.min_skill_delay_limit); - -// ShowInfo("Delay delayfix = %d\n",time); - return time; -} - -/*========================================= - * - *-----------------------------------------*/ -struct square { - int val1[5]; - int val2[5]; -}; - -void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) { - nullpo_retv(tc); - - if(dir == 0){ - tc->val1[0]=x-2; - tc->val1[1]=x-1; - tc->val1[2]=x; - tc->val1[3]=x+1; - tc->val1[4]=x+2; - tc->val2[0]= - tc->val2[1]= - tc->val2[2]= - tc->val2[3]= - tc->val2[4]=y-1; - } else if(dir==2){ - tc->val1[0]= - tc->val1[1]= - tc->val1[2]= - tc->val1[3]= - tc->val1[4]=x+1; - tc->val2[0]=y+2; - tc->val2[1]=y+1; - tc->val2[2]=y; - tc->val2[3]=y-1; - tc->val2[4]=y-2; - } else if(dir==4){ - tc->val1[0]=x-2; - tc->val1[1]=x-1; - tc->val1[2]=x; - tc->val1[3]=x+1; - tc->val1[4]=x+2; - tc->val2[0]= - tc->val2[1]= - tc->val2[2]= - tc->val2[3]= - tc->val2[4]=y+1; - } else if(dir==6){ - tc->val1[0]= - tc->val1[1]= - tc->val1[2]= - tc->val1[3]= - tc->val1[4]=x-1; - tc->val2[0]=y+2; - tc->val2[1]=y+1; - tc->val2[2]=y; - tc->val2[3]=y-1; - tc->val2[4]=y-2; - } else if(dir==1){ - tc->val1[0]=x-1; - tc->val1[1]=x; - tc->val1[2]=x+1; - tc->val1[3]=x+2; - tc->val1[4]=x+3; - tc->val2[0]=y-4; - tc->val2[1]=y-3; - tc->val2[2]=y-1; - tc->val2[3]=y; - tc->val2[4]=y+1; - } else if(dir==3){ - tc->val1[0]=x+3; - tc->val1[1]=x+2; - tc->val1[2]=x+1; - tc->val1[3]=x; - tc->val1[4]=x-1; - tc->val2[0]=y-1; - tc->val2[1]=y; - tc->val2[2]=y+1; - tc->val2[3]=y+2; - tc->val2[4]=y+3; - } else if(dir==5){ - tc->val1[0]=x+1; - tc->val1[1]=x; - tc->val1[2]=x-1; - tc->val1[3]=x-2; - tc->val1[4]=x-3; - tc->val2[0]=y+3; - tc->val2[1]=y+2; - tc->val2[2]=y+1; - tc->val2[3]=y; - tc->val2[4]=y-1; - } else if(dir==7){ - tc->val1[0]=x-3; - tc->val1[1]=x-2; - tc->val1[2]=x-1; - tc->val1[3]=x; - tc->val1[4]=x+1; - tc->val2[1]=y; - tc->val2[0]=y+1; - tc->val2[2]=y-1; - tc->val2[3]=y-2; - tc->val2[4]=y-3; - } - -} - -void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) { - int c; - nullpo_retv(tc); - - for( c = 0; c < 5; c++ ) { - switch( dir ) { - case 0: tc->val2[c]+=are; break; - case 1: tc->val1[c]-=are; tc->val2[c]+=are; break; - case 2: tc->val1[c]-=are; break; - case 3: tc->val1[c]-=are; tc->val2[c]-=are; break; - case 4: tc->val2[c]-=are; break; - case 5: tc->val1[c]+=are; tc->val2[c]-=are; break; - case 6: tc->val1[c]+=are; break; - case 7: tc->val1[c]+=are; tc->val2[c]+=are; break; - } - } -} - -void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { - int c,n=4; - uint8 dir = map->calc_dir(src,bl->x,bl->y); - struct square tc; - int x=bl->x,y=bl->y; - skill->brandishspear_first(&tc,dir,x,y); - skill->brandishspear_dir(&tc,dir,4); - skill->area_temp[1] = bl->id; - - if(skill_lv > 9){ - for(c=1;c<4;c++){ - map->foreachincell(skill->area_sub, - bl->m,tc.val1[c],tc.val2[c],BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, - skill->castend_damage_id); - } - } - if(skill_lv > 6){ - skill->brandishspear_dir(&tc,dir,-1); - n--; - } else { - skill->brandishspear_dir(&tc,dir,-2); - n-=2; - } - - if(skill_lv > 3){ - for(c=0;c<5;c++){ - map->foreachincell(skill->area_sub, - bl->m,tc.val1[c],tc.val2[c],BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, - skill->castend_damage_id); - if(skill_lv > 6 && n==3 && c==4) { - skill->brandishspear_dir(&tc,dir,-1); - n--;c=-1; - } - } - } - for(c=0;c<10;c++){ - if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1); - map->foreachincell(skill->area_sub, - bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, - src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, - skill->castend_damage_id); - } -} - -/*========================================== - * Weapon Repair [Celest/DracoRPG] - *------------------------------------------*/ -void skill_repairweapon (struct map_session_data *sd, int idx) { - int material; - int materials[4] = { - ITEMID_IRON_ORE, - ITEMID_IRON, - ITEMID_STEEL, - ITEMID_ORIDECON_STONE, - }; - struct item *item; - struct map_session_data *target_sd; - - nullpo_retv(sd); - - if ( !( target_sd = map->id2sd(sd->menuskill_val) ) ) //Failed.... - return; - - if( idx == 0xFFFF ) // No item selected ('Cancel' clicked) - return; - if( idx < 0 || idx >= MAX_INVENTORY ) - return; //Invalid index?? - - item = &target_sd->status.inventory[idx]; - if( item->nameid <= 0 || item->attribute == 0 ) - return; //Again invalid item.... - - if( sd != target_sd && !battle->check_range(&sd->bl,&target_sd->bl, skill->get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){ - clif->item_repaireffect(sd,idx,1); - return; - } - - if ( target_sd->inventory_data[idx]->type == IT_WEAPON ) - material = materials[ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon - else - material = materials[2]; // Armors consume 1 Steel - if (pc->search_inventory(sd,material) == INDEX_NOT_FOUND) { - clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); - return; - } - - clif->skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); - - item->attribute = 0;/* clear broken state */ - - clif->equiplist(target_sd); - - pc->delitem(sd,pc->search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME); - - clif->item_repaireffect(sd,idx,0); - - if( sd != target_sd ) - clif->item_repaireffect(target_sd,idx,0); -} - -/*========================================== - * Item Appraisal - *------------------------------------------*/ -void skill_identify (struct map_session_data *sd, int idx) -{ - int flag=1; - - nullpo_retv(sd); - 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; - sd->status.inventory[idx].identify=1; - } - } - clif->item_identified(sd,idx,flag); -} - -/*========================================== - * Weapon Refine [Celest] - *------------------------------------------*/ -void skill_weaponrefine (struct map_session_data *sd, int idx) -{ - nullpo_retv(sd); - - if (idx >= 0 && idx < MAX_INVENTORY) - { - int i = 0, ep = 0, per; - int material[5] = { - 0, - ITEMID_PHRACON, - ITEMID_EMVERETARCON, - ITEMID_ORIDECON, - ITEMID_ORIDECON, - }; - struct item *item; - struct item_data *ditem = sd->inventory_data[idx]; - item = &sd->status.inventory[idx]; - - if(item->nameid > 0 && ditem->type == IT_WEAPON) - { - if( 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])) == INDEX_NOT_FOUND) { - clif->upgrademessage(sd->fd, 3, material[ditem->wlv]); - return; - } - - 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); - } - clif->delitem(sd,idx,1,0); - clif->upgrademessage(sd->fd, 0,item->nameid); - clif->inventorylist(sd); - clif->refine(sd->fd,0,idx,item->refine); - if (ep) - pc->equipitem(sd,idx,ep); - clif->misceffect(&sd->bl,3); - if(item->refine == 10 && - item->card[0] == CARD0_FORGE && - (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id) - { // Fame point system [DracoRPG] - switch(ditem->wlv){ - case 1: - pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point - break; - case 2: - pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point - break; - case 3: - pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point - break; - } - } - } else { - item->refine = 0; - if(item->equip) - pc->unequipitem(sd,idx,3); - clif->refine(sd->fd,1,idx,item->refine); - pc->delitem(sd,idx,1,0,0, LOG_TYPE_OTHER); - clif->misceffect(&sd->bl,2); - clif->emotion(&sd->bl, E_OMG); - } - } - } -} - -/*========================================== - * - *------------------------------------------*/ -int skill_autospell (struct map_session_data *sd, uint16 skill_id) -{ - uint16 skill_lv; - int maxlv=1,lv; - - nullpo_ret(sd); - - skill_lv = sd->menuskill_val; - lv=pc->checkskill(sd,skill_id); - - if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] - - if(skill_id==MG_NAPALMBEAT) maxlv=3; - else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){ - if (sd->sc.data[SC_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; - else if(skill_lv>=4) maxlv=3; - } - else if(skill_id==MG_SOULSTRIKE){ - if(skill_lv==5) maxlv=1; - else if(skill_lv==6) maxlv=2; - else if(skill_lv>=7) maxlv=3; - } - else if(skill_id==MG_FIREBALL){ - if(skill_lv==8) maxlv=1; - else if(skill_lv>=9) maxlv=2; - } - else if(skill_id==MG_FROSTDIVER) maxlv=1; - else return 0; - - if(maxlv > lv) - maxlv = lv; - - sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, - skill->get_time(SA_AUTOSPELL,skill_lv)); - return 0; -} - -/*========================================== - * Sitting skills functions. - *------------------------------------------*/ -int skill_sit_count (struct block_list *bl, va_list ap) { - struct map_session_data *sd; - int type =va_arg(ap,int); - sd=(struct map_session_data*)bl; - - if(!pc_issit(sd)) - return 0; - - if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0) - return 1; - - if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0)) - return 1; - - return 0; -} - -int skill_sit_in (struct block_list *bl, va_list ap) { - struct map_session_data *sd; - int type =va_arg(ap,int); - - sd=(struct map_session_data*)bl; - - if(!pc_issit(sd)) - return 0; - - if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0) - sd->state.gangsterparadise=1; - - if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) { - sd->state.rest=1; - status->calc_regen(bl, &sd->battle_status, &sd->regen); - status->calc_regen_rate(bl, &sd->regen, &sd->sc); - } - - return 0; -} - -int skill_sit_out (struct block_list *bl, va_list ap) { - struct map_session_data *sd; - int type =va_arg(ap,int); - sd=(struct map_session_data*)bl; - if(sd->state.gangsterparadise && type&1) - sd->state.gangsterparadise=0; - if(sd->state.rest && type&2) { - sd->state.rest=0; - status->calc_regen(bl, &sd->battle_status, &sd->regen); - status->calc_regen_rate(bl, &sd->regen, &sd->sc); - } - return 0; -} - -int skill_sit (struct map_session_data *sd, int type) -{ - int flag = 0; - int range = 0, lv; - nullpo_ret(sd); - - - if((lv = pc->checkskill(sd,RG_GANGSTER)) > 0) { - flag|=1; - range = skill->get_splash(RG_GANGSTER, lv); - } - if((lv = pc->checkskill(sd,TK_HPTIME)) > 0) { - flag|=2; - range = skill->get_splash(TK_HPTIME, lv); - } - else if ((lv = pc->checkskill(sd,TK_SPTIME)) > 0) { - flag|=2; - range = skill->get_splash(TK_SPTIME, lv); - } - - if( type ) { - clif->sc_load(&sd->bl,sd->bl.id,SELF,SI_SIT,0,0,0); - } else { - clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT); - } - - if (!flag) return 0; - - if(type) { - if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1) - map->foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag); - } else { - if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) < 2) - map->foreachinrange(skill->sit_out,&sd->bl, range, BL_PC, flag); - } - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_frostjoke_scream(struct block_list *bl, va_list ap) { - struct block_list *src; - uint16 skill_id,skill_lv; - int64 tick; - - nullpo_ret(bl); - nullpo_ret(src=va_arg(ap,struct block_list*)); - - skill_id=va_arg(ap,int); - skill_lv=va_arg(ap,int); - if(!skill_lv) return 0; - tick=va_arg(ap,int64); - - if (src == bl || status->isdead(bl)) - return 0; - if (bl->type == BL_PC) { - struct map_session_data *sd = (struct map_session_data *)bl; - if (sd && (pc_isinvisible(sd) || pc_ismadogear(sd))) - return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind] - } - //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex] - if(battle->check_target(src,bl,BCT_ENEMY) > 0) - skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); - else if(battle->check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10) - skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) { - int range = skill->get_unit_range(skill_id,skill_lv); - int x,y; - - for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) - for( x = src->bl.x - range; x <= src->bl.x + range; ++x ) - map->list[src->bl.m].setcell(src->bl.m, x, y, cell, flag); -} - -/*========================================== - * - *------------------------------------------*/ -int skill_attack_area(struct block_list *bl, va_list ap) { - struct block_list *src,*dsrc; - int atk_type,skill_id,skill_lv,flag,type; - int64 tick; - - if(status->isdead(bl)) - return 0; - - atk_type = va_arg(ap,int); - src = va_arg(ap,struct block_list*); - dsrc = va_arg(ap,struct block_list*); - skill_id = va_arg(ap,int); - skill_lv = va_arg(ap,int); - tick = va_arg(ap,int64); - flag = va_arg(ap,int); - type = va_arg(ap,int); - - - if (skill->area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. - return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); - - if( battle->check_target(dsrc,bl,type) <= 0 - || !status->check_skilluse(NULL, bl, skill_id, 2)) - return 0; - - - switch (skill_id) { - case WZ_FROSTNOVA: //Skills that don't require the animation to be removed - case NPC_ACIDBREATH: - case NPC_DARKNESSBREATH: - case NPC_FIREBREATH: - case NPC_ICEBREATH: - case NPC_THUNDERBREATH: - return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); - default: - //Area-splash, disable skill animation. - return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); - } -} -/*========================================== - * - *------------------------------------------*/ -int skill_clear_group (struct block_list *bl, int flag) -{ - struct unit_data *ud = unit->bl2ud(bl); - struct skill_unit_group *group[MAX_SKILLUNITGROUP]; - int i, count=0; - - nullpo_ret(bl); - if (!ud) return 0; - - //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex] - for (i=0;iskillunit[i];i++) { - switch (ud->skillunit[i]->skill_id) { - case SA_DELUGE: - case SA_VOLCANO: - case SA_VIOLENTGALE: - case SA_LANDPROTECTOR: - case NJ_SUITON: - case NJ_KAENSIN: - if (flag&1) - group[count++]= ud->skillunit[i]; - break; - case SO_CLOUD_KILL: - if( flag&4 ) - group[count++]= ud->skillunit[i]; - break; - case SO_WARMER: - if( flag&8 ) - group[count++]= ud->skillunit[i]; - break; - default: - if (flag&2 && skill->get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) - group[count++]= ud->skillunit[i]; - break; - } - - } - for (i=0;idel_unitgroup(group[i],ALC_MARK); - return count; -} - -/*========================================== - * Returns the first element field found [Skotlex] - *------------------------------------------*/ -struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { - struct unit_data *ud = unit->bl2ud(bl); - int i; - nullpo_ret(bl); - if (!ud) return NULL; - - for (i=0;iskillunit[i];i++) { - switch (ud->skillunit[i]->skill_id) { - case SA_DELUGE: - case SA_VOLCANO: - case SA_VIOLENTGALE: - case SA_LANDPROTECTOR: - case NJ_SUITON: - case SO_CLOUD_KILL: - case SO_WARMER: - return ud->skillunit[i]; - } - } - return NULL; -} - -// for graffiti cleaner [Valaris] -int skill_graffitiremover (struct block_list *bl, va_list ap) { - struct skill_unit *su=NULL; - - nullpo_ret(bl); - nullpo_ret(ap); - - if(bl->type!=BL_SKILL || (su=(struct skill_unit *)bl) == NULL) - return 0; - - if((su->group) && (su->group->unit_id == UNT_GRAFFITI)) - skill->delunit(su); - - return 0; -} - -int skill_greed (struct block_list *bl, va_list ap) { - struct block_list *src; - struct map_session_data *sd=NULL; - struct flooritem_data *fitem=NULL; - - nullpo_ret(bl); - nullpo_ret(src = va_arg(ap, struct block_list *)); - - if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl)) - pc->takeitem(sd, fitem); - - return 0; -} -//For Ranger's Detonator [Jobbie/3CeAM] -int skill_detonator(struct block_list *bl, va_list ap) { - struct skill_unit *su=NULL; - struct block_list *src; - int unit_id; - - nullpo_ret(bl); - nullpo_ret(ap); - src = va_arg(ap,struct block_list *); - - if( bl->type != BL_SKILL || (su = (struct skill_unit *)bl) == NULL || !su->group ) - return 0; - if( su->group->src_id != src->id ) - return 0; - - unit_id = su->group->unit_id; - switch( unit_id ) { - //List of Hunter and Ranger Traps that can be detonate. - case UNT_BLASTMINE: - case UNT_SANDMAN: - case UNT_CLAYMORETRAP: - case UNT_TALKIEBOX: - case UNT_CLUSTERBOMB: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - switch(unit_id) { - case UNT_TALKIEBOX: - clif->talkiebox(bl,su->group->valstr); - su->group->val2 = -1; - break; - case UNT_CLAYMORETRAP: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag|BL_SKILL|~BCT_SELF,bl,su->group->tick); - break; - default: - map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag,bl,su->group->tick); - } - clif->changetraplook(bl, UNT_USED_TRAPS); - su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + - (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) ); - su->group->unit_id = UNT_USED_TRAPS; - break; - } - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_cell_overlap(struct block_list *bl, va_list ap) { - uint16 skill_id; - int *alive; - struct skill_unit *su; - - skill_id = va_arg(ap,int); - alive = va_arg(ap,int *); - su = (struct skill_unit *)bl; - - if( su == NULL || su->group == NULL || (*alive) == 0 ) - return 0; - - if( su->group->state.guildaura ) /* guild auras are not canceled! */ - return 0; - - switch (skill_id) { - case SA_LANDPROTECTOR: - if( su->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] - (*alive) = 0; - skill->delunit(su); - return 1; - } - if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR || su->group->skill_id == GN_HELLS_PLANT) { //It deletes everything except songs/dances and traps - skill->delunit(su); - return 1; - } - break; - case HW_GANBANTEIN: - case LG_EARTHDRIVE: - case GN_CRAZYWEED_ATK: - if( !(su->group->state.song_dance&0x1) ) {// Don't touch song/dance. - skill->delunit(su); - return 1; - } - break; - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: -// The official implementation makes them fail to appear when casted on top of ANYTHING -// but I wonder if they didn't actually meant to fail when casted on top of each other? -// hence, I leave the alternate implementation here, commented. [Skotlex] - if (su->range <= 0) { - (*alive) = 0; - return 1; - } -/* - switch (su->group->skill_id) { - //These cannot override each other. - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - (*alive) = 0; - return 1; - } -*/ - break; - case PF_FOGWALL: - switch(su->group->skill_id) { - case SA_VOLCANO: //Can't be placed on top of these - case SA_VIOLENTGALE: - (*alive) = 0; - return 1; - case SA_DELUGE: - case NJ_SUITON: - //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex] - (*alive) = 2; - break; - } - break; - case WZ_ICEWALL: - case HP_BASILICA: - if (su->group->skill_id == skill_id) { - //These can't be placed on top of themselves (duration can't be refreshed) - (*alive) = 0; - return 1; - } - break; - } - - if (su->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { - //It deletes everything except songs/dances/traps - (*alive) = 0; - return 1; - } - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) -{ - struct mob_data* md; - struct unit_data*ud = unit->bl2ud(bl); - struct block_list *from_bl; - struct block_list *to_bl; - md = (struct mob_data*)bl; - from_bl = va_arg(ap,struct block_list *); - to_bl = va_arg(ap,struct block_list *); - - if(ud && ud->target == from_bl->id) - ud->target = to_bl->id; - - if(md->bl.type == BL_MOB && md->target_id == from_bl->id) - md->target_id = to_bl->id; - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_trap_splash(struct block_list *bl, va_list ap) { - struct block_list *src; - int64 tick; - struct skill_unit *src_su; - struct skill_unit_group *sg; - struct block_list *ss; - src = va_arg(ap,struct block_list *); - src_su = (struct skill_unit *)src; - tick = va_arg(ap,int64); - - if( !src_su->alive || bl->prev == NULL ) - return 0; - - nullpo_ret(sg = src_su->group); - nullpo_ret(ss = map->id2bl(sg->src_id)); - - if(battle->check_target(src,bl,sg->target_flag) <= 0) - return 0; - - switch(sg->unit_id){ - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - skill->additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick); - break; - case UNT_GROUNDDRIFT_WIND: - if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(src,bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_DARK: - if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(src,bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_POISON: - if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(src,bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_WATER: - if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(src,bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); - break; - case UNT_GROUNDDRIFT_FIRE: - if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - skill->blown(src,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),-1,0); - break; - case UNT_ELECTRICSHOCKER: - clif->skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5); - break; - case UNT_MAGENTATRAP: - case UNT_COBALTTRAP: - case UNT_MAIZETRAP: - case UNT_VERDURETRAP: - if( bl->type != BL_PC && !is_boss(bl) ) - sc_start2(ss,bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); - break; - case UNT_REVERBERATION: - if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) { - skill->attack(BF_WEAPON,ss,src,bl,WM_REVERBERATION_MELEE,sg->skill_lv,tick,0); - skill->addtimerskill(ss,tick+200,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL); - } - break; - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - if( src->id == bl->id ) break; - if( bl->type == BL_SKILL ){ - struct skill_unit *su = (struct skill_unit *)bl; - if( su->group->unit_id == UNT_USED_TRAPS ) - break; - } - case UNT_CLUSTERBOMB: - if( ss != bl ) - skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL); - break; - case UNT_CLAYMORETRAP: - if( src->id == bl->id ) break; - if( bl->type == BL_SKILL ){ - struct skill_unit *su = (struct skill_unit *)bl; - switch( su->group->unit_id ){ - case UNT_CLAYMORETRAP: - case UNT_LANDMINE: - case UNT_BLASTMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - clif->changetraplook(bl, UNT_USED_TRAPS); - su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + 1500; - su->group->unit_id = UNT_USED_TRAPS; - } - break; - } - default: - skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - } - return 1; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_enchant_elemental_end (struct block_list *bl, int type) { - struct status_change *sc; - const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS }; - int i; - nullpo_ret(bl); - nullpo_ret(sc = status->get_sc(bl)); - - if (!sc->count) return 0; - - for (i = 0; i < ARRAYLENGTH(scs); i++) - if (type != scs[i] && sc->data[scs[i]]) - status_change_end(bl, scs[i], INVALID_TIMER); - - return 0; -} - -bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce) -{ - static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; - static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; - bool wall = true; - - if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1) - || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) - ) { - //Check for walls. - int i; - ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); - if( i == 8 ) - wall = false; - } - - if( sce ) { - if( !wall ) { - if( sce->val1 < 3 ) //End cloaking. - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - else if( sce->val4&1 ) { //Remove wall bonus - sce->val4&=~1; - status_calc_bl(bl,SCB_SPEED); - } - } else { - if( !(sce->val4&1) ) { //Add wall speed bonus - sce->val4|=1; - status_calc_bl(bl,SCB_SPEED); - } - } - } - - return wall; -} - -/** - * Verifies if an user can use SC_CLOAKING - **/ -bool skill_can_cloak(struct map_session_data *sd) { - nullpo_retr(false, sd); - - //Avoid cloaking with no wall and low skill level. [Skotlex] - //Due to the cloaking card, we have to check the wall versus to known - //skill level rather than the used one. [Skotlex] - //if (sd && val1 < 3 && skill->check_cloaking(bl,NULL)) - if (pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(&sd->bl,NULL)) - return false; - - return true; -} - -/** - * Verifies if an user can still be cloaked (AS_CLOAKING) - * Is called via map->foreachinrange when any kind of wall disapears - **/ -int skill_check_cloaking_end(struct block_list *bl, va_list ap) { - TBL_PC *sd = BL_CAST(BL_PC, bl); - - if (sd && sd->sc.data[SC_CLOAKING] && !skill->can_cloak(sd)) - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - - return 0; -} - -bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce) -{ - static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; - static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; - bool wall = true; - - if( bl->type == BL_PC ) { //Check for walls. - int i; - ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); - if( i == 8 ) - wall = false; - } - - if( sce ) { - if( !wall ) { - if( sce->val1 < 3 ) //End camouflage. - status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); - else if( sce->val3&1 ) { //Remove wall bonus - sce->val3&=~1; - status_calc_bl(bl,SCB_SPEED); - } - } - } - - return wall; -} - -bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit){ - struct status_change *sc; - struct block_list *src; - - nullpo_retr(false, bl); - - sc = status->get_sc(bl); - - if( sc && sc->data[SC__SHADOWFORM] && damage ) { - src = map->id2bl(sc->data[SC__SHADOWFORM]->val2); - - if( !src || src->m != bl->m ) { - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - return false; - } - - if( src && (status->isdead(src) || !battle->check_target(bl,src,BCT_ENEMY)) ){ - if( src->type == BL_PC ) - ((TBL_PC*)src)->shadowform_id = 0; - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - return false; - } - - status->damage(bl, src, damage, 0, clif->damage(src, src, 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0); - - /* because damage can cancel it */ - if( sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) { - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - if( src->type == BL_PC ) - ((TBL_PC*)src)->shadowform_id = 0; - } - return true; - } - return false; -} -/*========================================== - * - *------------------------------------------*/ -struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { - struct skill_unit *su; - - nullpo_retr(NULL, group); - nullpo_retr(NULL, group->unit); // crash-protection against poor coding - nullpo_retr(NULL, su=&group->unit[idx]); - - if(!su->alive) - group->alive_count++; - - su->bl.id=map->get_new_object_id(); - su->bl.type=BL_SKILL; - su->bl.m=group->map; - su->bl.x=x; - su->bl.y=y; - su->group=group; - su->alive=1; - su->val1=val1; - su->val2=val2; - - idb_put(skill->unit_db, su->bl.id, su); - map->addiddb(&su->bl); - map->addblock(&su->bl); - - // perform oninit actions - switch (group->skill_id) { - case WZ_ICEWALL: - map->setgatcell(su->bl.m,su->bl.x,su->bl.y,5); - clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA); - skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); - break; - case SA_LANDPROTECTOR: - skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); - break; - case HP_BASILICA: - skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); - break; - default: - if (group->state.song_dance&0x1) //Check for dissonance. - skill->dance_overlap(su, 1); - break; - } - - clif->getareachar_skillunit(&su->bl,su,AREA); - - return su; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_delunit (struct skill_unit* su) { - struct skill_unit_group *group; - - nullpo_ret(su); - if( !su->alive ) - return 0; - su->alive=0; - - nullpo_ret(group=su->group); - - if( group->state.song_dance&0x1 ) //Cancel dissonance effect. - skill->dance_overlap(su, 0); - - // invoke onout event - if( !su->range ) - map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),4); - - // perform ondelete actions - switch (group->skill_id) { - case HT_ANKLESNARE: - { - struct block_list* target = map->id2bl(group->val2); - if( target ) - status_change_end(target, SC_ANKLESNARE, INVALID_TIMER); - } - break; - case WZ_ICEWALL: - map->list[su->bl.m].setcell(su->bl.m, su->bl.x, su->bl.y, CELL_NOICEWALL, false); - map->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2); - clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug - skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); - // AS_CLOAKING in low levels requires a wall to be cast, thus it needs to be - // checked again when a wall disapears! issue:8182 [Panikon] - map->foreachinarea(skill->check_cloaking_end, su->bl.m, - // Use 3x3 area to check for users near cell - su->bl.x - 1, su->bl.y - 1, - su->bl.x + 1, su->bl.x + 1, - BL_PC); - break; - case SA_LANDPROTECTOR: - skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); - break; - case HP_BASILICA: - skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); - break; - case RA_ELECTRICSHOCKER: { - struct block_list* target = map->id2bl(group->val2); - if( target ) - status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER); - } - break; - case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) - if( group->val2 ) { // Someone Trapped - struct status_change *tsc = status->get_sc(map->id2bl(group->val2)); - if( tsc && tsc->data[SC__MANHOLE] ) - tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID - } - break; - } - - clif->skill_delunit(su); - - su->group=NULL; - map->delblock(&su->bl); // don't free yet - map->deliddb(&su->bl); - idb_remove(skill->unit_db, su->bl.id); - if(--group->alive_count==0) - skill->del_unitgroup(group,ALC_MARK); - - return 0; -} -/*========================================== - * - *------------------------------------------*/ -/// Returns the target skill_unit_group or NULL if not found. -struct skill_unit_group* skill_id2group(int group_id) -{ - return (struct skill_unit_group*)idb_get(skill->group_db, group_id); -} - -/// Returns a new group_id that isn't being used in skill->group_db. -/// Fatal error if nothing is available. -int skill_get_new_group_id(void) -{ - if( skill->unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill->unit_group_newid) == NULL ) - return skill->unit_group_newid++;// available - {// find next id - int base_id = skill->unit_group_newid; - while( base_id != ++skill->unit_group_newid ) - { - if( skill->unit_group_newid < MAX_SKILL_DB ) - skill->unit_group_newid = MAX_SKILL_DB; - if( skill->id2group(skill->unit_group_newid) == NULL ) - return skill->unit_group_newid++;// available - } - // full loop, nothing available - ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting..."); - exit(1); - } -} - -struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval) -{ - struct unit_data* ud = unit->bl2ud( src ); - struct skill_unit_group* group; - int i; - - if(!(skill_id && skill_lv)) return 0; - - nullpo_retr(NULL, src); - nullpo_retr(NULL, ud); - - // find a free spot to store the new unit group - ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL ); - if(i == MAX_SKILLUNITGROUP) { - // array is full, make room by discarding oldest group - int j=0; - int64 maxdiff = 0, x, tick = timer->gettick(); - for(i=0;iskillunit[i];i++) - if( (x=DIFF_TICK(tick,ud->skillunit[i]->tick)) > maxdiff ) { - maxdiff = x; - j = i; - } - skill->del_unitgroup(ud->skillunit[j],ALC_MARK); - //Since elements must have shifted, we use the last slot. - i = MAX_SKILLUNITGROUP-1; - } - - group = ers_alloc(skill->unit_ers, struct skill_unit_group); - group->src_id = src->id; - group->party_id = status->get_party_id(src); - group->guild_id = status->get_guild_id(src); - group->bg_id = bg->team_get_id(src); - group->group_id = skill->get_new_group_id(); - group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); - group->unit_count = count; - group->alive_count = 0; - group->val1 = 0; - group->val2 = 0; - group->val3 = 0; - group->skill_id = skill_id; - group->skill_lv = skill_lv; - group->unit_id = unit_id; - group->map = src->m; - group->limit = limit; - group->interval = interval; - group->tick = timer->gettick(); - group->valstr = NULL; - - ud->skillunit[i] = group; - - if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] - group->tick += 1500; - - idb_put(skill->group_db, group->group_id, group); - return group; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_delunitgroup(struct skill_unit_group *group, const char* file, int line, const char* func) { - struct block_list* src; - struct unit_data *ud; - int i,j; - - if( group == NULL ) { - ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func); - return 0; - } - - src=map->id2bl(group->src_id); - ud = unit->bl2ud(src); - if(!src || !ud) { - ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); - return 0; - } - - if( src->type == BL_PC && !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { - switch( group->skill_id ) { - case BA_DISSONANCE: - case BA_POEMBRAGI: - case BA_WHISTLE: - case BA_ASSASSINCROSS: - case BA_APPLEIDUN: - case DC_UGLYDANCE: - case DC_HUMMING: - case DC_DONTFORGETME: - case DC_FORTUNEKISS: - case DC_SERVICEFORYOU: - skill->usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv); - break; - } - } - - if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { - struct status_change* sc = status->get_sc(src); - if (sc && sc->data[SC_DANCING]) - { - sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to re-delete the group. [Skotlex] - status_change_end(src, SC_DANCING, INVALID_TIMER); - } - } - - // end Gospel's status change on 'src' - // (needs to be done when the group is deleted by other means than skill deactivation) - if (group->unit_id == UNT_GOSPEL) { - struct status_change *sc = status->get_sc(src); - if(sc && sc->data[SC_GOSPEL]) { - sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex] - status_change_end(src, SC_GOSPEL, INVALID_TIMER); - } - } - - switch( group->skill_id ) { - case SG_SUN_WARM: - case SG_MOON_WARM: - case SG_STAR_WARM: - { - struct status_change *sc = NULL; - if( (sc = status->get_sc(src)) != NULL && sc->data[SC_WARM] ) { - sc->data[SC_WARM]->val4 = 0; - status_change_end(src, SC_WARM, INVALID_TIMER); - } - } - break; - case NC_NEUTRALBARRIER: - { - struct status_change *sc = NULL; - if( (sc = status->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) { - sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0; - status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER); - } - } - break; - case NC_STEALTHFIELD: - { - struct status_change *sc = NULL; - if( (sc = status->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) { - sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0; - status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER); - } - } - break; - case LG_BANDING: - { - struct status_change *sc = NULL; - if( (sc = status->get_sc(src)) && sc->data[SC_BANDING] ) { - sc->data[SC_BANDING]->val4 = 0; - status_change_end(src,SC_BANDING,INVALID_TIMER); - } - } - break; - } - - if (src->type==BL_PC && group->state.ammo_consume) - battle->consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv); - - group->alive_count=0; - - // remove all unit cells - if(group->unit != NULL) - for( i = 0; i < group->unit_count; i++ ) - skill->delunit(&group->unit[i]); - - // clear Talkie-box string - if( group->valstr != NULL ) { - aFree(group->valstr); - group->valstr = NULL; - } - - idb_remove(skill->group_db, group->group_id); - map->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK) - group->unit=NULL; - group->group_id=0; - group->unit_count=0; - - // locate this group, swap with the last entry and delete it - ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group ); - ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--; - if( i < MAX_SKILLUNITGROUP ) { - ud->skillunit[i] = ud->skillunit[j]; - ud->skillunit[j] = NULL; - ers_free(skill->unit_ers, group); - } else - ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); - - return 1; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_clear_unitgroup (struct block_list *src) -{ - struct unit_data *ud = unit->bl2ud(src); - - nullpo_ret(ud); - - while (ud->skillunit[0]) - skill->del_unitgroup(ud->skillunit[0],ALC_MARK); - - return 1; -} - -/*========================================== - * - *------------------------------------------*/ -struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int64 tick) { - int i,j=-1,k,s,id; - struct unit_data *ud; - struct skill_unit_group_tickset *set; - - nullpo_ret(bl); - if (group->interval==-1) - return NULL; - - ud = unit->bl2ud(bl); - if (!ud) return NULL; - - set = ud->skillunittick; - - if (skill->get_unit_flag(group->skill_id)&UF_NOOVERLAP) - id = s = group->skill_id; - else - id = s = group->group_id; - - for (i=0; i0 || set[k].id==0)) - j=k; - } - - if (j == -1) { - 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; - } - - set[j].id = id; - set[j].tick = tick; - return &set[j]; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap) { - struct skill_unit* su = va_arg(ap,struct skill_unit *); - struct skill_unit_group* group = su->group; - int64 tick = va_arg(ap,int64); - - if( !su->alive || bl->prev == NULL ) - return 0; - - nullpo_ret(group); - - if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(su->bl.m, su->bl.x, su->bl.y, CELL_CHKLANDPROTECTOR) ) - return 0; //AoE skills are ineffective. [Skotlex] - - if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 ) - return 0; - - skill->unit_onplace_timer(su,bl,tick); - - return 1; -} - -/** - * @see DBApply - */ -int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { - struct skill_unit* su = DB->data2ptr(data); - struct skill_unit_group* group = su->group; - int64 tick = va_arg(ap,int64); - bool dissonance; - struct block_list* bl = &su->bl; - - if( !su->alive ) - return 0; - - nullpo_ret(group); - - // check for expiration - if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= su->limit) ) { - // skill unit expired (inlined from skill_unit_onlimit()) - switch( group->unit_id ) { - case UNT_BLASTMINE: -#ifdef RENEWAL - case UNT_CLAYMORETRAP: -#endif - case UNT_GROUNDDRIFT_WIND: - case UNT_GROUNDDRIFT_DARK: - case UNT_GROUNDDRIFT_POISON: - case UNT_GROUNDDRIFT_WATER: - case UNT_GROUNDDRIFT_FIRE: - group->unit_id = UNT_USED_TRAPS; - //clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE); - group->limit=DIFF_TICK32(tick+1500,group->tick); - su->limit=DIFF_TICK32(tick+1500,group->tick); - break; - - case UNT_ANKLESNARE: - case UNT_ELECTRICSHOCKER: - if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { - // Used Trap don't returns back to item - skill->delunit(su); - break; - } - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: -#ifndef RENEWAL - case UNT_CLAYMORETRAP: -#endif - case UNT_TALKIEBOX: - case UNT_CLUSTERBOMB: - case UNT_MAGENTATRAP: - case UNT_COBALTTRAP: - case UNT_MAIZETRAP: - case UNT_VERDURETRAP: - case UNT_FIRINGTRAP: - case UNT_ICEBOUNDTRAP: - - { - struct block_list* src; - if( su->val1 > 0 && (src = map->id2bl(group->src_id)) != NULL && src->type == BL_PC ) { - // revert unit back into a trap - struct item item_tmp; - memset(&item_tmp,0,sizeof(item_tmp)); - item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP; - item_tmp.identify = 1; - map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); - } - skill->delunit(su); - } - break; - - case UNT_WARP_ACTIVE: - // warp portal opens (morph to a UNT_WARP_WAITING cell) - group->unit_id = skill->get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING - clif->changelook(&su->bl, LOOK_BASE, group->unit_id); - // restart timers - group->limit = skill->get_time(group->skill_id,group->skill_lv); - su->limit = skill->get_time(group->skill_id,group->skill_lv); - // apply effect to all units standing on it - map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); - break; - - case UNT_CALLFAMILY: - { - struct map_session_data *sd = NULL; - if(group->val1) { - sd = map->charid2sd(group->val1); - group->val1 = 0; - if (sd && !map->list[sd->bl.m].flag.nowarp) - pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); - } - if(group->val2) { - sd = map->charid2sd(group->val2); - group->val2 = 0; - if (sd && !map->list[sd->bl.m].flag.nowarp) - pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); - } - skill->delunit(su); - } - break; - - case UNT_REVERBERATION: - if( su->val1 <= 0 ) { // If it was deactivated. - skill->delunit(su); - break; - } - clif->changetraplook(bl,UNT_USED_TRAPS); - map->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); - group->limit = DIFF_TICK32(tick,group->tick)+1500; - su->limit = DIFF_TICK32(tick,group->tick)+1500; - group->unit_id = UNT_USED_TRAPS; - break; - - case UNT_FEINTBOMB: { - struct block_list *src = map->id2bl(group->src_id); - if( src ) { - map->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); - status_change_end(src, SC__FEINTBOMB_MASTER, INVALID_TIMER); - } - skill->delunit(su); - break; - } - - case UNT_BANDING: - { - struct block_list *src = map->id2bl(group->src_id); - struct status_change *sc; - if( !src || (sc = status->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) { - skill->delunit(su); - break; - } - // This unit isn't removed while SC_BANDING is active. - group->limit = DIFF_TICK32(tick+group->interval,group->tick); - su->limit = DIFF_TICK32(tick+group->interval,group->tick); - } - break; - - default: - skill->delunit(su); - } - } else {// skill unit is still active - switch( group->unit_id ) { - case UNT_ICEWALL: - // icewall loses 50 hp every second - su->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp - if( su->val1 <= 0 && su->limit + group->tick > tick + 700 ) - su->limit = DIFF_TICK32(tick+700,group->tick); - break; - case UNT_BLASTMINE: - case UNT_SKIDTRAP: - case UNT_LANDMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_CLAYMORETRAP: - case UNT_FREEZINGTRAP: - case UNT_TALKIEBOX: - case UNT_ANKLESNARE: - if( su->val1 <= 0 ) { - if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 ) - skill->delunit(su); - else { - clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); - group->limit = DIFF_TICK32(tick, group->tick) + 1500; - group->unit_id = UNT_USED_TRAPS; - } - } - break; - case UNT_REVERBERATION: - if( su->val1 <= 0 ) - su->limit = DIFF_TICK32(tick + 700,group->tick); - break; - case UNT_WALLOFTHORN: - if( su->val1 <= 0 ) { - group->unit_id = UNT_USED_TRAPS; - group->limit = DIFF_TICK32(tick, group->tick) + 1500; - } - break; - } - } - - // useless check for !group ? - //Don't continue if unit or even group is expired and has been deleted. - if( !group || !su->alive ) - return 0; - - dissonance = skill->dance_switch(su, 0); - - if( su->range >= 0 && group->interval != -1 ) { - if( battle_config.skill_wall_check ) - map->foreachinshootrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); - else - map->foreachinrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); - - if(su->range == -1) //Unit disabled, but it should not be deleted yet. - group->unit_id = UNT_USED_TRAPS; - else if( group->unit_id == UNT_TATAMIGAESHI ) { - su->range = -1; //Disable processed cell. - if (--group->val1 <= 0) { // number of live cells - //All tiles were processed, disable skill. - group->target_flag=BCT_NOONE; - group->bl_flag= BL_NUL; - } - } - } - - if( dissonance ) skill->dance_switch(su, 1); - - return 0; -} -/*========================================== - * Executes on all skill units every SKILLUNITTIMER_INTERVAL milliseconds. - *------------------------------------------*/ -int skill_unit_timer(int tid, int64 tick, int id, intptr_t data) { - map->freeblock_lock(); - - skill->unit_db->foreach(skill->unit_db, skill->unit_timer_sub, tick); - - map->freeblock_unlock(); - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_move_sub(struct block_list* bl, va_list ap) { - struct skill_unit* su = (struct skill_unit *)bl; - struct skill_unit_group* group = su->group; - - struct block_list* target = va_arg(ap,struct block_list*); - int64 tick = va_arg(ap,int64); - int flag = va_arg(ap,int); - - bool dissonance; - uint16 skill_id; - int i; - - nullpo_ret(group); - - if( !su->alive || target->prev == NULL ) - return 0; - - if( flag&1 && ( su->group->skill_id == PF_SPIDERWEB || su->group->skill_id == GN_THORNS_TRAP ) ) - return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish] - - dissonance = skill->dance_switch(su, 0); - - //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] - skill_id = su->group->skill_id; - - if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) { //Lullaby is the exception, bugreport:411 - //Non-dualmode unit skills with a timer don't trigger when walking, so just return - if( dissonance ) skill->dance_switch(su, 1); - return 0; - } - - //Target-type check. - if( !(group->bl_flag&target->type && battle->check_target(&su->bl,target,group->target_flag) > 0) ) { - if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex] - if( flag&1 ) { - if( flag&2 ) { //Clear this skill id. - ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == skill_id ); - if( i < ARRAYLENGTH(skill->unit_temp) ) - skill->unit_temp[i] = 0; - } - } else { - if( flag&2 ) { //Store this skill id. - ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); - if( i < ARRAYLENGTH(skill->unit_temp) ) - skill->unit_temp[i] = skill_id; - else - ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); - } - - } - - if( flag&4 ) - skill->unit_onleft(skill_id,target,tick); - } - - if( dissonance ) skill->dance_switch(su, 1); - - return 0; - } else { - if( flag&1 ) { - int result = skill->unit_onplace(su,target,tick); - if( flag&2 && result ) { //Clear skill ids we have stored in onout. - ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == result ); - if( i < ARRAYLENGTH(skill->unit_temp) ) - skill->unit_temp[i] = 0; - } - } else { - int result = skill->unit_onout(su,target,tick); - if( flag&2 && result ) { //Store this unit id. - ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); - if( i < ARRAYLENGTH(skill->unit_temp) ) - skill->unit_temp[i] = skill_id; - else - ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); - } - } - - if( dissonance ) skill->dance_switch(su, 1); - - if( flag&4 ) - skill->unit_onleft(skill_id,target,tick); - - return 1; - } -} - -/*========================================== - * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft) - * Flag values: - * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout) - * flag&2: this function is being invoked twice as a bl moves, store in memory the affected - * units to figure out when they have left a group. - * flag&4: Force a onleft event (triggered when the bl is killed, for example) - *------------------------------------------*/ -int skill_unit_move(struct block_list *bl, int64 tick, int flag) { - nullpo_ret(bl); - - if( bl->prev == NULL ) - return 0; - - if( flag&2 && !(flag&1) ) { //Onout, clear data - memset(skill->unit_temp, 0, sizeof(skill->unit_temp)); - } - - map->foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag); - - if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left. - int i; - for( i = 0; i < ARRAYLENGTH(skill->unit_temp); i++ ) - if( skill->unit_temp[i] ) - skill->unit_onleft(skill->unit_temp[i], bl, tick); - } - - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy) { - int i,j; - int64 tick = timer->gettick(); - int *m_flag; - struct skill_unit *su1; - struct skill_unit *su2; - - if (group == NULL) - return 0; - if (group->unit_count<=0) - return 0; - if (group->unit==NULL) - return 0; - - if (skill->get_unit_flag(group->skill_id)&UF_ENSEMBLE) - return 0; //Ensembles may not be moved around. - - if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN ) - return 0; //Icewalls and Wall of Thorns don't get knocked back - - m_flag = (int *) aCalloc(group->unit_count, sizeof(int)); - // m_flag: - // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) - // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) - // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) - // 3: Both 1+2. - for(i=0;iunit_count;i++) { - su1=&group->unit[i]; - if (!su1->alive || su1->bl.m!=m) - continue; - for(j=0;junit_count;j++) { - su2=&group->unit[j]; - if (!su2->alive) - continue; - if (su1->bl.x+dx==su2->bl.x && su1->bl.y+dy==su2->bl.y) { - m_flag[i] |= 0x1; - } - if (su1->bl.x-dx==su2->bl.x && su1->bl.y-dy==su2->bl.y) { - m_flag[i] |= 0x2; - } - } - } - j = 0; - for (i=0;iunit_count;i++) { - su1=&group->unit[i]; - if (!su1->alive) - continue; - if (!(m_flag[i]&0x2)) { - if (group->state.song_dance&0x1) //Cancel dissonance effect. - skill->dance_overlap(su1, 0); - map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->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(&su1->bl, su1->bl.x+dx, su1->bl.y+dy, tick); - break; - case 1: - //Cell moves unto another cell, look for a replacement cell that won't collide - //and has no cell moving into it (flag == 2) - for(;junit_count;j++) { - if(m_flag[j]!=2 || !group->unit[j].alive) - continue; - //Move to where this cell would had moved. - su2 = &group->unit[j]; - map->moveblock(&su1->bl, su2->bl.x+dx, su2->bl.y+dy, tick); - j++; //Skip this cell as we have used it. - break; - } - break; - case 2: - case 3: - break; //Don't move the cell as a cell will end on this tile anyway. - } - if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 - if (group->state.song_dance&0x1) //Check for dissonance effect. - skill->dance_overlap(su1, 1); - clif->getareachar_skillunit(&su1->bl,su1,AREA); - map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,1); - } - } - aFree(m_flag); - return 0; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty) -{ - int i,j; - - nullpo_ret(sd); - - if(nameid<=0) - return 0; - - for(i=0;iproduce_db[i].nameid == nameid ){ - if((j=skill->produce_db[i].req_skill)>0 && - pc->checkskill(sd,j) < skill->produce_db[i].req_skill_lv) - continue; // must iterate again to check other skills that produce it. [malufett] - if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j ) - continue; // special case - break; - } - } - - if( i >= MAX_SKILL_PRODUCE_DB ) - return 0; - - if( pc->checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT ) - {// cannot carry the produced stuff - return 0; - } - - if(trigger>=0){ - if(trigger>20) { // Non-weapon, non-food item (itemlv must match) - if(skill->produce_db[i].itemlv!=trigger) - return 0; - } else if(trigger>10) { // Food (any item level between 10 and 20 will do) - if(skill->produce_db[i].itemlv<=10 || skill->produce_db[i].itemlv>20) - return 0; - } else { // Weapon (itemlv must be higher or equal) - if(skill->produce_db[i].itemlv>trigger) - return 0; - } - } - - for(j=0;jproduce_db[i].mat_id[j]) <= 0 ) - continue; - if (skill->produce_db[i].mat_amount[j] <= 0) { - if (pc->search_inventory(sd,id) == INDEX_NOT_FOUND) - return 0; - } else { - for(y=0,x=0;ystatus.inventory[y].nameid == id ) - x+=sd->status.inventory[y].amount; - if(xproduce_db[i].mat_amount[j]) - return 0; - } - } - return i+1; -} - -/*========================================== - * - *------------------------------------------*/ -int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty) { - int slot[3]; - int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0; - int num = -1; // exclude the recipe - struct status_data *st; - struct item_data* data; - - nullpo_ret(sd); - st = status->get_status_data(&sd->bl); - - if( sd->skill_id_old == skill_id ) - skill_lv = sd->skill_lv_old; - - if( !(idx=skill->can_produce_mix(sd,nameid,-1, qty)) ) - return 0; - idx--; - - if (qty < 1) - qty = 1; - - if (!skill_id) //A skill can be specified for some override cases. - skill_id = skill->produce_db[idx].req_skill; - - if( skill_id == GC_RESEARCHNEWPOISON ) - skill_id = GC_CREATENEWPOISON; - - slot[0]=slot1; - slot[1]=slot2; - slot[2]=slot3; - - for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these! - int j; - if( slot[i]<=0 ) - continue; - j = pc->search_inventory(sd,slot[i]); - if (j == INDEX_NOT_FOUND) - continue; - if( slot[i]==ITEMID_STAR_CRUMB ) { - pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); - sc++; - } - if( slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0 ) { - static const int ele_table[4]={3,1,4,2}; - pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); - ele=ele_table[slot[i]-994]; - } - } - - if( skill_id == RK_RUNEMASTERY ) { - int temp_qty, rune_skill_lv = pc->checkskill(sd,skill_id); - data = itemdb->search(nameid); - - if( rune_skill_lv == 10 ) temp_qty = 1 + rnd()%3; - else if( rune_skill_lv > 5 ) temp_qty = 1 + rnd()%2; - else temp_qty = 1; - - if (data->stack.inventory) { - for( i = 0; i < MAX_INVENTORY; i++ ) { - if( sd->status.inventory[i].nameid == nameid ) { - if( sd->status.inventory[i].amount >= data->stack.amount ) { - clif->msgtable(sd->fd,0x61b); - return 0; - } else { - /** - * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1. - **/ - if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount ) - temp_qty = data->stack.amount - sd->status.inventory[i].amount; - } - break; - } - } - } - qty = temp_qty; - } - - for(i=0;iproduce_db[idx].mat_id[i]) <= 0 ) - continue; - num++; - x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill->produce_db[idx].mat_amount[i]; - do{ - int y=0; - j = pc->search_inventory(sd,id); - - if (j != INDEX_NOT_FOUND) { - y = sd->status.inventory[j].amount; - if(y>x)y=x; - pc->delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE); - } else - ShowError("skill_produce_mix: material item error\n"); - - x-=y; - }while( j>=0 && x>0 ); - } - - if( (equip = (itemdb->isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) ) - wlv = itemdb_wlv(nameid); - if(!equip) { - switch(skill_id){ - case BS_IRON: - case BS_STEEL: - case BS_ENCHANTEDSTONE: - // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG] - i = pc->checkskill(sd,skill_id); - make_per = sd->status.job_level*20 + st->dex*10 + st->luk*10; //Base chance - switch(nameid){ - case ITEMID_IRON: - make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 - break; - case ITEMID_STEEL: - make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 - break; - case ITEMID_STAR_CRUMB: - make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] - break; - default: // Enchanted Stones - make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35 - break; - } - break; - case ASC_CDP: - make_per = (2000 + 40*st->dex + 20*st->luk); - break; - case AL_HOLYWATER: - /** - * Arch Bishop - **/ - case AB_ANCILLA: - make_per = 100000; //100% success - break; - case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG] - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - make_per = pc->checkskill(sd,AM_LEARNINGPOTION)*50 - + pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 - + (st->int_/2)*10 + st->dex*10+st->luk*10; - if(homun_alive(sd->hd)) {//Player got a homun - int skill2_lv; - if((skill2_lv=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change - make_per += skill2_lv*100; //+1% bonus per level - } - switch(nameid){ - case ITEMID_RED_POTION: - case ITEMID_YELLOW_POTION: - case ITEMID_WHITE_POTION: - make_per += (1+rnd()%100)*10 + 2000; - break; - case ITEMID_ALCHOL: - make_per += (1+rnd()%100)*10 + 1000; - break; - case ITEMID_FIRE_BOTTLE: - case ITEMID_ACID_BOTTLE: - case ITEMID_MENEATER_PLANT_BOTTLE: - case ITEMID_MINI_BOTTLE: - make_per += (1+rnd()%100)*10; - break; - case ITEMID_YELLOW_SLIM_POTION: - make_per -= (1+rnd()%50)*10; - break; - case ITEMID_WHITE_SLIM_POTION: - case ITEMID_COATING_BOTTLE: - make_per -= (1+rnd()%100)*10; - break; - //Common items, receive no bonus or penalty, listed just because they are commonly produced - case ITEMID_BLUE_POTION: - case ITEMID_RED_SLIM_POTION: - case ITEMID_ANODYNE: - case ITEMID_ALOEBERA: - default: - break; - } - if(battle_config.pp_rate != 100) - make_per = make_per * battle_config.pp_rate / 100; - break; - case SA_CREATECON: // Elemental Converter Creation - make_per = 100000; // should be 100% success rate - break; - /** - * Rune Knight - **/ - case RK_RUNEMASTERY: - { - int A = 5100 + 200 * pc->checkskill(sd, skill_id); - int B = 10 * st->dex / 3 + (st->luk + sd->status.job_level); - int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune() - int D = 2500; - switch (nameid) { //rune rank it_diff 9 craftable rune - case ITEMID_RAIDO: - case ITEMID_THURISAZ: - case ITEMID_HAGALAZ: - case ITEMID_OTHILA: - 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: - case ITEMID_LUX_ANIMA: - D -= 500; //Rank S - } - make_per = A + B + C - D; - break; - } - /** - * Guilotine Cross - **/ - case GC_CREATENEWPOISON: - { - const int min[10] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6}; - const int max[10] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9}; - int lv = max(0, pc->checkskill(sd,GC_RESEARCHNEWPOISON) - 1); - qty = min[lv] + rnd()%(max[lv] - min[lv]); - make_per = 3000 + 500 * lv + st->dex / 3 * 10 + st->luk * 10 + sd->status.job_level * 10; - } - break; - case GN_CHANGEMATERIAL: - for(i=0; ichangematerial_db[i].itemid == nameid ){ - make_per = skill->changematerial_db[i].rate * 10; - break; - } - break; - case GN_S_PHARMACY: - { - int difficulty = 0; - - difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level) - - make_per = st->int_ + st->dex/2 + st->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) + - (sd->status.base_level-100) + pc->checkskill(sd, AM_LEARNINGPOTION) + pc->checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) - - switch(nameid){// difficulty factor - case ITEMID_HP_INCREASE_POTIONS: - case ITEMID_SP_INCREASE_POTIONS: - case ITEMID_ENRICH_WHITE_POTIONZ: - difficulty += 10; - break; - case ITEMID_BOMB_MUSHROOM_SPORE: - case ITEMID_SP_INCREASE_POTIONM: - difficulty += 15; - break; - case ITEMID_BANANA_BOMB: - case ITEMID_HP_INCREASE_POTIONM: - case ITEMID_SP_INCREASE_POTIONL: - case ITEMID_VITATA500: - difficulty += 20; - break; - case ITEMID_SEED_OF_HORNY_PLANT: - case ITEMID_BLOODSUCK_PLANT_SEED: - case ITEMID_ENRICH_CELERMINE_JUICE: - difficulty += 30; - break; - case ITEMID_HP_INCREASE_POTIONL: - case ITEMID_CURE_FREE: - difficulty += 40; - break; - } - - if( make_per >= 400 && make_per > difficulty) - qty = 10; - else if( make_per >= 300 && make_per > difficulty) - qty = 7; - else if( make_per >= 100 && make_per > difficulty) - qty = 6; - else if( make_per >= 1 && make_per > difficulty) - qty = 5; - else - qty = 4; - make_per = 10000; - } - break; - case GN_MAKEBOMB: - case GN_MIX_COOKING: - { - int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) - - make_per = sd->status.job_level / 4 + st->luk / 2 + st->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) - qty = ~(5 + rnd()%5) + 1; - - switch(nameid){// difficulty factor - case ITEMID_APPLE_BOMB: - difficulty += 5; - break; - case ITEMID_COCONUT_BOMB: - case ITEMID_MELON_BOMB: - difficulty += 10; - break; - case ITEMID_SAVAGE_BBQ: - case ITEMID_WUG_BLOOD_COCKTAIL: - case ITEMID_MINOR_BRISKET: - case ITEMID_SIROMA_ICETEA: - case ITEMID_DROCERA_HERB_STEW: - case ITEMID_PETTI_TAIL_NOODLE: - case ITEMID_PINEAPPLE_BOMB: - difficulty += 15; - break; - case ITEMID_BANANA_BOMB: - difficulty += 20; - break; - } - - if( make_per >= 30 && make_per > difficulty) - qty = 10 + rnd()%2; - else if( make_per >= 10 && make_per > difficulty) - qty = 10; - else if( make_per == 10 && make_per > difficulty) - qty = 8; - else if( (make_per >= 50 || make_per < 30) && make_per < difficulty) - ;// Food/Bomb creation fails. - else if( make_per >= 30 && make_per < difficulty) - qty = 5; - - if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){ - qty = ~qty + 1; - make_per = 0; - }else - make_per = 10000; - qty = (skill_lv > 1 ? qty : 1); - } - break; - default: - if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) { - //Assume Cooking Dish - if (sd->menuskill_val >= 15) //Legendary Cooking Set. - make_per = 10000; //100% Success - else - make_per = 1200 * (sd->menuskill_val - 10) - + 20 * (sd->status.base_level + 1) - + 20 * (st->dex + 1) - + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80)) - - 400 * (skill->produce_db[idx].itemlv - 11 + 1) - - 10 * (100 - st->luk + 1) - - 500 * (num - 1) - - 100 * (rnd()%4 + 1); - break; - } - make_per = 5000; - break; - } - } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG] - make_per = 5000 + sd->status.job_level*20 + st->dex*10 + st->luk*10; // Base - make_per += pc->checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15 - make_per += pc->checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc->checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5 - make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30 - if (pc->search_inventory(sd,ITEMID_EMPERIUM_ANVIL) != INDEX_NOT_FOUND) - make_per+= 1000; // +10 - else if(pc->search_inventory(sd,ITEMID_GOLDEN_ANVIL) != INDEX_NOT_FOUND) - make_per+= 500; // +5 - else if(pc->search_inventory(sd,ITEMID_ORIDECON_ANVIL) != INDEX_NOT_FOUND) - make_per+= 300; // +3 - else if(pc->search_inventory(sd,ITEMID_ANVIL) != INDEX_NOT_FOUND) - make_per+= 0; // +0? - if(battle_config.wp_rate != 100) - make_per = make_per * battle_config.wp_rate / 100; - } - - if (sd->class_&JOBL_BABY) //if it's a Baby Class - make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847) - - if(make_per < 1) make_per = 1; - - - if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items. - struct item tmp_item; - memset(&tmp_item,0,sizeof(tmp_item)); - tmp_item.nameid=nameid; - tmp_item.amount=1; - tmp_item.identify=1; - if(equip){ - tmp_item.card[0]=CARD0_FORGE; - tmp_item.card[1]=((sc*5)<<8)+ele; - tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->status.char_id,1); - } else { - //Flag is only used on the end, so it can be used here. [Skotlex] - switch (skill_id) { - case BS_DAGGER: - case BS_SWORD: - case BS_TWOHANDSWORD: - case BS_AXE: - case BS_MACE: - case BS_KNUCKLE: - case BS_SPEAR: - flag = battle_config.produce_item_name_input&0x1; - break; - case AM_PHARMACY: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - flag = battle_config.produce_item_name_input&0x2; - break; - case AL_HOLYWATER: - /** - * Arch Bishop - **/ - case AB_ANCILLA: - flag = battle_config.produce_item_name_input&0x8; - break; - case ASC_CDP: - flag = battle_config.produce_item_name_input&0x10; - break; - default: - flag = battle_config.produce_item_name_input&0x80; - break; - } - if (flag) { - tmp_item.card[0]=CARD0_CREATE; - tmp_item.card[1]=0; - tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->status.char_id,1); - } - } - -#if 0 // TODO: update PICKLOG - if(log_config.produce > 0) - log_produce(sd,nameid,slot1,slot2,slot3,1); -#endif // 0 - - if(equip){ - clif->produce_effect(sd,0,nameid); - clif->misceffect(&sd->bl,3); - if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] - pc->addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point - } else { - int fame = 0; - tmp_item.amount = 0; - - for (i=0; i< qty; i++) { - //Apply quantity modifiers. - if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){ - tmp_item.amount = qty; - break; - } - if (rnd()%10000 < make_per || qty == 1) { //Success - tmp_item.amount++; - if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION) - continue; - if( skill_id != AM_PHARMACY && - skill_id != AM_TWILIGHT1 && - skill_id != AM_TWILIGHT2 && - skill_id != AM_TWILIGHT3 ) - continue; - //Add fame as needed. - switch(++sd->potion_success_counter) { - case 3: - fame+=1; // Success to prepare 3 Condensed Potions in a row - break; - case 5: - fame+=3; // Success to prepare 5 Condensed Potions in a row - break; - case 7: - fame+=10; // Success to prepare 7 Condensed Potions in a row - break; - case 10: - fame+=50; // Success to prepare 10 Condensed Potions in a row - sd->potion_success_counter = 0; - break; - } - } else //Failure - sd->potion_success_counter = 0; - } - - if (fame) - pc->addfame(sd,fame); - //Visual effects and the like. - switch (skill_id) { - case AM_PHARMACY: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - case ASC_CDP: - clif->produce_effect(sd,2,nameid); - clif->misceffect(&sd->bl,5); - break; - case BS_IRON: - case BS_STEEL: - case BS_ENCHANTEDSTONE: - clif->produce_effect(sd,0,nameid); - clif->misceffect(&sd->bl,3); - break; - case RK_RUNEMASTERY: - case GC_CREATENEWPOISON: - clif->produce_effect(sd,2,nameid); - clif->misceffect(&sd->bl,5); - break; - default: //Those that don't require a skill? - if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20) - { //Cooking items. - clif->specialeffect(&sd->bl, 608, AREA); - if( sd->cook_mastery < 1999 ) - pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5); - } - break; - } - } - if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success - int j, k = 0; - for(i=0; ichangematerial_db[i].itemid == nameid ){ - for(j=0; j<5; j++){ - if( rnd()%1000 < skill->changematerial_db[i].qty_rate[j] ){ - tmp_item.amount = qty * skill->changematerial_db[i].qty[j]; - if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { - clif->additem(sd,0,0,flag); - map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - k++; - } - } - break; - } - if( k ){ - clif->msg_skill(sd,skill_id,0x627); - return 1; - } - } else if (tmp_item.amount) { //Success - if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { - clif->additem(sd,0,0,flag); - map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY ) - clif->msg_skill(sd,skill_id,0x627); - return 1; - } - } - //Failure -#if 0 // TODO: update PICKLOG - if(log_config.produce) - log_produce(sd,nameid,slot1,slot2,slot3,0); -#endif // 0 - - if(equip){ - clif->produce_effect(sd,1,nameid); - clif->misceffect(&sd->bl,2); - } else { - switch (skill_id) { - case ASC_CDP: //25% Damage yourself, and display same effect as failed potion. - status_percent_damage(NULL, &sd->bl, -25, 0, true); - case AM_PHARMACY: - case AM_TWILIGHT1: - case AM_TWILIGHT2: - case AM_TWILIGHT3: - clif->produce_effect(sd,3,nameid); - clif->misceffect(&sd->bl,6); - sd->potion_success_counter = 0; // Fame point system [DracoRPG] - break; - case BS_IRON: - case BS_STEEL: - case BS_ENCHANTEDSTONE: - clif->produce_effect(sd,1,nameid); - clif->misceffect(&sd->bl,2); - break; - case RK_RUNEMASTERY: - case GC_CREATENEWPOISON: - clif->produce_effect(sd,3,nameid); - clif->misceffect(&sd->bl,6); - break; - case GN_MIX_COOKING: { - struct item tmp_item; - const int compensation[5] = { - ITEMID_BLACK_LUMP, - ITEMID_BLACK_HARD_LUMP, - ITEMID_VERY_HARD_LUMP, - ITEMID_BLACK_THING, - ITEMID_MYSTERIOUS_POWDER, - }; - int rate = rnd()%500; - memset(&tmp_item,0,sizeof(tmp_item)); - if( rate < 50) i = 4; - else if( rate < 100) i = 2+rnd()%1; - else if( rate < 250 ) i = 1; - else if( rate < 500 ) i = 0; - tmp_item.nameid = compensation[i]; - tmp_item.amount = qty; - tmp_item.identify = 1; - if( pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) { - clif->additem(sd,0,0,flag); - map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - clif->msg_skill(sd,skill_id,0x628); - } - break; - case GN_MAKEBOMB: - case GN_S_PHARMACY: - case GN_CHANGEMATERIAL: - clif->msg_skill(sd,skill_id,0x628); - break; - default: - if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 ) - { //Cooking items. - clif->specialeffect(&sd->bl, 609, AREA); - if( sd->cook_mastery > 0 ) - pc_setglobalreg(sd, script->add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); - } - } - } - return 0; -} - -int skill_arrow_create (struct map_session_data *sd, int nameid) -{ - int i,j,flag,index=-1; - struct item tmp_item; - - nullpo_ret(sd); - - if(nameid <= 0) - return 1; - - for(i=0;iarrow_db[i].nameid) { - index = i; - break; - } - - if(index < 0 || (j = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND) - return 1; - - pc->delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE); - for(i=0;iarrow_db[index].cre_id[i]; - tmp_item.amount = skill->arrow_db[index].cre_amount[i]; - if(battle_config.produce_item_name_input&0x4) { - tmp_item.card[0]=CARD0_CREATE; - tmp_item.card[1]=0; - tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId - tmp_item.card[3]=GetWord(sd->status.char_id,1); - } - if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) - continue; - if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { - clif->additem(sd,0,0,flag); - map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - - return 0; -} -int skill_poisoningweapon( struct map_session_data *sd, int nameid) { - sc_type type; - int chance, i; - nullpo_ret(sd); - if( nameid <= 0 || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) { - clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); - return 0; - } - switch( nameid ) - { // t_lv used to take duration from skill->get_time2 - case ITEMID_POISON_PARALYSIS: type = SC_PARALYSE; break; - case ITEMID_POISON_FEVER: type = SC_PYREXIA; break; - case ITEMID_POISON_CONTAMINATION: type = SC_DEATHHURT; break; - case ITEMID_POISON_LEECH: type = SC_LEECHESEND; break; - case ITEMID_POISON_FATIGUE: type = SC_VENOMBLEED; break; - case ITEMID_POISON_NUMB: type = SC_TOXIN; break; - case ITEMID_POISON_LAUGHING: type = SC_MAGICMUSHROOM; break; - case ITEMID_POISON_OBLIVION: type = SC_OBLIVIONCURSE; break; - default: - clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); - return 0; - } - - status_change_end(&sd->bl, SC_POISONINGWEAPON, -1);//Status must be forced to end so that a new poison will be applied if a player decides to change poisons. [Rytech] - chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv - sc_start4(&sd->bl, &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; -} - -void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { - struct status_change *sc = status->get_sc(bl); - - // non-offensive and non-magic skills do not affect the status - if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC)) - return; - - if (sc && sc->count && sc->data[SC_MAGICPOWER]) { - if (sc->data[SC_MAGICPOWER]->val4) { - status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER); - } else { - sc->data[SC_MAGICPOWER]->val4 = 1; - status_calc_bl(bl, status->sc2scb_flag(SC_MAGICPOWER)); -#ifndef RENEWAL - if(bl->type == BL_PC){// update current display. - clif->updatestatus(((TBL_PC *)bl),SP_MATK1); - clif->updatestatus(((TBL_PC *)bl),SP_MATK2); - } -#endif - } - } -} - - -int skill_magicdecoy(struct map_session_data *sd, int nameid) { - int x, y, i, class_, skill_id; - struct mob_data *md; - nullpo_ret(sd); - skill_id = sd->menuskill_val; - - if (nameid <= 0 || !itemdb_is_element(nameid) || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND - || !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); - x = sd->sc.comet_x; - y = sd->sc.comet_y; - sd->sc.comet_x = sd->sc.comet_y = 0; - sd->menuskill_val = 0; - - class_ = (nameid == ITEMID_BOODY_RED || nameid == ITEMID_CRYSTAL_BLUE) ? 2043 + nameid - ITEMID_BOODY_RED : (nameid == ITEMID_WIND_OF_VERDURE) ? 2046 : 2045; - - - md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE); - if( md ) { - md->master_id = sd->bl.id; - md->special_state.ai = AI_FLORA; - if( md->deletetimer != INVALID_TIMER ) - timer->delete(md->deletetimer, mob->timer_delete); - md->deletetimer = timer->add(timer->gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob->timer_delete, md->bl.id, 0); - mob->spawn(md); - md->status.matk_min = md->status.matk_max = 250 + (50 * skill_id); - } - - return 0; -} - -// Warlock Spellbooks. [LimitLine/3CeAM] -int skill_spellbook (struct map_session_data *sd, int nameid) { - int i, max_preserve, skill_id, point; - struct status_change *sc; - - nullpo_ret(sd); - - sc = status->get_sc(&sd->bl); - status_change_end(&sd->bl, SC_STOP, INVALID_TIMER); - - for(i=SC_SPELLBOOK1; i <= SC_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; - } - - ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill->spellbook_db[i].nameid == nameid); // Search for information of this item - if( i == MAX_SKILL_SPELLBOOK_DB ) return 0; - - if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) ) - { // User don't know the skill - sc_start(&sd->bl, &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) + sd->status.base_level) / 10; - point = skill->spellbook_db[i].point; - - if( sc && sc->data[SC_READING_SB] ) { - if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) { - clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0); - return 0; - } - for(i = SC_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,&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); - break; - } - } - }else{ - sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); - sc_start4(&sd->bl,&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); - } - - return 1; -} -int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { - int id, lv, prob, aslvl = 0, idx = 0; - nullpo_ret(sd); - - if (sd->sc.data[SC_STOP]) { - aslvl = sd->sc.data[SC_STOP]->val1; - status_change_end(&sd->bl,SC_STOP,INVALID_TIMER); - } - - idx = skill->get_index(skill_id); - - if( skill_id >= GS_GLITTERING || skill->get_type(skill_id) != BF_MAGIC || - (id = sd->status.skill[idx].id) == 0 || sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) { - clif->skill_fail(sd,SC_AUTOSHADOWSPELL,0,0); - return 0; - } - - lv = (aslvl + 1) / 2; // The level the skill will be autocasted - lv = min(lv,sd->status.skill[idx].lv); - prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. - sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); - return 0; -} -int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) { - int i; - - nullpo_ret(sd); - nullpo_ret(item_list); - - if( n <= 0 ) - return 1; - - for( i = 0; i < n; i++ ) { - int nameid, add_amount, del_amount, idx, product, flag; - struct item tmp_item; - - idx = item_list[i*2+0]-2; - del_amount = item_list[i*2+1]; - - if( skill_lv == 2 ) - del_amount -= (del_amount % 10); - add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ; - - if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) { - clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - switch( nameid ) { - // Level 1 - case ITEMID_FLAME_HEART: product = ITEMID_BOODY_RED; break; - case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break; - case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break; - case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break; - // Level 2 - case ITEMID_BOODY_RED: product = ITEMID_FLAME_HEART; break; - case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break; - case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break; - case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break; - default: - clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - if( pc->delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) { - clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - if( skill_lv == 2 && rnd()%100 < 25 ) { - // At level 2 have a fail chance. You loose your items if it fails. - clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); - return 1; - } - - - memset(&tmp_item,0,sizeof(tmp_item)); - tmp_item.nameid = product; - tmp_item.amount = add_amount; - tmp_item.identify = 1; - - if( tmp_item.amount ) { - if( (flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) { - clif->additem(sd,0,0,flag); - map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); - } - } - - } - - return 0; -} - -int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) { - int i, j, k, c, p = 0, nameid, amount; - - nullpo_ret(sd); - nullpo_ret(item_list); - - // Search for objects that can be created. - for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) { - if( skill->produce_db[i].itemlv == 26 ) { - p = 0; - do { - c = 0; - // Verification of overlap between the objects required and the list submitted. - for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) { - if( skill->produce_db[i].mat_id[j] > 0 ) { - for( k = 0; k < n; k++ ) { - int idx = item_list[k*2+0]-2; - nameid = sd->status.inventory[idx].nameid; - amount = item_list[k*2+1]; - if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){ - clif->msg_skill(sd,GN_CHANGEMATERIAL,0x62D); - return 0; - } - if( nameid == skill->produce_db[i].mat_id[j] && (amount-p*skill->produce_db[i].mat_amount[j]) >= skill->produce_db[i].mat_amount[j] - && (amount-p*skill->produce_db[i].mat_amount[j])%skill->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount - c++; // match - } - } - else - break; // No more items required - } - p++; - } while(n == j && c == n); - p--; - if ( p > 0 ) { - skill->produce_mix(sd,GN_CHANGEMATERIAL,skill->produce_db[i].nameid,0,0,0,p); - return 1; - } - } - } - - if( p == 0) - clif->msg_skill(sd,GN_CHANGEMATERIAL,0x623); - - return 0; -} -/** - * for Royal Guard's LG_TRAMPLE - **/ -int skill_destroy_trap(struct block_list *bl, va_list ap) { - struct skill_unit *su = (struct skill_unit *)bl; - struct skill_unit_group *sg; - int64 tick; - - nullpo_ret(su); - tick = va_arg(ap, int64); - - if (su->alive && (sg = su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP) { - switch( sg->unit_id ) { - case UNT_CLAYMORETRAP: - 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|BL_SKILL|~BCT_SELF, &su->bl,tick); - break; - case UNT_LANDMINE: - case UNT_BLASTMINE: - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - case UNT_FREEZINGTRAP: - case UNT_CLUSTERBOMB: - map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); - break; - } - // Traps aren't recovered. - skill->delunit(su); - } - return 0; -} -/*========================================== - * - *------------------------------------------*/ -int skill_blockpc_end(int tid, int64 tick, int id, intptr_t data) { - struct map_session_data *sd = map->id2sd(id); - struct skill_cd * cd = NULL; - - if (data <= 0 || data >= MAX_SKILL) - return 0; - if (!sd || !sd->blockskill[data]) - return 0; - - if( ( cd = idb_get(skill->cd_db,sd->status.char_id) ) ) { - int i; - - for( i = 0; i < cd->cursor; i++ ) { - if( cd->entry[i]->skidx == data ) - break; - } - - if (i == cd->cursor) { - ShowError("skill_blockpc_end: '%s': no data found for '%"PRIdPTR"'\n", sd->status.name, data); - } else { - int cursor = 0; - - ers_free(skill->cd_entry_ers, cd->entry[i]); - - cd->entry[i] = NULL; - - for( i = 0, cursor = 0; i < cd->cursor; i++ ) { - if( !cd->entry[i] ) - continue; - if( cursor != i ) - cd->entry[cursor] = cd->entry[i]; - cursor++; - } - - if( (cd->cursor = cursor) == 0 ) { - idb_remove(skill->cd_db,sd->status.char_id); - ers_free(skill->cd_ers, cd); - } - } - } - - sd->blockskill[data] = false; - return 1; -} - -/** - * flags a singular skill as being blocked from persistent usage. - * @param sd the player the skill delay affects - * @param skill_id the skill which should be delayed - * @param tick the length of time the delay should last - * @return 0 if successful, -1 otherwise - */ -int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) { - struct skill_cd* cd = NULL; - uint16 idx = skill->get_index(skill_id); - int64 now = timer->gettick(); - - nullpo_retr (-1, sd); - - if (idx == 0) - return -1; - - if (tick < 1) { - sd->blockskill[idx] = false; - return -1; - } - - if( battle_config.display_status_timers ) - clif->skill_cooldown(sd, skill_id, tick); - - if( !(cd = idb_get(skill->cd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage - cd = ers_alloc(skill->cd_ers, struct skill_cd); - - idb_put( skill->cd_db, sd->status.char_id, cd ); - } else { - int i; - - for(i = 0; i < cd->cursor; i++) { - if( cd->entry[i] && cd->entry[i]->skidx == idx ) - break; - } - - if( i != cd->cursor ) {/* duplicate, update necessary */ - cd->entry[i]->duration = tick; -#if PACKETVER >= 20120604 - cd->entry[i]->total = tick; -#endif - cd->entry[i]->started = now; - timer->settick(cd->entry[i]->timer,now+tick); - return 0; - } - - } - - if( cd->cursor == MAX_SKILL_TREE ) { - ShowError("skill_blockpc_start: '%s' got over '%d' skill cooldowns, no room to save!\n",sd->status.name,MAX_SKILL_TREE); - return -1; - } - - cd->entry[cd->cursor] = ers_alloc(skill->cd_entry_ers,struct skill_cd_entry); - - cd->entry[cd->cursor]->duration = tick; -#if PACKETVER >= 20120604 - cd->entry[cd->cursor]->total = tick; -#endif - cd->entry[cd->cursor]->skidx = idx; - cd->entry[cd->cursor]->skill_id = skill_id; - cd->entry[cd->cursor]->started = now; - cd->entry[cd->cursor]->timer = timer->add(now+tick,skill->blockpc_end,sd->bl.id,idx); - - cd->cursor++; - - sd->blockskill[idx] = true; - return 0; -} - -int skill_blockhomun_end(int tid, int64 tick, int id, intptr_t data) { // [orn] - struct homun_data *hd = (TBL_HOM*)map->id2bl(id); - if (data <= 0 || data >= MAX_SKILL) - return 0; - if (hd) hd->blockskill[data] = 0; - - return 1; -} - -int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { // [orn] - uint16 idx = skill->get_index(skill_id); - nullpo_retr (-1, hd); - - - if (idx == 0) - return -1; - - if (tick < 1) { - hd->blockskill[idx] = 0; - return -1; - } - hd->blockskill[idx] = 1; - return timer->add(timer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx); -} - -int skill_blockmerc_end(int tid, int64 tick, int id, intptr_t data) {// [orn] - struct mercenary_data *md = (TBL_MER*)map->id2bl(id); - if( data <= 0 || data >= MAX_SKILL ) - return 0; - if( md ) md->blockskill[data] = 0; - - return 1; -} - -int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick) -{ - uint16 idx = skill->get_index(skill_id); - nullpo_retr (-1, md); - - if (idx == 0) - return -1; - if( tick < 1 ) - { - md->blockskill[idx] = 0; - return -1; - } - md->blockskill[idx] = 1; - return timer->add(timer->gettick() + tick, skill->blockmerc_end, md->bl.id, idx); -} -/** - * Adds a new skill unit entry for this player to recast after map load - **/ -void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) { - struct skill_unit_save * sus = NULL; - - if( idb_exists(skill->usave_db,sd->status.char_id) ) { - idb_remove(skill->usave_db,sd->status.char_id); - } - - CREATE( sus, struct skill_unit_save, 1 ); - idb_put( skill->usave_db, sd->status.char_id, sus ); - - sus->skill_id = skill_id; - sus->skill_lv = skill_lv; - - return; -} -void skill_usave_trigger(struct map_session_data *sd) { - struct skill_unit_save * sus = NULL; - - if( ! (sus = idb_get(skill->usave_db,sd->status.char_id)) ) { - return; - } - - skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0); - - idb_remove(skill->usave_db,sd->status.char_id); - - return; -} -/* - * - */ -int skill_split_str (char *str, char **val, int num) { - int i; - - for( i = 0; i < num && str; i++ ) { - val[i] = str; - str = strchr(str,','); - if( str ) - *str++=0; - } - - return i; -} -/* - * - */ -int skill_split_atoi (char *str, int *val) { - int i, j, diff, step = 1; - - for (i=0; i= step; j--) - if ((val[j]-val[j-step]) != diff) - break; - - if (j>=step) //No match, try next step. - continue; - - for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase - val[i] = val[i-step]+diff; - if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases. - { val[i] = 1; diff = 0; step = 1; } - } - return i; - } - //Okay.. we can't figure this one out, just fill out the stuff with the previous value. - for (;iunit_layout,0,sizeof(skill->unit_layout)); - - // standard square layouts go first - for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { - size = i*2+1; - skill->unit_layout[i].count = size*size; - for (j=0; junit_layout[i].dx[j] = (j%size-i); - skill->unit_layout[i].dy[j] = (j/size-i); - } - } - - // afterwards add special ones - pos = i; - for (i=0;idb[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1) - continue; - - switch (skill->db[i].nameid) { - case MG_FIREWALL: - case WZ_ICEWALL: - case WL_EARTHSTRAIN://Warlock - // these will be handled later - break; - case PR_SANCTUARY: - case NPC_EVILLAND: { - static const int dx[] = { - -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, - 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1}; - static const int dy[]={ - -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, - 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2}; - skill->unit_layout[pos].count = 21; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case PR_MAGNUS: { - static const int dx[] = { - -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, - 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, - -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1}; - static const int dy[] = { - -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, - -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, - 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; - skill->unit_layout[pos].count = 33; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case MH_POISON_MIST: - case AS_VENOMDUST: { - static const int dx[] = {-1, 0, 0, 0, 1}; - static const int dy[] = { 0,-1, 0, 1, 0}; - skill->unit_layout[pos].count = 5; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case CR_GRANDCROSS: - case NPC_GRANDDARKNESS: { - static const int dx[] = { - 0, 0,-1, 0, 1,-2,-1, 0, 1, 2, - -4,-3,-2,-1, 0, 1, 2, 3, 4,-2, - -1, 0, 1, 2,-1, 0, 1, 0, 0}; - static const int dy[] = { - -4,-3,-2,-2,-2,-1,-1,-1,-1,-1, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, - 1, 1, 1, 1, 2, 2, 2, 3, 4}; - skill->unit_layout[pos].count = 29; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case PF_FOGWALL: { - static const int dx[] = { - -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; - static const int dy[] = { - -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1}; - skill->unit_layout[pos].count = 15; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case PA_GOSPEL: { - static const int dx[] = { - -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, - 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, - -3,-2,-1, 0, 1, 2, 3,-1, 0, 1, - -1, 0, 1}; - static const int dy[] = { - -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, - -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, - 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, - 3, 3, 3}; - skill->unit_layout[pos].count = 33; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case NJ_KAENSIN: { - static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; - static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2}; - skill->unit_layout[pos].count = 24; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case NJ_TATAMIGAESHI: { - //Level 1 (count 4, cross of 3x3) - static const int dx1[] = {-1, 1, 0, 0}; - static const int dy1[] = { 0, 0,-1, 1}; - //Level 2-3 (count 8, cross of 5x5) - static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0}; - static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2}; - //Level 4-5 (count 12, cross of 7x7 - static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0}; - static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3}; - //lv1 - j = 0; - skill->unit_layout[pos].count = 4; - memcpy(skill->unit_layout[pos].dx,dx1,sizeof(dx1)); - memcpy(skill->unit_layout[pos].dy,dy1,sizeof(dy1)); - skill->db[i].unit_layout_type[j] = pos; - //lv2/3 - j++; - pos++; - skill->unit_layout[pos].count = 8; - memcpy(skill->unit_layout[pos].dx,dx2,sizeof(dx2)); - memcpy(skill->unit_layout[pos].dy,dy2,sizeof(dy2)); - skill->db[i].unit_layout_type[j] = pos; - skill->db[i].unit_layout_type[++j] = pos; - //lv4/5 - j++; - pos++; - skill->unit_layout[pos].count = 12; - memcpy(skill->unit_layout[pos].dx,dx3,sizeof(dx3)); - memcpy(skill->unit_layout[pos].dy,dy3,sizeof(dy3)); - skill->db[i].unit_layout_type[j] = pos; - skill->db[i].unit_layout_type[++j] = pos; - //Fill in the rest using lv 5. - for (;jdb[i].unit_layout_type[j] = pos; - //Skip, this way the check below will fail and continue to the next skill. - pos++; - } - break; - case GN_WALLOFTHORN: { - static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; - static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; - skill->unit_layout[pos].count = 16; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case EL_FIRE_MANTLE: { - static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1}; - static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0}; - skill->unit_layout[pos].count = 8; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - default: - ShowError("unknown unit layout at skill %d\n",i); - break; - } - if (!skill->unit_layout[pos].count) - continue; - for (j=0;jdb[i].unit_layout_type[j] = pos; - pos++; - } - - // firewall and icewall have 8 layouts (direction-dependent) - skill->firewall_unit_pos = pos; - for (i=0;i<8;i++) { - if (i&1) { - skill->unit_layout[pos].count = 5; - if (i&0x2) { - int dx[] = {-1,-1, 0, 0, 1}; - int dy[] = { 1, 0, 0,-1,-1}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 1, 1 ,0, 0,-1}; - int dy[] = { 1, 0, 0,-1,-1}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - } else { - skill->unit_layout[pos].count = 3; - if (i%4==0) { - int dx[] = {-1, 0, 1}; - int dy[] = { 0, 0, 0}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 0, 0, 0}; - int dy[] = {-1, 0, 1}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - } - pos++; - } - skill->icewall_unit_pos = pos; - for (i=0;i<8;i++) { - skill->unit_layout[pos].count = 5; - if (i&1) { - if (i&0x2) { - int dx[] = {-2,-1, 0, 1, 2}; - int dy[] = { 2, 1, 0,-1,-2}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 2, 1 ,0,-1,-2}; - int dy[] = { 2, 1, 0,-1,-2}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - } else { - if (i%4==0) { - int dx[] = {-2,-1, 0, 1, 2}; - int dy[] = { 0, 0, 0, 0, 0}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } else { - int dx[] = { 0, 0, 0, 0, 0}; - int dy[] = {-2,-1, 0, 1, 2}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - } - pos++; - } - skill->earthstrain_unit_pos = pos; - for( i = 0; i < 8; i++ ) - { // For each Direction - skill->unit_layout[pos].count = 15; - switch( i ) - { - case 0: case 1: case 3: case 4: case 5: case 7: - { - int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; - int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - case 2: - case 6: - { - int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; - int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; - memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); - memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); - } - break; - } - pos++; - } - -} - -int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { - int inf = 0; - struct status_change *sc = status->get_sc(bl); - - if( !sc || !bl || !skill_id ) - return 0; // Can do it - - switch(type){ - case SC_STASIS: - inf = skill->get_inf2(skill_id); - if( inf == INF2_SONG_DANCE || skill->get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL ) - return 1; // Can't do it. - switch( skill_id ) { - case NV_FIRSTAID: - case TF_HIDING: - case AS_CLOAKING: - case WZ_SIGHTRASHER: - case RG_STRIPWEAPON: - case RG_STRIPSHIELD: - case RG_STRIPARMOR: - case WZ_METEOR: - case RG_STRIPHELM: - case SC_STRIPACCESSARY: - case ST_FULLSTRIP: - case WZ_SIGHTBLASTER: - case ST_CHASEWALK: - case SC_ENERVATION: - case SC_GROOMY: - case WZ_ICEWALL: - case SC_IGNORANCE: - case SC_LAZINESS: - case SC_UNLUCKY: - case WZ_STORMGUST: - case SC_WEAKNESS: - case AL_RUWACH: - case AL_PNEUMA: - case WZ_JUPITEL: - case AL_HEAL: - case AL_BLESSING: - case AL_INCAGI: - case WZ_VERMILION: - case AL_TELEPORT: - case AL_WARP: - case AL_HOLYWATER: - case WZ_EARTHSPIKE: - case AL_HOLYLIGHT: - case PR_IMPOSITIO: - case PR_ASPERSIO: - case WZ_HEAVENDRIVE: - case PR_SANCTUARY: - case PR_STRECOVERY: - case PR_MAGNIFICAT: - case WZ_QUAGMIRE: - case ALL_RESURRECTION: - case PR_LEXDIVINA: - case PR_LEXAETERNA: - case HW_GRAVITATION: - case PR_MAGNUS: - case PR_TURNUNDEAD: - case MG_SRECOVERY: - case HW_MAGICPOWER: - case MG_SIGHT: - case MG_NAPALMBEAT: - case MG_SAFETYWALL: - case HW_GANBANTEIN: - case MG_SOULSTRIKE: - case MG_COLDBOLT: - case MG_FROSTDIVER: - case WL_DRAINLIFE: - case MG_STONECURSE: - case MG_FIREBALL: - case MG_FIREWALL: - case WL_SOULEXPANSION: - case MG_FIREBOLT: - case MG_LIGHTNINGBOLT: - case MG_THUNDERSTORM: - case MG_ENERGYCOAT: - case WL_WHITEIMPRISON: - case WL_SUMMONFB: - case WL_SUMMONBL: - case WL_SUMMONWB: - case WL_SUMMONSTONE: - case WL_SIENNAEXECRATE: - case WL_RELEASE: - case WL_EARTHSTRAIN: - case WL_RECOGNIZEDSPELL: - case WL_READING_SB: - case SA_MAGICROD: - case SA_SPELLBREAKER: - case SA_DISPELL: - case SA_FLAMELAUNCHER: - case SA_FROSTWEAPON: - case SA_LIGHTNINGLOADER: - case SA_SEISMICWEAPON: - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: - case SA_LANDPROTECTOR: - case PF_HPCONVERSION: - case PF_SOULCHANGE: - case PF_SPIDERWEB: - case PF_FOGWALL: - case TK_RUN: - case TK_HIGHJUMP: - case TK_SEVENWIND: - case SL_KAAHI: - case SL_KAUPE: - case SL_KAITE: - - // Skills that need to be confirmed. - case SO_FIREWALK: - case SO_ELECTRICWALK: - case SO_SPELLFIST: - case SO_EARTHGRAVE: - case SO_DIAMONDDUST: - case SO_POISON_BUSTER: - case SO_PSYCHIC_WAVE: - case SO_CLOUD_KILL: - case SO_STRIKING: - case SO_WARMER: - case SO_VACUUM_EXTREME: - case SO_VARETYR_SPEAR: - case SO_ARRULLO: - return 1; // Can't do it. - } - break; - case SC_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: - case RA_CAMOUFLAGE: - case ST_CHASEWALK: - case GD_EMERGENCYCALL: - return 1; // needs more info - } - break; - } - - return 0; -} - -int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) { - int type = 0; - - switch( skill_id ) { - case SO_SUMMON_AGNI: type = 2114; break; - case SO_SUMMON_AQUA: type = 2117; break; - case SO_SUMMON_VENTUS: type = 2120; break; - case SO_SUMMON_TERA: type = 2123; break; - } - - type += skill_lv - 1; - - return type; -} - -/** - * update stored skill cooldowns for player logout - * @param sd the affected player structure - */ -void skill_cooldown_save(struct map_session_data * sd) { - int i; - struct skill_cd* cd = NULL; - int64 now = 0; - - // always check to make sure the session properly exists - nullpo_retv(sd); - - if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character - return; - } - - now = timer->gettick(); - - // process each individual cooldown associated with the character - for( i = 0; i < cd->cursor; i++ ) { - cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started+cd->entry[i]->duration,now); - if( cd->entry[i]->timer != INVALID_TIMER ) { - timer->delete(cd->entry[i]->timer,skill->blockpc_end); - cd->entry[i]->timer = INVALID_TIMER; - } - } -} - -/** - * reload stored skill cooldowns when a player logs in. - * @param sd the affected player structure - */ -void skill_cooldown_load(struct map_session_data * sd) { - int i; - struct skill_cd* cd = NULL; - int64 now = 0; - - // always check to make sure the session properly exists - nullpo_retv(sd); - - if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character - return; - } - - clif->cooldown_list(sd->fd,cd); - - now = timer->gettick(); - - // process each individual cooldown associated with the character - for( i = 0; i < cd->cursor; i++ ) { - cd->entry[i]->started = now; - cd->entry[i]->timer = timer->add(timer->gettick()+cd->entry[i]->duration,skill->blockpc_end,sd->bl.id,cd->entry[i]->skidx); - sd->blockskill[cd->entry[i]->skidx] = true; - } -} - -/*========================================== - * sub-function of DB reading. - * skill_db.txt - *------------------------------------------*/ -bool skill_parse_row_skilldb(char* split[], int columns, int current) { -// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description - uint16 skill_id = atoi(split[0]); - uint16 idx; - if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) - || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) - || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) - || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) { - ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id); - return false; - } - - idx = skill->get_index(skill_id); - if( !idx ) // invalid skill id - return false; - - skill->db[idx].nameid = skill_id; - skill->split_atoi(split[1],skill->db[idx].range); - skill->db[idx].hit = atoi(split[2]); - skill->db[idx].inf = atoi(split[3]); - skill->split_atoi(split[4],skill->db[idx].element); - skill->db[idx].nk = (int)strtol(split[5], NULL, 0); - skill->split_atoi(split[6],skill->db[idx].splash); - skill->db[idx].max = atoi(split[7]); - skill->split_atoi(split[8],skill->db[idx].num); - - if( strcmpi(split[9],"yes") == 0 ) - skill->db[idx].castcancel = 1; - else - skill->db[idx].castcancel = 0; - skill->db[idx].cast_def_rate = atoi(split[10]); - skill->db[idx].inf2 = (int)strtol(split[11], NULL, 0); - skill->split_atoi(split[12],skill->db[idx].maxcount); - if( strcmpi(split[13],"weapon") == 0 ) - skill->db[idx].skill_type = BF_WEAPON; - else if( strcmpi(split[13],"magic") == 0 ) - skill->db[idx].skill_type = BF_MAGIC; - else if( strcmpi(split[13],"misc") == 0 ) - skill->db[idx].skill_type = BF_MISC; - else - skill->db[idx].skill_type = 0; - skill->split_atoi(split[14],skill->db[idx].blewcount); - safestrncpy(skill->db[idx].name, trim(split[15]), sizeof(skill->db[idx].name)); - safestrncpy(skill->db[idx].desc, trim(split[16]), sizeof(skill->db[idx].desc)); - strdb_iput(skill->name2id_db, skill->db[idx].name, skill_id); - script->set_constant2(skill->db[idx].name,(int)skill_id,0); - - return true; -} - -bool skill_parse_row_requiredb(char* split[], int columns, int current) { -// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10 - char* p; - int j; - - uint16 skill_id = atoi(split[0]); - uint16 idx = skill->get_index(skill_id); - if( !idx ) // invalid skill id - return false; - - skill->split_atoi(split[1],skill->db[idx].hp); - skill->split_atoi(split[2],skill->db[idx].mhp); - skill->split_atoi(split[3],skill->db[idx].sp); - skill->split_atoi(split[4],skill->db[idx].hp_rate); - skill->split_atoi(split[5],skill->db[idx].sp_rate); - skill->split_atoi(split[6],skill->db[idx].zeny); - - //Which weapon type are required, see doc/item_db for types - p = split[7]; - for( j = 0; j < 32; j++ ) { - int l = atoi(p); - if( l == 99 ) { // Any weapon - skill->db[idx].weapon = 0; - break; - } else - skill->db[idx].weapon |= 1<db[idx].ammo = 0xFFFFFFFF; - break; - } else if( l ) // 0 stands for no requirement - skill->db[idx].ammo |= 1<split_atoi(split[9],skill->db[idx].ammo_qty); - - if( strcmpi(split[10],"hiding") == 0 ) skill->db[idx].state = ST_HIDING; - else if( strcmpi(split[10],"cloaking") == 0 ) skill->db[idx].state = ST_CLOAKING; - else if( strcmpi(split[10],"hidden") == 0 ) skill->db[idx].state = ST_HIDDEN; - else if( strcmpi(split[10],"riding") == 0 ) skill->db[idx].state = ST_RIDING; - else if( strcmpi(split[10],"falcon") == 0 ) skill->db[idx].state = ST_FALCON; - else if( strcmpi(split[10],"cart") == 0 ) skill->db[idx].state = ST_CART; - else if( strcmpi(split[10],"shield") == 0 ) skill->db[idx].state = ST_SHIELD; - else if( strcmpi(split[10],"sight") == 0 ) skill->db[idx].state = ST_SIGHT; - else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->db[idx].state = ST_EXPLOSIONSPIRITS; - else if( strcmpi(split[10],"cartboost") == 0 ) skill->db[idx].state = ST_CARTBOOST; - else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->db[idx].state = ST_RECOV_WEIGHT_RATE; - else if( strcmpi(split[10],"move_enable") == 0 ) skill->db[idx].state = ST_MOVE_ENABLE; - else if( strcmpi(split[10],"water") == 0 ) skill->db[idx].state = ST_WATER; - else if( strcmpi(split[10],"dragon") == 0 ) skill->db[idx].state = ST_RIDINGDRAGON; - else if( strcmpi(split[10],"warg") == 0 ) skill->db[idx].state = ST_WUG; - else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->db[idx].state = ST_RIDINGWUG; - else if( strcmpi(split[10],"mado") == 0 ) skill->db[idx].state = ST_MADO; - else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->db[idx].state = ST_ELEMENTALSPIRIT; - else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->db[idx].state = ST_POISONINGWEAPON; - else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->db[idx].state = ST_ROLLINGCUTTER; - else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->db[idx].state = ST_MH_FIGHTING; - else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->db[idx].state = ST_MH_GRAPPLING; - else if( strcmpi(split[10],"peco") == 0 ) skill->db[idx].state = ST_PECO; - /** - * Unknown or no state - **/ - else skill->db[idx].state = ST_NONE; - - skill->split_atoi(split[11],skill->db[idx].spiritball); - for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) { - skill->db[idx].itemid[j] = atoi(split[12+ 2*j]); - skill->db[idx].amount[j] = atoi(split[13+ 2*j]); - } - - return true; -} - -bool skill_parse_row_castdb(char* split[], int columns, int current) { -// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2 - uint16 skill_id = atoi(split[0]); - uint16 idx = skill->get_index(skill_id); - if( !idx ) // invalid skill id - return false; - - skill->split_atoi(split[1],skill->db[idx].cast); - skill->split_atoi(split[2],skill->db[idx].delay); - skill->split_atoi(split[3],skill->db[idx].walkdelay); - skill->split_atoi(split[4],skill->db[idx].upkeep_time); - skill->split_atoi(split[5],skill->db[idx].upkeep_time2); - skill->split_atoi(split[6],skill->db[idx].cooldown); -#ifdef RENEWAL_CAST - skill->split_atoi(split[7],skill->db[idx].fixed_cast); -#endif - return true; -} - -bool skill_parse_row_castnodexdb(char* split[], int columns, int current) { -// Skill id,Cast,Delay (optional) - uint16 skill_id = atoi(split[0]); - uint16 idx = skill->get_index(skill_id); - if( !idx ) // invalid skill id - return false; - - skill->split_atoi(split[1],skill->db[idx].castnodex); - if( split[2] ) // optional column - skill->split_atoi(split[2],skill->db[idx].delaynodex); - - return true; -} - -bool skill_parse_row_unitdb(char* split[], int columns, int current) { -// ID,unit ID,unit ID 2,layout,range,interval,target,flag - uint16 skill_id = atoi(split[0]); - uint16 idx = skill->get_index(skill_id); - if( !idx ) // invalid skill id - return false; - - skill->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16); - skill->db[idx].unit_id[1] = (int)strtol(split[2],NULL,16); - skill->split_atoi(split[3],skill->db[idx].unit_layout_type); - skill->split_atoi(split[4],skill->db[idx].unit_range); - skill->db[idx].unit_interval = atoi(split[5]); - - if( strcmpi(split[6],"noenemy")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; - else if( strcmpi(split[6],"friend")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; - else if( strcmpi(split[6],"party")==0 ) skill->db[idx].unit_target = BCT_PARTY; - else if( strcmpi(split[6],"ally")==0 ) skill->db[idx].unit_target = BCT_PARTY|BCT_GUILD; - else if( strcmpi(split[6],"guild")==0 ) skill->db[idx].unit_target = BCT_GUILD; - else if( strcmpi(split[6],"all")==0 ) skill->db[idx].unit_target = BCT_ALL; - else if( strcmpi(split[6],"enemy")==0 ) skill->db[idx].unit_target = BCT_ENEMY; - else if( strcmpi(split[6],"self")==0 ) skill->db[idx].unit_target = BCT_SELF; - else if( strcmpi(split[6],"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 = (int)strtol(split[6],NULL,16); - - skill->db[idx].unit_flag = (int)strtol(split[7],NULL,16); - - if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) - skill->db[idx].unit_target = BCT_NOENEMY; - - //By default, target just characters. - skill->db[idx].unit_target |= BL_CHAR; - if (skill->db[idx].unit_flag&UF_NOPC) - skill->db[idx].unit_target &= ~BL_PC; - if (skill->db[idx].unit_flag&UF_NOMOB) - skill->db[idx].unit_target &= ~BL_MOB; - if (skill->db[idx].unit_flag&UF_SKILL) - skill->db[idx].unit_target |= BL_SKILL; - - return true; -} - -bool skill_parse_row_producedb(char* split[], int columns, int current) { -// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...... - int x,y; - - int i = atoi(split[0]); - if( !i ) - return false; - - skill->produce_db[current].nameid = i; - skill->produce_db[current].itemlv = atoi(split[1]); - skill->produce_db[current].req_skill = atoi(split[2]); - skill->produce_db[current].req_skill_lv = atoi(split[3]); - - for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) { - skill->produce_db[current].mat_id[y] = atoi(split[x]); - skill->produce_db[current].mat_amount[y] = atoi(split[x+1]); - } - - return true; -} - -bool skill_parse_row_createarrowdb(char* split[], int columns, int current) { -// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 - int x,y; - - int i = atoi(split[0]); - if( !i ) - return false; - - skill->arrow_db[current].nameid = i; - - for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) { - skill->arrow_db[current].cre_id[y] = atoi(split[x]); - skill->arrow_db[current].cre_amount[y] = atoi(split[x+1]); - } - - return true; -} -bool skill_parse_row_spellbookdb(char* split[], int columns, int current) { -// skill_id,PreservePoints - - uint16 skill_id = atoi(split[0]); - int points = atoi(split[1]); - int nameid = atoi(split[2]); - - if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) - ShowError("spellbook_db: Invalid skill ID %d\n", skill_id); - if ( !skill->get_inf(skill_id) ) - ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill->get_name(skill_id)); - if( points < 1 ) - ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); - else { - skill->spellbook_db[current].skill_id = skill_id; - skill->spellbook_db[current].point = points; - skill->spellbook_db[current].nameid = nameid; - - return true; - } - - return false; -} -bool skill_parse_row_improvisedb(char* split[], int columns, int current) { -// SkillID,Rate - uint16 skill_id = atoi(split[0]); - short j = atoi(split[1]); - - if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { - ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id); - return false; - } - if ( !skill->get_inf(skill_id) ) { - ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); - return false; - } - if( j < 1 ) { - ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); - return false; - } - if( current >= MAX_SKILL_IMPROVISE_DB ) { - ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB); - } - skill->improvise_db[current].skill_id = skill_id; - skill->improvise_db[current].per = j; // Still need confirm it. - - return true; -} -bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { -// SkillID - uint16 skill_id = atoi(split[0]); - - if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { - ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id); - return false; - } - if ( !skill->get_inf(skill_id) ) { - ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); - return false; - } - - skill->magicmushroom_db[current].skill_id = skill_id; - - return true; -} - -bool skill_parse_row_reproducedb(char* split[], int column, int current) { - uint16 skill_id = atoi(split[0]); - uint16 idx = skill->get_index(skill_id); - if( !idx ) - return false; - - skill->reproduce_db[idx] = true; - - return true; -} - - -bool skill_parse_row_abradb(char* split[], int columns, int current) { -// skill_id,DummyName,RequiredHocusPocusLevel,Rate - uint16 skill_id = atoi(split[0]); - if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { - ShowError("abra_db: Invalid skill ID %d\n", skill_id); - return false; - } - if ( !skill->get_inf(skill_id) ) { - ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); - return false; - } - - skill->abra_db[current].skill_id = skill_id; - skill->abra_db[current].req_lv = atoi(split[2]); - skill->abra_db[current].per = atoi(split[3]); - - return true; -} - -bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { -// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5 - uint16 skill_id = atoi(split[0]); - short j = atoi(split[1]); - int x,y; - - for(x=0; xproduce_db[x].nameid == skill_id ) - if( skill->produce_db[x].req_skill == GN_CHANGEMATERIAL ) - break; - } - - if( x >= MAX_SKILL_PRODUCE_DB ){ - ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id); - return false; - } - - if( current >= MAX_SKILL_PRODUCE_DB ) { - ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB); - } - - skill->changematerial_db[current].itemid = skill_id; - skill->changematerial_db[current].rate = j; - - for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) { - skill->changematerial_db[current].qty[y] = atoi(split[x]); - skill->changematerial_db[current].qty_rate[y] = atoi(split[x+1]); - } - - return true; -} - -/*=============================== - * DB reading. - * skill_db.txt - * skill_require_db.txt - * skill_cast_db.txt - * skill_castnodex_db.txt - * skill_nocast_db.txt - * skill_unit_db.txt - * produce_db.txt - * create_arrow_db.txt - * abra_db.txt - *------------------------------*/ -void skill_readdb(bool minimal) { - // init skill db structures - db_clear(skill->name2id_db); - - /* when != it was called during init and this procedure was already performed by skill_defaults() */ - if( runflag == MAPSERVER_ST_RUNNING ) { - memset(skill->db,0,sizeof(skill->db) - + sizeof(skill->produce_db) - + sizeof(skill->arrow_db) - + sizeof(skill->abra_db) - + sizeof(skill->magicmushroom_db) - + sizeof(skill->improvise_db) - + sizeof(skill->changematerial_db) - + sizeof(skill->spellbook_db) - + sizeof(skill->reproduce_db) - ); - } - - // load skill databases - safestrncpy(skill->db[0].name, "UNKNOWN_SKILL", sizeof(skill->db[0].name)); - safestrncpy(skill->db[0].desc, "Unknown Skill", sizeof(skill->db[0].desc)); - -#ifdef ENABLE_CASE_CHECK - script->parser_current_file = DBPATH"skill_db.txt"; -#endif // ENABLE_CASE_CHECK - sv->readdb(map->db_path, DBPATH"skill_db.txt", ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb); -#ifdef ENABLE_CASE_CHECK - script->parser_current_file = NULL; -#endif // ENABLE_CASE_CHECK - - if (minimal) - return; - - sv->readdb(map->db_path, DBPATH"skill_require_db.txt", ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb); -#ifdef RENEWAL_CAST - sv->readdb(map->db_path, "re/skill_cast_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb); -#else - sv->readdb(map->db_path, "pre-re/skill_cast_db.txt", ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb); -#endif - sv->readdb(map->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb); - sv->readdb(map->db_path, DBPATH"skill_unit_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb); - - skill->init_unit_layout(); - sv->readdb(map->db_path, "produce_db.txt", ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb); - sv->readdb(map->db_path, "create_arrow_db.txt", ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb); - sv->readdb(map->db_path, "abra_db.txt", ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb); - //Warlock - sv->readdb(map->db_path, "spellbook_db.txt", ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb); - //Guillotine Cross - sv->readdb(map->db_path, "magicmushroom_db.txt", ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb); - sv->readdb(map->db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb); - sv->readdb(map->db_path, "skill_improvise_db.txt", ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb); - sv->readdb(map->db_path, "skill_changematerial_db.txt", ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb); -} - -void skill_reload (void) { - struct s_mapiterator *iter; - struct map_session_data *sd; - int i,c,k; - - skill->read_db(false); - - //[Ind/Hercules] refresh index cache - for(c = 0; c < CLASS_COUNT; c++) { - for( i = 0; i < MAX_SKILL_TREE; i++ ) { - if( pc->skill_tree[c][i].id ) { - pc->skill_tree[c][i].idx = skill->get_index(pc->skill_tree[c][i].id); - for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) { - if( pc->skill_tree[c][i].need[k].id ) - pc->skill_tree[c][i].need[k].idx = skill->get_index(pc->skill_tree[c][i].need[k].id); - } - } - } - } - chrif->skillid2idx(0); - /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */ - iter = mapit_getallusers(); - for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) ) - clif->skillinfoblock(sd); - mapit->free(iter); - -} - -/*========================================== - * - *------------------------------------------*/ -int do_init_skill(bool minimal) { - skill->name2id_db = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH); - skill->read_db(minimal); - - if (minimal) - return 0; - - skill->group_db = idb_alloc(DB_OPT_BASE); - skill->unit_db = idb_alloc(DB_OPT_BASE); - skill->cd_db = idb_alloc(DB_OPT_BASE); - skill->usave_db = idb_alloc(DB_OPT_RELEASE_DATA); - skill->bowling_db = idb_alloc(DB_OPT_BASE); - skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); - skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE|ERS_OPT_FLEX_CHUNK); - skill->cd_ers = ers_new(sizeof(struct skill_cd),"skill.c::skill_cd_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); - skill->cd_entry_ers = ers_new(sizeof(struct skill_cd_entry),"skill.c::skill_cd_entry_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); - - ers_chunk_size(skill->cd_ers, 25); - ers_chunk_size(skill->cd_entry_ers, 100); - ers_chunk_size(skill->unit_ers, 150); - ers_chunk_size(skill->timer_ers, 150); - - timer->add_func_list(skill->unit_timer,"skill_unit_timer"); - timer->add_func_list(skill->castend_id,"skill_castend_id"); - timer->add_func_list(skill->castend_pos,"skill_castend_pos"); - timer->add_func_list(skill->timerskill,"skill_timerskill"); - timer->add_func_list(skill->blockpc_end, "skill_blockpc_end"); - - timer->add_interval(timer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL); - - return 0; -} - -int do_final_skill(void) { - - db_destroy(skill->name2id_db); - db_destroy(skill->group_db); - db_destroy(skill->unit_db); - db_destroy(skill->cd_db); - db_destroy(skill->usave_db); - db_destroy(skill->bowling_db); - ers_destroy(skill->unit_ers); - ers_destroy(skill->timer_ers); - ers_destroy(skill->cd_ers); - ers_destroy(skill->cd_entry_ers); - return 0; -} -/* initialize the interface */ -void skill_defaults(void) { - const int skill_enchant_eff[5] = { 10, 14, 17, 19, 20 }; - const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 }; - - skill = &skill_s; - skill->init = do_init_skill; - skill->final = do_final_skill; - skill->reload = skill_reload; - skill->read_db = skill_readdb; - /* */ - skill->cd_db = NULL; - skill->name2id_db = NULL; - skill->unit_db = NULL; - skill->usave_db = NULL; - skill->bowling_db = NULL; - skill->group_db = NULL; - /* */ - skill->unit_ers = NULL; - skill->timer_ers = NULL; - skill->cd_ers = NULL; - skill->cd_entry_ers = NULL; - /* one huge 0, follows skill.h order */ - memset(skill->db,0,sizeof(skill->db) - + sizeof(skill->produce_db) - + sizeof(skill->arrow_db) - + sizeof(skill->abra_db) - + sizeof(skill->magicmushroom_db) - + sizeof(skill->improvise_db) - + sizeof(skill->changematerial_db) - + sizeof(skill->spellbook_db) - + sizeof(skill->reproduce_db) - + sizeof(skill->unit_layout) - ); - /* */ - memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff)); - memcpy(skill->deluge_eff, skill_deluge_eff, sizeof(skill->deluge_eff)); - skill->firewall_unit_pos = 0; - skill->icewall_unit_pos = 0; - skill->earthstrain_unit_pos = 0; - memset(&skill->area_temp,0,sizeof(skill->area_temp)); - memset(&skill->unit_temp,0,sizeof(skill->unit_temp)); - skill->unit_group_newid = 0; - /* accessors */ - skill->get_index = skill_get_index; - skill->get_type = skill_get_type; - skill->get_hit = skill_get_hit; - skill->get_inf = skill_get_inf; - skill->get_ele = skill_get_ele; - skill->get_nk = skill_get_nk; - skill->get_max = skill_get_max; - skill->get_range = skill_get_range; - skill->get_range2 = skill_get_range2; - skill->get_splash = skill_get_splash; - skill->get_hp = skill_get_hp; - skill->get_mhp = skill_get_mhp; - skill->get_sp = skill_get_sp; - skill->get_state = skill_get_state; - skill->get_spiritball = skill_get_spiritball; - skill->get_zeny = skill_get_zeny; - skill->get_num = skill_get_num; - skill->get_cast = skill_get_cast; - skill->get_delay = skill_get_delay; - skill->get_walkdelay = skill_get_walkdelay; - skill->get_time = skill_get_time; - skill->get_time2 = skill_get_time2; - skill->get_castnodex = skill_get_castnodex; - skill->get_delaynodex = skill_get_delaynodex; - skill->get_castdef = skill_get_castdef; - skill->get_weapontype = skill_get_weapontype; - skill->get_ammotype = skill_get_ammotype; - skill->get_ammo_qty = skill_get_ammo_qty; - skill->get_unit_id = skill_get_unit_id; - skill->get_inf2 = skill_get_inf2; - skill->get_castcancel = skill_get_castcancel; - skill->get_maxcount = skill_get_maxcount; - skill->get_blewcount = skill_get_blewcount; - skill->get_unit_flag = skill_get_unit_flag; - skill->get_unit_target = skill_get_unit_target; - skill->get_unit_interval = skill_get_unit_interval; - skill->get_unit_bl_target = skill_get_unit_bl_target; - skill->get_unit_layout_type = skill_get_unit_layout_type; - skill->get_unit_range = skill_get_unit_range; - skill->get_cooldown = skill_get_cooldown; - skill->tree_get_max = skill_tree_get_max; - skill->get_name = skill_get_name; - skill->get_desc = skill_get_desc; - skill->chk = skill_chk; - skill->get_casttype = skill_get_casttype; - skill->get_casttype2 = skill_get_casttype2; - skill->is_combo = skill_is_combo; - skill->name2id = skill_name2id; - skill->isammotype = skill_isammotype; - skill->castend_id = skill_castend_id; - skill->castend_pos = skill_castend_pos; - skill->castend_map = skill_castend_map; - skill->cleartimerskill = skill_cleartimerskill; - skill->addtimerskill = skill_addtimerskill; - skill->additional_effect = skill_additional_effect; - skill->counter_additional_effect = skill_counter_additional_effect; - skill->blown = skill_blown; - skill->break_equip = skill_break_equip; - skill->strip_equip = skill_strip_equip; - skill->id2group = skill_id2group; - skill->unitsetting = skill_unitsetting; - skill->initunit = skill_initunit; - skill->delunit = skill_delunit; - skill->init_unitgroup = skill_initunitgroup; - skill->del_unitgroup = skill_delunitgroup; - skill->clear_unitgroup = skill_clear_unitgroup; - skill->clear_group = skill_clear_group; - skill->unit_onplace = skill_unit_onplace; - skill->unit_ondamaged = skill_unit_ondamaged; - skill->cast_fix = skill_castfix; - skill->cast_fix_sc = skill_castfix_sc; - skill->vf_cast_fix = skill_vfcastfix; - skill->delay_fix = skill_delay_fix; - skill->check_condition_castbegin = skill_check_condition_castbegin; - skill->check_condition_castend = skill_check_condition_castend; - skill->consume_requirement = skill_consume_requirement; - skill->get_requirement = skill_get_requirement; - skill->check_pc_partner = skill_check_pc_partner; - skill->unit_move = skill_unit_move; - skill->unit_onleft = skill_unit_onleft; - skill->unit_onout = skill_unit_onout; - skill->unit_move_unit_group = skill_unit_move_unit_group; - skill->sit = skill_sit; - skill->brandishspear = skill_brandishspear; - skill->repairweapon = skill_repairweapon; - skill->identify = skill_identify; - skill->weaponrefine = skill_weaponrefine; - skill->autospell = skill_autospell; - skill->calc_heal = skill_calc_heal; - skill->check_cloaking = skill_check_cloaking; - skill->check_cloaking_end = skill_check_cloaking_end; - skill->can_cloak = skill_can_cloak; - skill->enchant_elemental_end = skill_enchant_elemental_end; - skill->not_ok = skillnotok; - skill->not_ok_hom = skillnotok_hom; - skill->not_ok_mercenary = skillnotok_mercenary; - skill->chastle_mob_changetarget = skill_chastle_mob_changetarget; - skill->can_produce_mix = skill_can_produce_mix; - skill->produce_mix = skill_produce_mix; - skill->arrow_create = skill_arrow_create; - skill->castend_nodamage_id = skill_castend_nodamage_id; - skill->castend_damage_id = skill_castend_damage_id; - skill->castend_pos2 = skill_castend_pos2; - skill->blockpc_start = skill_blockpc_start_; - skill->blockhomun_start = skill_blockhomun_start; - skill->blockmerc_start = skill_blockmerc_start; - skill->attack = skill_attack; - skill->attack_area = skill_attack_area; - skill->area_sub = skill_area_sub; - skill->area_sub_count = skill_area_sub_count; - skill->check_unit_range = skill_check_unit_range; - skill->check_unit_range_sub = skill_check_unit_range_sub; - skill->check_unit_range2 = skill_check_unit_range2; - skill->check_unit_range2_sub = skill_check_unit_range2_sub; - skill->toggle_magicpower = skill_toggle_magicpower; - skill->magic_reflect = skill_magic_reflect; - skill->onskillusage = skill_onskillusage; - skill->cell_overlap = skill_cell_overlap; - skill->timerskill = skill_timerskill; - skill->trap_splash = skill_trap_splash; - skill->check_condition_mercenary = skill_check_condition_mercenary; - skill->locate_element_field = skill_locate_element_field; - skill->graffitiremover = skill_graffitiremover; - skill->activate_reverberation = skill_activate_reverberation; - skill->dance_overlap = skill_dance_overlap; - skill->dance_overlap_sub = skill_dance_overlap_sub; - skill->get_unit_layout = skill_get_unit_layout; - skill->frostjoke_scream = skill_frostjoke_scream; - skill->greed = skill_greed; - skill->destroy_trap = skill_destroy_trap; - skill->unitgrouptickset_search = skill_unitgrouptickset_search; - skill->dance_switch = skill_dance_switch; - skill->check_condition_char_sub = skill_check_condition_char_sub; - skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub; - skill->brandishspear_first = skill_brandishspear_first; - skill->brandishspear_dir = skill_brandishspear_dir; - skill->get_fixed_cast = skill_get_fixed_cast; - skill->sit_count = skill_sit_count; - skill->sit_in = skill_sit_in; - skill->sit_out = skill_sit_out; - skill->unitsetmapcell = skill_unitsetmapcell; - skill->unit_onplace_timer = skill_unit_onplace_timer; - skill->unit_effect = skill_unit_effect; - skill->unit_timer_sub_onplace = skill_unit_timer_sub_onplace; - skill->unit_move_sub = skill_unit_move_sub; - skill->blockpc_end = skill_blockpc_end; - skill->blockhomun_end = skill_blockhomun_end; - skill->blockmerc_end = skill_blockmerc_end; - skill->split_atoi = skill_split_atoi; - skill->unit_timer = skill_unit_timer; - skill->unit_timer_sub = skill_unit_timer_sub; - skill->init_unit_layout = skill_init_unit_layout; - skill->parse_row_skilldb = skill_parse_row_skilldb; - skill->parse_row_requiredb = skill_parse_row_requiredb; - skill->parse_row_castdb = skill_parse_row_castdb; - skill->parse_row_castnodexdb = skill_parse_row_castnodexdb; - skill->parse_row_unitdb = skill_parse_row_unitdb; - skill->parse_row_producedb = skill_parse_row_producedb; - skill->parse_row_createarrowdb = skill_parse_row_createarrowdb; - skill->parse_row_abradb = skill_parse_row_abradb; - skill->parse_row_spellbookdb = skill_parse_row_spellbookdb; - skill->parse_row_magicmushroomdb = skill_parse_row_magicmushroomdb; - skill->parse_row_reproducedb = skill_parse_row_reproducedb; - skill->parse_row_improvisedb = skill_parse_row_improvisedb; - skill->parse_row_changematerialdb = skill_parse_row_changematerialdb; - skill->usave_add = skill_usave_add; - skill->usave_trigger = skill_usave_trigger; - skill->cooldown_load = skill_cooldown_load; - skill->spellbook = skill_spellbook; - skill->block_check = skill_block_check; - skill->detonator = skill_detonator; - skill->check_camouflage = skill_check_camouflage; - skill->magicdecoy = skill_magicdecoy; - skill->poisoningweapon = skill_poisoningweapon; - skill->select_menu = skill_select_menu; - skill->elementalanalysis = skill_elementalanalysis; - skill->changematerial = skill_changematerial; - skill->get_elemental_type = skill_get_elemental_type; - skill->cooldown_save = skill_cooldown_save; - skill->get_new_group_id = skill_get_new_group_id; - skill->check_shadowform = skill_check_shadowform; -} +// Copyright (c) Hercules Dev Team, licensed under GNU GPL. +// See the LICENSE file +// Portions Copyright (c) Athena Dev Teams + +#define HERCULES_CORE + +#include "../config/core.h" // DBPATH, MAGIC_REFLECTION_TYPE, OFFICIAL_WALKPATH, RENEWAL, RENEWAL_CAST, VARCAST_REDUCTION() +#include "skill.h" + +#include +#include +#include +#include +#include + +#include "battle.h" +#include "battleground.h" +#include "chrif.h" +#include "clif.h" +#include "date.h" +#include "elemental.h" +#include "guild.h" +#include "homunculus.h" +#include "intif.h" +#include "itemdb.h" +#include "log.h" +#include "map.h" +#include "mercenary.h" +#include "mob.h" +#include "npc.h" +#include "party.h" +#include "path.h" +#include "pc.h" +#include "pet.h" +#include "script.h" +#include "status.h" +#include "unit.h" +#include "../common/cbasetypes.h" +#include "../common/ers.h" +#include "../common/malloc.h" +#include "../common/nullpo.h" +#include "../common/random.h" +#include "../common/showmsg.h" +#include "../common/strlib.h" +#include "../common/timer.h" +#include "../common/utils.h" + +#define SKILLUNITTIMER_INTERVAL 100 + +// ranges reserved for mapping skill ids to skilldb offsets +#define HM_SKILLRANGEMIN 750 +#define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN + MAX_HOMUNSKILL) +#define MC_SKILLRANGEMIN (HM_SKILLRANGEMAX + 1) +#define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN + MAX_MERCSKILL) +#define EL_SKILLRANGEMIN (MC_SKILLRANGEMAX + 1) +#define EL_SKILLRANGEMAX (EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL) +#define GD_SKILLRANGEMIN (EL_SKILLRANGEMAX + 1) +#define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN + MAX_GUILDSKILL) + +#if GD_SKILLRANGEMAX > 999 + #error GD_SKILLRANGEMAX is greater than 999 +#endif + +struct skill_interface skill_s; + +//Since only mob-casted splash skills can hit ice-walls +static inline int splash_target(struct block_list* bl) { +#ifndef RENEWAL + return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR; +#else // Some skills can now hit ground skills(traps, ice wall & etc.) + return BL_SKILL|BL_CHAR; +#endif +} + +/// Returns the id of the skill, or 0 if not found. +int skill_name2id(const char* name) { + if( name == NULL ) + return 0; + + return strdb_iget(skill->name2id_db, name); +} + +/// Maps skill ids to skill db offsets. +/// Returns the skill's array index, or 0 (Unknown Skill). +int skill_get_index( uint16 skill_id ) { + // avoid ranges reserved for mapping guild/homun/mercenary skills + if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) + || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) + || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) + || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) + return 0; + + // map skill id to skill db index + if( skill_id >= GD_SKILLBASE ) + skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE; + else if( skill_id >= EL_SKILLBASE ) + skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE; + else if( skill_id >= MC_SKILLBASE ) + skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE; + else if( skill_id >= HM_SKILLBASE ) + skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE; + //[Ind/Hercules] GO GO GO LESS! - http://hercules.ws/board/topic/512-skill-id-processing-overhaul/ + else if( skill_id > 1019 && skill_id < 8001 ) { + if( skill_id < 2058 ) // 1020 - 2000 are empty + skill_id = 1020 + skill_id - 2001; + else if( skill_id < 2549 ) // 2058 - 2200 are empty - 1020+57 + skill_id = (1077) + skill_id - 2201; + else if ( skill_id < 3036 ) // 2549 - 3000 are empty - 1020+57+348 + skill_id = (1425) + skill_id - 3001; + else if ( skill_id < 5019 ) // 3036 - 5000 are empty - 1020+57+348+35 + skill_id = (1460) + skill_id - 5001; + else + ShowWarning("skill_get_index: skill id '%d' is not being handled!\n",skill_id); + } + + // validate result + if( !skill_id || skill_id >= MAX_SKILL_DB ) + return 0; + + return skill_id; +} + +const char* skill_get_name( uint16 skill_id ) { + return skill->db[skill->get_index(skill_id)].name; +} + +const char* skill_get_desc( uint16 skill_id ) { + return skill->db[skill->get_index(skill_id)].desc; +} + +// out of bounds error checking [celest] +void skill_chk(uint16* skill_id) { + *skill_id = skill->get_index(*skill_id); // checks/adjusts id +} + +#define skill_get(var,id) do { skill->chk(&(id)); if(!(id)) return 0; return (var); } while(0) +#define skill_get2(var,id,lv) do { \ + 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))/2);\ + } \ + return (var);\ +} while(0) +#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_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_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_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_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_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_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_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_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); } +int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { +#ifdef RENEWAL_CAST + skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); +#else + return 0; +#endif +} +int skill_tree_get_max(uint16 skill_id, int b_class) +{ + int i; + b_class = pc->class2idx(b_class); + + ARR_FIND( 0, MAX_SKILL_TREE, i, pc->skill_tree[b_class][i].id == 0 || pc->skill_tree[b_class][i].id == skill_id ); + if( i < MAX_SKILL_TREE && pc->skill_tree[b_class][i].id == skill_id ) + return pc->skill_tree[b_class][i].max; + else + return skill->get_max(skill_id); +} + +int skill_get_casttype (uint16 skill_id) { + int inf = skill->get_inf(skill_id); + if (inf&(INF_GROUND_SKILL)) + return CAST_GROUND; + if (inf&INF_SUPPORT_SKILL) + return CAST_NODAMAGE; + if (inf&INF_SELF_SKILL) { + if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF) + return CAST_DAMAGE; //Combo skill. + return CAST_NODAMAGE; + } + if (skill->get_nk(skill_id)&NK_NO_DAMAGE) + return CAST_NODAMAGE; + return CAST_DAMAGE; +} + +int skill_get_casttype2 (uint16 index) { + int inf = skill->db[index].inf; + if (inf&(INF_GROUND_SKILL)) + return CAST_GROUND; + if (inf&INF_SUPPORT_SKILL) + return CAST_NODAMAGE; + if (inf&INF_SELF_SKILL) { + if(skill->db[index].inf2&INF2_NO_TARGET_SELF) + return CAST_DAMAGE; //Combo skill. + return CAST_NODAMAGE; + } + if (skill->db[index].nk&NK_NO_DAMAGE) + return CAST_NODAMAGE; + return CAST_DAMAGE; +} + +//Returns actual skill range taking into account attack range and AC_OWL [Skotlex] +int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { + int range; + if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) + return 9; //Mobs have a range of 9 regardless of skill used. + + range = skill->get_range(skill_id, skill_lv); + + if( range < 0 ) { + if( battle_config.use_weapon_skill_range&bl->type ) + return status_get_range(bl); + range *=-1; + } + + //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE + switch( skill_id ) { + case AC_SHOWER: + case MA_SHOWER: + case AC_DOUBLE: + case MA_DOUBLE: + case HT_BLITZBEAT: + case AC_CHARGEARROW: + case MA_CHARGEARROW: + case SN_FALCONASSAULT: + case HT_POWER: + /** + * Ranger + **/ + case RA_ARROWSTORM: + case RA_AIMEDBOLT: + case RA_WUGBITE: + if( bl->type == BL_PC ) + range += pc->checkskill((TBL_PC*)bl, AC_VULTURE); + else + range += 10; //Assume level 10? + break; + // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen] + case GS_RAPIDSHOWER: + case GS_PIERCINGSHOT: + case GS_FULLBUSTER: + case GS_SPREADATTACK: + case GS_GROUNDDRIFT: + if (bl->type == BL_PC) + range += pc->checkskill((TBL_PC*)bl, GS_SNAKEEYE); + else + range += 10; //Assume level 10? + break; + case NJ_KIRIKAGE: + if (bl->type == BL_PC) + range = skill->get_range(NJ_SHADOWJUMP,pc->checkskill((TBL_PC*)bl,NJ_SHADOWJUMP)); + break; + /** + * Warlock + **/ + case WL_WHITEIMPRISON: + case WL_SOULEXPANSION: + case WL_MARSHOFABYSS: + case WL_SIENNAEXECRATE: + case WL_DRAINLIFE: + case WL_CRIMSONROCK: + case WL_HELLINFERNO: + 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); + break; + /** + * Ranger Bonus + **/ + case HT_LANDMINE: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case RA_CLUSTERBOMB: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + if( bl->type == BL_PC ) + range += (1 + pc->checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2; + } + + if( !range && bl->type != BL_PC ) + return 9; // Enable non players to use self skills on others. [Skotlex] + return range; +} + +int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) { + int skill2_lv, hp; + struct map_session_data *sd = BL_CAST(BL_PC, src); + struct map_session_data *tsd = BL_CAST(BL_PC, target); + struct status_change* sc; + + nullpo_ret(src); + + switch( skill_id ) { + case BA_APPLEIDUN: +#ifdef RENEWAL + hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery +#else // not RENEWAL + hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery +#endif // RENEWAL + if( sd ) + hp += 5*pc->checkskill(sd,BA_MUSICALLESSON); + break; + case PR_SANCTUARY: + hp = (skill_lv>6)?777:skill_lv*100; + break; + case NPC_EVILLAND: + hp = (skill_lv>6)?666:skill_lv*100; + break; + default: + if (skill_lv >= battle_config.max_heal_lv) + return battle_config.max_heal; +#ifdef RENEWAL + /** + * Renewal Heal Formula + * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK + **/ + hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; +#else // not RENEWAL + 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 // RENEWAL + if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) ) + hp += hp * skill2_lv * 2 / 100; + else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) + hp += hp * skill2_lv * 2 / 100; + break; + } + + if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND ) + hp >>= 1; + + if( sd && (skill2_lv = pc->skillheal_bonus(sd, skill_id)) ) + hp += hp*skill2_lv/100; + + if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) ) + hp += hp*skill2_lv/100; + + sc = status->get_sc(src); + if( sc && sc->count && sc->data[SC_OFFERTORIUM] ) { + if( skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ) + hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; + } + sc = status->get_sc(target); + if( sc && sc->count ) { + if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish] + hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100; + if( sc->data[SC_DEATHHURT] && heal ) + hp -= hp * 20/100; + 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 && sc->data[SC_VITALITYACTIVATION] ) + hp = hp * 150 / 100; + } + +#ifdef RENEWAL + // MATK part of the RE heal formula [malufett] + // Note: in this part matk bonuses from items or skills are not applied + switch( skill_id ) { + case BA_APPLEIDUN: + case PR_SANCTUARY: + case NPC_EVILLAND: + break; + default: + hp += status->get_matk(src, 3); + } +#endif // RENEWAL + return hp; +} + +// Making plagiarize check its own function [Aru] +int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl) +{ + // Never copy NPC/Wedding Skills + if (skill->get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) + return 0; + + // High-class skills + if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION)) + { + if(battle_config.copyskill_restrict == 2) + return 0; + else if(battle_config.copyskill_restrict) + return (sd->status.class_ == JOB_STALKER); + } + + //Added so plagarize can't copy agi/bless if you're undead since it damages you + if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING || + skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || + skill_id == MER_INCAGI || skill_id == MER_BLESSING)) + return 0; + + // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie] + if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= LG_OVERBRAND_PLUSATK) || (skill_id >= RL_GLITTERING_GREED && skill_id <= OB_AKAITSUKI) || (skill_id >= GC_DARKCROW && skill_id <= NC_MAGMA_ERUPTION_DOTDAMAGE))) + return 0; + // Reproduce will only copy skills according on the list. [Jobbie] + else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] ) + return 0; + + return 1; +} + +// [MouseJstr] - skill ok to cast? and when? +int skillnotok (uint16 skill_id, struct map_session_data *sd) +{ + int16 idx,m; + nullpo_retr (1, sd); + m = sd->bl.m; + idx = skill->get_index(skill_id); + + if (idx == 0) + return 1; // invalid skill id + + if( pc_has_permission(sd, PC_PERM_DISABLE_SKILL_USAGE) ) + return 1; + + if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) + return 0; // can do any damn thing they want + + if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 ) + return 0; // Teleport lv 3 bypasses this check.[Inkfish] + + // Epoque: + // This code will compare the player's attack motion value which is influenced by ASPD before + // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as + // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion. + if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick && + DIFF_TICK(timer->gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) ) + {// attempted to cast a skill before the attack motion has finished + return 1; + } + + if (sd->blockskill[idx]) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0); + return 1; + } + + /** + * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions below + * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map + **/ + if( sd->skillitem == skill_id ) + return 0; + + if( sd->sc.data[SC_ALL_RIDING] ) + return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe) + + switch (skill_id) { + case AL_WARP: + case RETURN_TO_ELDICASTES: + case ALL_GUARDIAN_RECALL: + case ECLAGE_RECALL: + if(map->list[m].flag.nowarp) { + clif->skill_mapinfomessage(sd,0); + return 1; + } + return 0; + case AL_TELEPORT: + case SC_FATALMENACE: + case SC_DIMENSIONDOOR: + if(map->list[m].flag.noteleport) { + clif->skill_mapinfomessage(sd,0); + return 1; + } + return 0; // gonna be checked in 'skill->castend_nodamage_id' + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + if (map->list[m].flag.nomemo) { + clif->skill_mapinfomessage(sd,1); + return 1; + } + break; + case MC_VENDING: + case ALL_BUYING_STORE: + if( npc->isnear(&sd->bl) ) { + // uncomment for more verbose message. + //char output[150]; + //sprintf(output, msg_txt(862), battle_config.min_npc_vendchat_distance); // "You're too close to a NPC, you must be at least %d cells away from any NPC." + //clif->message(sd->fd, output); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0); + return 1; + } + case MC_IDENTIFY: + return 0; // always allowed + case WZ_ICEWALL: + // noicewall flag [Valaris] + if (map->list[m].flag.noicewall) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + case GC_DARKILLUSION: + if( map_flag_gvg2(m) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + case GD_EMERGENCYCALL: + if( !(battle_config.emergency_call&((map->agit_flag || map->agit2_flag)?2:1)) + || !(battle_config.emergency_call&(map->list[m].flag.gvg || map->list[m].flag.gvg_castle?8:4)) + || (battle_config.emergency_call&16 && map->list[m].flag.nowarpto && !map->list[m].flag.gvg_castle) + ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + + case SC_MANHOLE: + case WM_SOUND_OF_DESTRUCTION: + case WM_SATURDAY_NIGHT_FEVER: + case WM_LULLABY_DEEPSLEEP: + if( !map_flag_vs(m) ) { + clif->skill_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails. + return 1; + } + break; + + } + return (map->list[m].flag.noskill); +} + +int skillnotok_hom(uint16 skill_id, struct homun_data *hd) +{ + uint16 idx = skill->get_index(skill_id); + nullpo_retr(1,hd); + + if (idx == 0) + return 1; // invalid skill id + + if (hd->blockskill[idx] > 0) + return 1; + switch(skill_id){ + case MH_LIGHT_OF_REGENE: + if( homun->get_intimacy_grade(hd) != 4 ){ + if( hd->master ) + clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0); + return 1; + } + break; + case MH_GOLDENE_FERSE: //can be used with angriff + if(hd->sc.data[SC_ANGRIFFS_MODUS]) + return 1; + case MH_ANGRIFFS_MODUS: + if(hd->sc.data[SC_GOLDENE_FERSE]) + return 1; + break; + } + + //Use master's criteria. + return skill->not_ok(skill_id, hd->master); +} + +int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md) +{ + uint16 idx = skill->get_index(skill_id); + nullpo_retr(1,md); + + if( idx == 0 ) + return 1; // Invalid Skill ID + if( md->blockskill[idx] > 0 ) + return 1; + + return skill->not_ok(skill_id, md->master); +} + +struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) { + int pos = skill->get_unit_layout_type(skill_id,skill_lv); + uint8 dir; + + if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) { + ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv); + pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout + } + + if (pos != -1) // simple single-definition layout + return &skill->unit_layout[pos]; + + dir = (src->x == x && src->y == y) ? 6 : map->calc_dir(src,x,y); // 6 - default aegis direction + + if (skill_id == MG_FIREWALL) + return &skill->unit_layout [skill->firewall_unit_pos + dir]; + else if (skill_id == WZ_ICEWALL) + return &skill->unit_layout [skill->icewall_unit_pos + dir]; + else if( skill_id == WL_EARTHSTRAIN ) //Warlock + return &skill->unit_layout [skill->earthstrain_unit_pos + dir]; + + ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv); + return &skill->unit_layout[0]; // default 1x1 layout +} + +/*========================================== + * + *------------------------------------------*/ +int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, int64 tick) { + struct map_session_data *sd, *dstsd; + struct mob_data *md, *dstmd; + struct status_data *sstatus, *tstatus; + struct status_change *sc, *tsc; + + int temp; + int rate; + + nullpo_ret(src); + nullpo_ret(bl); + + if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest + + if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss. + return 0; + + sd = BL_CAST(BL_PC, src); + md = BL_CAST(BL_MOB, src); + dstsd = BL_CAST(BL_PC, bl); + dstmd = BL_CAST(BL_MOB, bl); + + sc = status->get_sc(src); + tsc = status->get_sc(bl); + sstatus = status->get_status_data(src); + tstatus = status->get_status_data(bl); + if (!tsc) //skill additional effect is about adding effects to the target... + //So if the target can't be inflicted with statuses, this is pointless. + return 0; + + if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish] + if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) { + // Trigger status effects + enum sc_type type; + int i; + for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) { + rate = sd->addeff[i].rate; + if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG] + rate += sd->addeff[i].arrow_rate; + if( !rate ) continue; + + if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) { + // Trigger has attack type consideration. + if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) || + (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) || + (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ; + else + continue; + } + + if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) { + // Trigger has range consideration. + if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || + (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) + continue; //Range Failed. + } + + type = sd->addeff[i].id; + temp = skill->get_time2(status->sc2skill(type),7); + + if (sd->addeff[i].flag&ATF_TARGET) + status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE); + + if (sd->addeff[i].flag&ATF_SELF) + status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE); + } + } + + if( skill_id ) { + // Trigger status effects on skills + enum sc_type type; + int i; + for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) { + if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate ) + continue; + type = sd->addeff3[i].id; + temp = skill->get_time2(status->sc2skill(type),7); + + if( sd->addeff3[i].target&ATF_TARGET ) + status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE); + if( sd->addeff3[i].target&ATF_SELF ) + status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE); + } + } + } + + if( dmg_lv < ATK_DEF ) // no damage, return; + return 0; + + switch(skill_id) { + case 0: { // Normal attacks (no skill used) + if( attack_type&BF_SKILL ) + break; // If a normal attack is a skill, it's splash damage. [Inkfish] + if(sd) { + // Automatic trigger of Blitz Beat + if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (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,(tempcheckskill(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))) + 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_COMBOATTACK]) { + if(sc->data[SC_STORMKICK_READY] && + sc_start4(src,src,SC_COMBOATTACK, 15, TK_STORMKICK, + bl->id, 2, 0, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if(sc->data[SC_DOWNKICK_READY] && + sc_start4(src,src,SC_COMBOATTACK, 15, TK_DOWNKICK, + bl->id, 2, 0, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + else if(sc->data[SC_TURNKICK_READY] && + sc_start4(src,src,SC_COMBOATTACK, 15, TK_TURNKICK, + bl->id, 2, 0, + (2000 - 4*sstatus->agi - 2*sstatus->dex))) + ; //Stance triggered + 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, src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, + (2000 - 4*sstatus->agi - 2*sstatus->dex)); + } + } + if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) ) + skill->castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0); + } + + if (sc) { + struct status_change_entry *sce; + // Enchant Poison gives a chance to poison attacked enemies + if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. + status->change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, + skill->get_time2(AS_ENCHANTPOISON,sce->val1),SCFLAG_NONE); + // Enchant Deadly Poison gives a chance to deadly poison attacked enemies + if((sce=sc->data[SC_EDP])) + sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, + skill->get_time2(ASC_EDP,sce->val1)); + } + } + break; + + case SM_BASH: + if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ) + status->change_start(src,bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, + skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),SCFLAG_NONE); + break; + + case MER_CRASH: + sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case AS_VENOMKNIFE: + if (sd) //Poison chance must be that of Envenom. [Skotlex] + skill_lv = pc->checkskill(sd, TF_POISON); + case TF_POISON: + case AS_SPLASHER: + if (!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) + && sd && skill_id==TF_POISON + ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + + case AS_SONICBLOW: + sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case WZ_FIREPILLAR: + unit->set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1); + break; + + case MG_FROSTDIVER: + #ifndef RENEWAL + case WZ_FROSTNOVA: + #endif + if (!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) + && sd && skill_id == MG_FROSTDIVER + ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + + #ifdef RENEWAL + case WZ_FROSTNOVA: + sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + #endif + + case WZ_STORMGUST: + /** + * Storm Gust counter was dropped in renewal + **/ + #ifdef RENEWAL + sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + #else + //On third hit, there is a 150% to freeze the target + if(tsc->sg_counter >= 3 && + sc_start(src,bl,SC_FREEZE,150,skill_lv,skill->get_time2(skill_id,skill_lv))) + tsc->sg_counter = 0; + /** + * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value + **/ + else if( tsc->sg_counter > 250 ) + tsc->sg_counter = 0; + #endif + break; + + case WZ_METEOR: + sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case WZ_VERMILION: + sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case HT_FLASHER: + sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case HT_LANDMINE: + case MA_LANDMINE: + sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case HT_SHOCKWAVE: + status_percent_damage(src, bl, 0, 15*skill_lv+5, false); + break; + + case HT_SANDMAN: + case MA_SANDMAN: + sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case TF_SPRINKLESAND: + sc_start(src,bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case TF_THROWSTONE: + if( !sc_start(src,bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) ) + sc_start(src,bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case NPC_DARKCROSS: + case CR_HOLYCROSS: + sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + //Chance to cause blind status vs demon and undead element, but not against players + if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) + sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case AM_ACIDTERROR: + sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) + clif->emotion(bl,E_OMG); + break; + + case AM_DEMONSTRATION: + skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY); + break; + + case CR_SHIELDCHARGE: + sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case PA_PRESSURE: + status_percent_damage(src, bl, 0, 15+5*skill_lv, false); + break; + + case RG_RAID: + sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + + #ifdef RENEWAL + sc_start(src,bl,SC_RAID,100,7,5000); + break; + + case RG_BACKSTAP: + sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + #endif + break; + + case BA_FROSTJOKER: + sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case DC_SCREAM: + sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case BD_LULLABY: + sc_start(src,bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case DC_UGLYDANCE: + rate = 5+5*skill_lv; + if(sd && (temp=pc->checkskill(sd,DC_DANCINGLESSON))) + rate += 5+temp; + status_zap(bl, 0, rate); + break; + case SL_STUN: + if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. + sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + break; + + case NPC_PETRIFYATTACK: + sc_start4(src,bl,status->skill2sc(skill_id),50+10*skill_lv, + skill_lv,0,0,skill->get_time(skill_id,skill_lv), + skill->get_time2(skill_id,skill_lv)); + break; + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case NPC_BLINDATTACK: + case NPC_POISON: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + case NPC_HELLPOWER: + sc_start(src,bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_ACIDBREATH: + case NPC_ICEBREATH: + sc_start(src,bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_BLEEDING: + sc_start2(src,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 = status->get_matk(src, 2); + rate*=skill_lv; + status_zap(bl, 0, rate); + break; + } + // Equipment breaking monster skills [Celest] + case NPC_WEAPONBRAKER: + skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY); + break; + case NPC_ARMORBRAKE: + skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY); + break; + case NPC_HELMBRAKE: + skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY); + break; + case NPC_SHIELDBRAKE: + skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY); + break; + + case CH_TIGERFIST: + sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); + break; + + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses + sc_start(src,bl,SC_STOP,100,0,skill->get_time2(skill_id,skill_lv)); + break; + + case ST_REJECTSWORD: + sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); + break; + + case PF_FOGWALL: + if (src != bl && !tsc->data[SC_DELUGE]) + sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case LK_HEADCRUSH: // Headcrush has chance of causing Bleeding status, except on demon and undead element + if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) + sc_start2(src, bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); + break; + + case LK_JOINTBEAT: + if (tsc->jb_flag) { + enum sc_type type = status->skill2sc(skill_id); + sc_start4(src,bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); + tsc->jb_flag = 0; + } + break; + case ASC_METEORASSAULT: + //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. + switch(rnd()%3) { + case 0: + sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1)); + break; + case 1: + sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); + break; + default: + sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); + } + break; + + case HW_NAPALMVULCAN: + sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case WS_CARTTERMINATION: + sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case CR_ACIDDEMONSTRATION: + skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY); + break; + + case TK_DOWNKICK: + sc_start(src,bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case TK_JUMPKICK: + if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) + {// debuff the following statuses + status_change_end(bl, SC_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_ONEHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); + } + break; + case TK_TURNKICK: + case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. + if(attack_type&BF_MISC) //70% base stun chance... + sc_start(src,bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case GS_BULLSEYE: //0.1% coma rate. + if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) + status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCFLAG_NONE); + break; + case GS_PIERCINGSHOT: + sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + break; + case NJ_HYOUSYOURAKU: + sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case GS_FLING: + sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); + break; + case GS_DISARM: + rate = 3*skill_lv; + if (sstatus->dex > tstatus->dex) + rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula + skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case NPC_EVILLAND: + sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_HELLJUDGEMENT: + sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case NPC_CRITICALWOUND: + sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case RK_WINDCUTTER: + sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case RK_DRAGONBREATH: + sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); + break; + case RK_DRAGONBREATH_WATER: + sc_start4(src,bl,SC_FROSTMISTY,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); + break; + case AB_ADORAMUS: + if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect. + sc_start(src, bl, SC_ADORAMUS, skill_lv * 4 + (sd? sd->status.job_level:50)/2, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case WL_CRIMSONROCK: + sc_start(src, bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case WL_COMET: + sc_start4(src,bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); + break; + case WL_EARTHSTRAIN: + { + int i; + const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; + + for( i = 0; i < skill_lv; i++ ) + skill->strip_equip(bl,pos[i], (5 + skill_lv) * skill_lv, + skill_lv,skill->get_time2(skill_id,skill_lv)); + } + break; + case WL_JACKFROST: + sc_start(src,bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case WL_FROSTMISTY: + sc_start(src,bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case RA_WUGBITE: + rate = 50 + 10 * skill_lv + 2 * (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) : 0) - tstatus->agi / 4; + if ( rate < 50 ) + rate = 50; + sc_start(src,bl,SC_WUGBITE, rate, skill_lv, skill->get_time(skill_id, skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) * 500 : 0)); + break; + case RA_SENSITIVEKEEN: + if( rnd()%100 < 8 * skill_lv ) + skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc->checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION); + break; + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + if( dstmd && !(dstmd->status.mode&MD_BOSS) ) + sc_start2(src,bl,SC_ARMOR_PROPERTY,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time2(skill_id,skill_lv)); + break; + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + sc_start4(src, bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + break; + case NC_PILEBUNKER: + if( rnd()%100 < 25 + 15 *skill_lv ) { + //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield + status_change_end(bl, SC_KYRIE, INVALID_TIMER); + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + status_change_end(bl, SC_STEELBODY, INVALID_TIMER); + status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); + status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); + status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); + status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); + status_change_end(bl, SC_DEFENDER, INVALID_TIMER); + status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); + status_change_end(bl, SC_PRESTIGE, INVALID_TIMER); + status_change_end(bl, SC_BANDING, INVALID_TIMER); + status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); + } + break; + case NC_FLAMELAUNCHER: + sc_start4(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + break; + case NC_COLDSLOWER: + sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + if ( tsc && !tsc->data[SC_FREEZE] ) + sc_start(src, bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + break; + case NC_POWERSWING: + // Use flag=2, the stun duration is not vit-reduced. + status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_FIXEDTICK); + if( rnd()%100 < 5*skill_lv ) + skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1); + break; + case NC_MAGMA_ERUPTION: + sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case GC_WEAPONCRUSH: + skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); + break; + case GC_DARKCROW: + sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case LG_SHIELDPRESS: + rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4; + sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + break; + case LG_HESPERUSLIT: + if ( sc && sc->data[SC_BANDING] ) { + if ( sc->data[SC_BANDING]->val2 == 4 ) // 4 banding RGs: Targets will be stunned at 100% chance for 4 ~ 8 seconds, irreducible by STAT. + status->change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 1000*(4+rand()%4), SCFLAG_FIXEDTICK); + else if ( sc->data[SC_BANDING]->val2 == 6 ) // 6 banding RGs: activate Pinpoint Attack Lv1-5 + skill->castend_damage_id(src,bl,LG_PINPOINTATTACK,1+rand()%5,tick,0); + } + break; + case LG_PINPOINTATTACK: + rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10; + switch( skill_lv ) { + case 1: + sc_start(src, bl,SC_BLOODING,rate,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case 2: + skill->break_equip(bl, EQP_HELM, rate*100, BCT_ENEMY); + break; + case 3: + skill->break_equip(bl, EQP_SHIELD, rate*100, BCT_ENEMY); + break; + case 4: + skill->break_equip(bl, EQP_ARMOR, rate*100, BCT_ENEMY); + break; + case 5: + skill->break_equip(bl, EQP_WEAPON, rate*100, BCT_ENEMY); + break; + } + break; + case LG_MOONSLASHER: + rate = 32 + 8 * skill_lv; + if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif->setsit is received about 500 ms after damage packet. + skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); + else if( dstmd && !is_boss(bl) ) + sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. + if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) + sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); + break; + case LG_EARTHDRIVE: + skill->break_equip(src, EQP_SHIELD, 100 * skill_lv, BCT_SELF); + sc_start(src, bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_DRAGONCOMBO: + sc_start(src, bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_FALLENEMPIRE: + sc_start(src, bl, SC_FALLENEMPIRE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_WINDMILL: + if( dstsd ) + skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); + else if( dstmd && !is_boss(bl) ) + sc_start(src, bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); + break; + case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] + sc_start(src, bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SR_EARTHSHAKER: + sc_start(src, bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case SR_HOWLINGOFLION: + sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case SO_EARTHGRAVE: + sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] + break; + case SO_DIAMONDDUST: + rate = 5 + 5 * skill_lv; + if( sc && sc->data[SC_COOLER_OPTION] ) + rate += sc->data[SC_COOLER_OPTION]->val3 / 5; + sc_start(src, bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); + break; + case SO_VARETYR_SPEAR: + sc_start(src, bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case GN_SLINGITEM_RANGEMELEEATK: + if( sd ) { + switch( sd->itemid ) { + // Starting SCs here instead of do it in skill->additional_effect to simplify the code. + case ITEMID_COCONUT_BOMB: + sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official + sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000); + break; + case ITEMID_MELON_BOMB: + sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and movement speed + break; + case ITEMID_BANANA_BOMB: + sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE? + sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sit down for 3 seconds. + break; + } + sd->itemid = -1; + } + break; + case GN_HELLS_PLANT_ATK: + sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); + break; + case EL_WIND_SLASH: // Non confirmed rate. + sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + break; + case EL_STONE_HAMMER: + rate = 10 * skill_lv; + sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + break; + case EL_ROCK_CRUSHER: + case EL_ROCK_CRUSHER_ATK: + sc_start(src, bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); + break; + case EL_TYPOON_MIS: + sc_start(src, bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case KO_JYUMONJIKIRI: + sc_start(src, bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case KO_MAKIBISHI: + sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); + break; + case MH_LAVA_SLIDE: + if (tsc && !tsc->data[SC_BURNING]) sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); + break; + case MH_STAHL_HORN: + sc_start(src, bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case MH_NEEDLE_OF_PARALYZE: + sc_start(src, bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case GN_ILLUSIONDOPING: + if( sc_start(src, bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate. + sc_start(src, bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + break; + case MH_XENO_SLASHER: + sc_start2(src, bl, SC_BLOODING, 10 * skill_lv, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + break; + } + + if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) { + //Pass heritage to Master for status causing effects. [Skotlex] + sd = map->id2sd(md->master_id); + src = sd?&sd->bl:src; + } + + if( attack_type&BF_WEAPON && skill_id != CR_REFLECTSHIELD ) { + // Coma, Breaking Equipment + if( sd && sd->special_state.bonus_coma ) { + rate = sd->weapon_coma_ele[tstatus->def_ele]; + rate += sd->weapon_coma_race[tstatus->race]; + rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; + if (rate) + status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCFLAG_NONE); + } + if (sd && battle_config.equip_self_break_rate) { + // Self weapon breaking + rate = battle_config.equip_natural_break_rate; + if( sc ) + { + if(sc->data[SC_GIANTGROWTH]) + rate += 10; + if(sc->data[SC_OVERTHRUST]) + rate += 10; + if(sc->data[SC_OVERTHRUSTMAX]) + rate += 10; + } + if( rate ) + skill->break_equip(src, EQP_WEAPON, rate, BCT_SELF); + } + if (battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK) { + // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity. + // Target weapon breaking + rate = 0; + if( sd ) + rate += sd->bonus.break_weapon_rate; + if( sc && sc->data[SC_MELTDOWN] ) + rate += sc->data[SC_MELTDOWN]->val2; + if( rate ) + skill->break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY); + + // Target armor breaking + rate = 0; + if( sd ) + rate += sd->bonus.break_armor_rate; + if( sc && sc->data[SC_MELTDOWN] ) + rate += sc->data[SC_MELTDOWN]->val3; + if( rate ) + skill->break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY); + } + if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills. + if (sd->def_set_race[tstatus->race].rate) + status->change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value, + 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK); + if (sd->def_set_race[tstatus->race].rate) + status->change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value, + 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK); + } + } + + if( sd && sd->ed && sc && !status->isdead(bl) && !skill_id ) { + struct unit_data *ud = unit->bl2ud(src); + + if( sc->data[SC_WILD_STORM_OPTION] ) + temp = sc->data[SC_WILD_STORM_OPTION]->val2; + else if( sc->data[SC_UPHEAVAL_OPTION] ) + temp = sc->data[SC_UPHEAVAL_OPTION]->val2; + else if( sc->data[SC_TROPIC_OPTION] ) + temp = sc->data[SC_TROPIC_OPTION]->val3; + else if( sc->data[SC_CHILLY_AIR_OPTION] ) + temp = sc->data[SC_CHILLY_AIR_OPTION]->val3; + else + temp = 0; + + if ( rnd()%100 < 25 && temp ){ + skill->castend_damage_id(src, bl, temp, 5, tick, 0); + + if (ud) { + rate = skill->delay_fix(src, temp, skill_lv); + if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ + ud->canact_tick = tick+rate; + if ( battle_config.display_status_timers ) + clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0); + } + } + } + } + + // Autospell when attacking + if( sd && !status->isdead(bl) && sd->autospell[0].id ) { + struct block_list *tbl; + struct unit_data *ud; + int i, auto_skill_lv, type, notok; + + for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) { + + if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK && + sd->autospell[i].flag&attack_type&BF_RANGEMASK && + sd->autospell[i].flag&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + + temp = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; + + sd->state.autocast = 1; + notok = skill->not_ok(temp, sd); + sd->state.autocast = 0; + + if ( notok ) + continue; + + auto_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1; + if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); + + rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2; + + if (rnd()%1000 >= rate) + continue; + + tbl = (sd->autospell[i].id < 0) ? src : bl; + + if( (type = skill->get_casttype(temp)) == CAST_GROUND ) { + int maxcount = 0; + if( !(BL_PC&battle_config.skill_reiteration) && + skill->get_unit_flag(temp)&UF_NOREITERATION && + skill->check_unit_range(src,tbl->x,tbl->y,temp,auto_skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.skill_nofootset && + skill->get_unit_flag(temp)&UF_NOFOOTSET && + skill->check_unit_range2(src,tbl->x,tbl->y,temp,auto_skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.land_skill_limit && + (maxcount = skill->get_maxcount(temp, auto_skill_lv)) > 0 + ) { + int v; + for(v=0;vud.skillunit[v] && maxcount;v++) { + if(sd->ud.skillunit[v]->skill_id == temp) + maxcount--; + } + if( maxcount == 0 ) { + continue; + } + } + } + if( battle_config.autospell_check_range && + !battle->check_range(src, tbl, skill->get_range2(src, temp,auto_skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) + continue; + + if (temp == AS_SONICBLOW) + pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. + else if (temp == PF_SPIDERWEB) //Special case, due to its nature of coding. + type = CAST_GROUND; + + sd->state.autocast = 1; + skill->consume_requirement(sd,temp,auto_skill_lv,1); + skill->toggle_magicpower(src, temp); + switch (type) { + case CAST_GROUND: + skill->castend_pos2(src, tbl->x, tbl->y, temp, auto_skill_lv, tick, 0); + break; + case CAST_NODAMAGE: + skill->castend_nodamage_id(src, tbl, temp, auto_skill_lv, tick, 0); + break; + case CAST_DAMAGE: + skill->castend_damage_id(src, tbl, temp, auto_skill_lv, tick, 0); + break; + } + sd->state.autocast = 0; + //Set canact delay. [Skotlex] + ud = unit->bl2ud(src); + if (ud) { + rate = skill->delay_fix(src, temp, auto_skill_lv); + if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ + ud->canact_tick = tick+rate; + if ( battle_config.display_status_timers && sd ) + clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0); + } + } + } + } + + //Autobonus when attacking + if( sd && sd->autobonus[0].rate ) + { + int i; + for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ ) + { + if( rnd()%1000 >= sd->autobonus[i].rate ) + continue; + if( sd->autobonus[i].active != INVALID_TIMER ) + continue; + if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK && + sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK && + sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + pc->exeautobonus(sd,&sd->autobonus[i]); + } + } + + //Polymorph + if(sd && sd->bonus.classchange && attack_type&BF_WEAPON && + dstmd && !(tstatus->mode&MD_BOSS) && + (rnd()%10000 < sd->bonus.classchange)) + { + struct mob_db *monster; + int class_; + temp = 0; + do { + do { + class_ = rnd() % MAX_MOB_DB; + } while (!mob->db_checkid(class_)); + + rate = rnd() % 1000000; + monster = mob->db(class_); + } while ( + (monster->status.mode&(MD_BOSS|MD_PLANT) || monster->summonper[0] <= rate) && + (temp++) < 2000); + if (temp < 2000) + mob->class_change(dstmd,class_); + } + + return 0; +} + +int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, int64 tick) { + int temp, skill_lv, i, type, notok; + struct block_list *tbl; + + if( sd == NULL || !skill_id ) + return 0; + + for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) { + if( sd->autospell3[i].flag != skill_id ) + continue; + + if( sd->autospell3[i].lock ) + continue; // autospell already being executed + + temp = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id; + + sd->state.autocast = 1; + notok = skill->not_ok(temp, sd); + sd->state.autocast = 0; + + if ( notok ) + continue; + + skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1; + if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv); + + if( sd->autospell3[i].id >= 0 && bl == NULL ) + continue; // No target + if( rnd()%1000 >= sd->autospell3[i].rate ) + continue; + + tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl; + + if( (type = skill->get_casttype(temp)) == CAST_GROUND ) { + int maxcount = 0; + if( !(BL_PC&battle_config.skill_reiteration) && + skill->get_unit_flag(temp)&UF_NOREITERATION && + skill->check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.skill_nofootset && + skill->get_unit_flag(temp)&UF_NOFOOTSET && + skill->check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.land_skill_limit && + (maxcount = skill->get_maxcount(temp, skill_lv)) > 0 + ) { + int v; + for(v=0;vud.skillunit[v] && maxcount;v++) { + if(sd->ud.skillunit[v]->skill_id == temp) + maxcount--; + } + if( maxcount == 0 ) { + continue; + } + } + } + if( battle_config.autospell_check_range && + !battle->check_range(&sd->bl, tbl, skill->get_range2(&sd->bl, temp,skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) + continue; + + sd->state.autocast = 1; + sd->autospell3[i].lock = true; + skill->consume_requirement(sd,temp,skill_lv,1); + switch( type ) { + case CAST_GROUND: skill->castend_pos2(&sd->bl, tbl->x, tbl->y, temp, skill_lv, tick, 0); break; + case CAST_NODAMAGE: skill->castend_nodamage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break; + case CAST_DAMAGE: skill->castend_damage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break; + } + sd->autospell3[i].lock = false; + sd->state.autocast = 0; + } + + if (sd->autobonus3[0].rate) { + for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) { + if( rnd()%1000 >= sd->autobonus3[i].rate ) + continue; + if( sd->autobonus3[i].active != INVALID_TIMER ) + continue; + if( sd->autobonus3[i].atk_type != skill_id ) + continue; + pc->exeautobonus(sd,&sd->autobonus3[i]); + } + } + + return 1; +} +/* Split off from skill->additional_effect, which is never called when the + * attack skill kills the enemy. Place in this function counter status effects + * when using skills (eg: Asura's sp regen penalty, or counter-status effects + * from cards) that will take effect on the source, not the target. [Skotlex] + * Note: Currently this function only applies to Extremity Fist and BF_WEAPON + * type of skills, so not every instance of skill->additional_effect needs a call + * to this one. + */ +int skill_counter_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int64 tick) { + int rate; + struct map_session_data *sd=NULL; + struct map_session_data *dstsd=NULL; + struct status_change *sc; + + nullpo_ret(src); + nullpo_ret(bl); + + if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest] + + sd = BL_CAST(BL_PC, src); + dstsd = BL_CAST(BL_PC, bl); + sc = status->get_sc(src); + + if(dstsd && attack_type&BF_WEAPON) { + //Counter effects. + enum sc_type type; + int i, time; + for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) { + rate = dstsd->addeff2[i].rate; + if (attack_type&BF_LONG) + rate+=dstsd->addeff2[i].arrow_rate; + if (!rate) continue; + + if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { + //Trigger has range consideration. + if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || + (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) + continue; //Range Failed. + } + type = dstsd->addeff2[i].id; + time = skill->get_time2(status->sc2skill(type),7); + + if (dstsd->addeff2[i].flag&ATF_TARGET) + status->change_start(bl,src,type,rate,7,0,0,0,time,SCFLAG_NONE); + + if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl)) + status->change_start(bl,bl,type,rate,7,0,0,0,time,SCFLAG_NONE); + } + } + + switch(skill_id){ + case MO_EXTREMITYFIST: + sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case GS_FULLBUSTER: + sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case HFLI_SBR44: // [orn] + case HVAN_EXPLOSION: + if(src->type == BL_HOM){ + TBL_HOM *hd = (TBL_HOM*)src; + hd->homunculus.intimacy = 200; + if (hd->master) + clif->send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100); + } + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + attack_type |= BF_WEAPON; + break; + case LG_HESPERUSLIT: + if ( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) { + char i; + for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3 && sc->fv_counter <= sc->data[SC_FORCEOFVANGUARD]->val3 ; i++) + clif->millenniumshield(bl, sc->fv_counter++); + } + break; + } + + if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR + && rnd()%10000 < battle_config.sg_miracle_skill_ratio) // SG_MIRACLE [Komurka] + sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); + + if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl) + && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) + && (rate=pc->checkskill(sd,HW_SOULDRAIN)) > 0 + ) { + // Soul Drain should only work on targeted spells [Skotlex] + if( pc_issit(sd) ) pc->setstand(sd); // Character stuck in attacking animation while 'sitting' fix. [Skotlex] + if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id ) + ; + else { + clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); + status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2); + } + } + + if( sd && status->isdead(bl) ) { + int sp = 0, hp = 0; + if( attack_type&BF_WEAPON ) { + sp += sd->bonus.sp_gain_value; + sp += sd->sp_gain_race[status_get_race(bl)]; + sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS]; + hp += sd->bonus.hp_gain_value; + } + if( attack_type&BF_MAGIC ) { + sp += sd->bonus.magic_sp_gain_value; + hp += sd->bonus.magic_hp_gain_value; + if( skill_id == WZ_WATERBALL ) {// (bugreport:5303) + 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. + } + } + if( hp || sp ) { + // updated to force healing to allow healing through berserk + status->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); + } + } + + // Trigger counter-spells to retaliate against damage causing skills. + if(dstsd && !status->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) { + struct block_list *tbl; + struct unit_data *ud; + int i, auto_skill_id, auto_skill_lv, type, notok; + + for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) { + + if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK && + dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK && + dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + + auto_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; + auto_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; + if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); + + rate = dstsd->autospell2[i].rate; + if (attack_type&BF_LONG) + rate>>=1; + + dstsd->state.autocast = 1; + notok = skill->not_ok(auto_skill_id, dstsd); + dstsd->state.autocast = 0; + + if ( notok ) + continue; + + if (rnd()%1000 >= rate) + continue; + + tbl = (dstsd->autospell2[i].id < 0) ? bl : src; + + if( (type = skill->get_casttype(auto_skill_id)) == CAST_GROUND ) { + int maxcount = 0; + if( !(BL_PC&battle_config.skill_reiteration) && + skill->get_unit_flag(auto_skill_id)&UF_NOREITERATION && + skill->check_unit_range(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.skill_nofootset && + skill->get_unit_flag(auto_skill_id)&UF_NOFOOTSET && + skill->check_unit_range2(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) + ) { + continue; + } + if( BL_PC&battle_config.land_skill_limit && + (maxcount = skill->get_maxcount(auto_skill_id, auto_skill_lv)) > 0 + ) { + int v; + for(v=0;vud.skillunit[v] && maxcount;v++) { + if(dstsd->ud.skillunit[v]->skill_id == auto_skill_id) + maxcount--; + } + if( maxcount == 0 ) { + continue; + } + } + } + + if( !battle->check_range(src, tbl, skill->get_range2(src, auto_skill_id,auto_skill_lv) + (auto_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) + continue; + + dstsd->state.autocast = 1; + skill->consume_requirement(dstsd,auto_skill_id,auto_skill_lv,1); + switch (type) { + case CAST_GROUND: + skill->castend_pos2(bl, tbl->x, tbl->y, auto_skill_id, auto_skill_lv, tick, 0); + break; + case CAST_NODAMAGE: + skill->castend_nodamage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); + break; + case CAST_DAMAGE: + skill->castend_damage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); + break; + } + dstsd->state.autocast = 0; + // Set canact delay. [Skotlex] + ud = unit->bl2ud(bl); + if (ud) { + rate = skill->delay_fix(bl, auto_skill_id, auto_skill_lv); + if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ + ud->canact_tick = tick+rate; + if ( battle_config.display_status_timers && dstsd ) + clif->status_change(bl, SI_POSTDELAY, 1, rate, 0, 0, 0); + } + } + } + } + + //Autobonus when attacked + if( dstsd && !status->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) { + int i; + for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) { + if( rnd()%1000 >= dstsd->autobonus2[i].rate ) + continue; + if( dstsd->autobonus2[i].active != INVALID_TIMER ) + continue; + if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK && + dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK && + dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK)) + continue; // one or more trigger conditions were not fulfilled + pc->exeautobonus(dstsd,&dstsd->autobonus2[i]); + } + } + + return 0; +} +/*========================================================================= + * Breaks equipment. On-non players causes the corresponding strip effect. + * - rate goes from 0 to 10000 (100.00%) + * - flag is a BCT_ flag to indicate which type of adjustment should be used + * (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. + *------------------------------------------------------------------------*/ +int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) { + const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; + const enum sc_type scatk[4] = {SC_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; + sd = BL_CAST(BL_PC, bl); + if (sc && !sc->count) + sc = NULL; + + if (sd) { + if (sd->bonus.unbreakable_equip) + where &= ~sd->bonus.unbreakable_equip; + if (sd->bonus.unbreakable) + rate -= rate*sd->bonus.unbreakable/100; + if (where&EQP_WEAPON) { + switch (sd->status.weapon) { + case W_FIST: //Bare fists should not break :P + case W_1HAXE: + case W_2HAXE: + case W_MACE: // Axes and Maces can't be broken [DracoRPG] + case W_2HMACE: + case W_STAFF: + case W_2HSTAFF: + case W_BOOK: //Rods and Books can't be broken [Skotlex] + case W_HUUMA: + where &= ~EQP_WEAPON; + } + } + } + if (flag&BCT_ENEMY) { + if (battle_config.equip_skill_break_rate != 100) + rate = rate*battle_config.equip_skill_break_rate/100; + } else if (flag&(BCT_PARTY|BCT_SELF)) { + if (battle_config.equip_self_break_rate != 100) + rate = rate*battle_config.equip_self_break_rate/100; + } + + for (i = 0; i < 4; i++) { + if (where&where_list[i]) { + if (sc && sc->count && sc->data[scdef[i]]) + where&=~where_list[i]; + else if (rnd()%10000 >= rate) + where&=~where_list[i]; + else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. + sc_start(bl,bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1)); + } + } + if (!where) //Nothing to break. + return 0; + if (sd) { + for (i = 0; i < EQI_MAX; i++) { + j = sd->equip_index[i]; + if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j]) + continue; + + switch(i) { + case EQI_HEAD_TOP: //Upper Head + flag = (where&EQP_HELM); + break; + case EQI_ARMOR: //Body + flag = (where&EQP_ARMOR); + break; + case EQI_HAND_R: //Left/Right hands + case EQI_HAND_L: + flag = ( + (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) || + (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR)); + break; + case EQI_SHOES: + flag = (where&EQP_SHOES); + break; + case EQI_GARMENT: + flag = (where&EQP_GARMENT); + break; + default: + continue; + } + if (flag) { + sd->status.inventory[j].attribute = 1; + pc->unequipitem(sd, j, 3); + } + } + clif->equiplist(sd); + } + + return where; //Return list of pieces broken. +} + +int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) { + struct status_change *sc; + const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC}; + const enum sc_type sc_atk[5] = {SC_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) + return 0; + + sc = status->get_sc(bl); + if (!sc || sc->option&OPTION_MADOGEAR ) // Mado Gear cannot be divested [Ind] + return 0; + + for (i = 0; i < ARRAYLENGTH(pos); i++) { + if (where&pos[i] && sc->data[sc_def[i]]) + where&=~pos[i]; + } + if (!where) return 0; + + for (i = 0; i < ARRAYLENGTH(pos); i++) { + if (where&pos[i] && !sc_start(bl, bl, sc_atk[i], 100, lv, time)) + where&=~pos[i]; + } + return where?1:0; +} +/*========================================================================= + Used to knock back players, monsters, traps, etc + - 'count' is the number of squares to knock back + - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior) + - if 'flag&0x1', position update packets must not be sent. + - if 'flag&0x2', skill blown ignores players' special_state.no_knockback + -------------------------------------------------------------------------*/ +int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) { + int dx = 0, dy = 0; + struct skill_unit* su = NULL; + + nullpo_ret(src); + + if (src != target && map->list[src->m].flag.noknockback) + return 0; // No knocking + if (count == 0) + return 0; // Actual knockback distance is 0. + + switch (target->type) { + case BL_MOB: { + struct mob_data* md = BL_CAST(BL_MOB, target); + if( md->class_ == MOBID_EMPERIUM ) + return 0; + if(src != target && is_boss(target)) // Bosses can't be knocked-back + return 0; + } + break; + case BL_PC: { + struct map_session_data *sd = BL_CAST(BL_PC, target); + if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src)) + return 0; // Basilica caster can't be knocked-back by normal monsters. + if( !(flag&0x2) && src != target && sd->special_state.no_knockback ) + return 0; + } + break; + case BL_SKILL: + su = (struct skill_unit *)target; + if( su && su->group && (su->group->unit_id == UNT_ANKLESNARE || su->group->unit_id == UNT_REVERBERATION)) + return 0; // ankle snare cannot be knocked back + break; + } + + if (dir == -1) // : do the computation here instead of outside + dir = map->calc_dir(target, src->x, src->y); // direction from src to target, reversed + + if (dir >= 0 && dir < 8) { + // take the reversed 'direction' and reverse it + dx = -dirx[dir]; + dy = -diry[dir]; + } + + return unit->blown(target, dx, dy, count, flag); // send over the proper flag +} + + +/* + Checks if 'bl' should reflect back a spell cast by 'src'. + type is the type of magic attack: 0: indirect (aoe), 1: direct (targeted) + In case of success returns type of reflection, otherwise 0 + 1 - Regular reflection (Maya) + 2 - SL_KAITE reflection +*/ +int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) { + struct status_change *sc = status->get_sc(bl); + struct map_session_data* sd = BL_CAST(BL_PC, bl); + + if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability + return 0; + + // item-based reflection + if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return ) + return 1; + + if( is_boss(src) ) + return 0; + + // status-based reflection + if( !sc || sc->count == 0 ) + return 0; + + if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 ) + return 1; + + if( sc->data[SC_KAITE] && (src->type == BL_PC || status->get_lv(src) <= 80) ) + {// Kaite only works against non-players if they are low-level. + clif->specialeffect(bl, 438, AREA); + if( --sc->data[SC_KAITE]->val2 <= 0 ) + status_change_end(bl, SC_KAITE, INVALID_TIMER); + return 2; + } + + return 0; +} + +/* + * ========================================================================= + * Does a skill attack with the given properties. + * src is the master behind the attack (player/mob/pet) + * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL + * bl is the target to be attacked. + * flag can hold a bunch of information: + * flag&0xFFF is passed to the underlying battle_calc_attack for processing + * (usually holds number of targets, or just 1 for simple splash attacks) + * flag&0x1000 is used to tag that this is a splash-attack (so the damage + * packet shouldn't display a skill animation) + * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the + * client (causes player characters to not scream skill name) + * flag&0x4000 - Return 0 if damage was reflected + *-------------------------------------------------------------------------*/ +int skill_attack(int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { + struct Damage dmg; + struct status_data *sstatus, *tstatus; + struct status_change *sc; + struct map_session_data *sd, *tsd; + int type; + int64 damage; + bool rmdamage = false;//magic reflected + bool additional_effects = true, shadow_flag = false; + + if(skill_id > 0 && !skill_lv) return 0; + + nullpo_ret(src); // Source is the master behind the attack (player/mob/pet) + nullpo_ret(dsrc); // dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. + nullpo_ret(bl); //Target to be attacked. + + if (src != dsrc) { + //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] + if (!status->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) + return 0; + } else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) { + //Note that splash attacks often only check versus the targeted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] + if (!status->check_skilluse(src, bl, skill_id, 2)) + return 0; + } + + sd = BL_CAST(BL_PC, src); + tsd = BL_CAST(BL_PC, bl); + + // To block skills that aren't called via battle_check_target [Panikon] + // issue: 8203 + if( sd + && ( (bl->type == BL_MOB && pc_has_permission(sd, PC_PERM_DISABLE_PVM)) + || (bl->type == BL_PC && pc_has_permission(sd, PC_PERM_DISABLE_PVP)) ) + ) + return 0; + + sstatus = status->get_status_data(src); + tstatus = status->get_status_data(bl); + sc = status->get_sc(bl); + if (sc && !sc->count) sc = NULL; //Don't need it. + + // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? + if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) + return 0; + //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. + if (sc && sc->data[SC_TRICKDEAD]) + return 0; + + dmg = battle->calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF); + + //Skotlex: Adjusted to the new system + if( src->type == BL_PET ) { // [Valaris] + struct pet_data *pd = (TBL_PET*)src; + if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { + int element = skill->get_ele(skill_id, skill_lv); + /*if (skill_id == -1) Does it ever worked? + element = sstatus->rhw.ele;*/ + if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET)) + dmg.damage = battle->attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv); + else + dmg.damage= skill_lv; + dmg.damage2=0; + dmg.div_= pd->a_skill->div_; + } + } + + if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { + // Earthquake on multiple targets is not counted as a target skill. [Inkfish] + if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) { + //Magic reflection, switch caster/target + struct block_list *tbl = bl; + rmdamage = true; + bl = src; + src = tbl; + dsrc = tbl; + sd = BL_CAST(BL_PC, src); + tsd = BL_CAST(BL_PC, bl); + sc = status->get_sc(bl); + if (sc && !sc->count) + sc = NULL; //Don't need it. + /* bugreport:2564 flag&2 disables double casting trigger */ + flag |= 2; + /* bugreport:7859 magical reflected zeroes blow count */ + dmg.blewcount = 0; + //Spirit of Wizard blocks Kaite's reflection + 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, ITEMID_FRAGMENT_OF_CRYSTAL) : 0; + if (type != INDEX_NOT_FOUND) { + 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_SOULLINK]->val3 = skill_id; + sc->data[SC_SOULLINK]->val4 = dsrc->id; + } + } else if( type != 2 ) /* Kaite bypasses */ + additional_effects = false; + + /** + * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target + **/ + #if MAGIC_REFLECTION_TYPE + + #ifdef RENEWAL + if( dmg.dmg_lv != ATK_MISS ) // Wiz SL canceled and consumed fragment + #else + // issue:6415 in pre-renewal Kaite reflected the entire damage received + // regardless of caster's equipment (Aegis 11.1) + if( dmg.dmg_lv != ATK_MISS && type == 1 ) //Wiz SL canceled and consumed fragment + #endif + { + short s_ele = skill->get_ele(skill_id, skill_lv); + + if (s_ele == -1) // the skill takes the weapon's element + s_ele = sstatus->rhw.ele; + else if (s_ele == -2) //Use status element + s_ele = status_get_attack_sc_element(src,status->get_sc(src)); + else if( s_ele == -3 ) //Use random element + s_ele = rnd()%ELE_MAX; + + dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl)); + + if( sc && sc->data[SC_ENERGYCOAT] ) { + struct status_data *st = status->get_status_data(bl); + int per = 100*st->sp / st->max_sp -1; //100% should be counted as the 80~99% interval + per /=20; //Uses 20% SP intervals. + //SP Cost: 1% + 0.5% per every 20% SP + if (!status->charge(bl, 0, (10+5*per)*st->max_sp/1000)) + status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); + //Reduction: 6% + 6% every 20% + dmg.damage -= dmg.damage * (6 * (1+per)) / 100; + } + } + #endif /* MAGIC_REFLECTION_TYPE */ + } + if(sc && sc->data[SC_MAGICROD] && src == dsrc) { + int sp = skill->get_sp(skill_id,skill_lv); + dmg.damage = dmg.damage2 = 0; + dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex] + sp = sp * sc->data[SC_MAGICROD]->val2 / 100; + if(skill_id == WZ_WATERBALL && skill_lv > 1) + sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball + status->heal(bl, 0, sp, 2); + } + } + + damage = dmg.damage + dmg.damage2; + + if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING || + skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || + skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_PROPERTYUNDEAD] ) + damage = 1; + + 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. + 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); + } + } + + //Skill hit type + type=(skill_id==0)?5:skill->get_hit(skill_id); + + if(damage < dmg.div_ + //Only skills that knockback even when they miss. [Skotlex] + && skill_id != CH_PALMSTRIKE) + dmg.blewcount = 0; + + if(skill_id == CR_GRANDCROSS||skill_id == NPC_GRANDDARKNESS) { + if(battle_config.gx_disptype) dsrc = src; + if(src == bl) type = 4; + else flag|=SD_ANIMATION; + } + if(skill_id == NJ_TATAMIGAESHI) { + dsrc = src; //For correct knockback. + flag|=SD_ANIMATION; + } + + if(sd) { + int combo = 0; //Used to signal if this skill can be combo'ed later on. + struct status_change_entry *sce; + 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. + sce->val1 = skill_id; //Update combo-skill + sce->val3 = skill_id; + if( sce->timer != INVALID_TIMER ) + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(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_COMBOATTACK, INVALID_TIMER); + } + } + switch(skill_id) { + case MO_TRIPLEATTACK: + if (pc->checkskill(sd, MO_CHAINCOMBO) > 0 || pc->checkskill(sd, SR_DRAGONCOMBO) > 0) + combo=1; + break; + case MO_CHAINCOMBO: + if(pc->checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) + combo=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) + combo=1; + case CH_TIGERFIST: + if (!combo && pc->checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) + combo=1; + case CH_CHAINCRUSH: + if (!combo && pc->checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) + combo=1; + break; + case AC_DOUBLE: + // AC_DOUBLE can start the combo with other monster types, but the + // monster that's going to be hit by HT_POWER should be RC_BRUTE or RC_INSECT [Panikon] + if (pc->checkskill(sd, HT_POWER)) { + sc_start4(NULL,src,SC_COMBOATTACK,100,HT_POWER,0,1,0,2000); + clif->combo_delay(src,2000); + } + break; + case TK_COUNTER: + { + //bonus from SG_FRIEND [Komurka] + int level; + if(sd->status.party_id>0 && (level = pc->checkskill(sd,SG_FRIEND))) + party->skill_check(sd, sd->status.party_id, TK_COUNTER,level); + } + break; + case SL_STIN: + case SL_STUN: + if (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY]) + sc_start(src, src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); + break; + case GS_FULLBUSTER: + //Can't attack nor use items until skill's delay expires. [Skotlex] + sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; + break; + case TK_DODGE: + if( pc->checkskill(sd, TK_JUMPKICK) > 0 ) + combo = 1; + break; + case SR_DRAGONCOMBO: + if( pc->checkskill(sd, SR_FALLENEMPIRE) > 0 ) + combo = 1; + break; + case SR_FALLENEMPIRE: + if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 ) + combo = 1; + break; + } //Switch End + if (combo) { //Possible to chain + if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */ + sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo); + clif->combo_delay(src, combo); + } + } + + //Display damage. + switch( skill_id ) { + case PA_GOSPEL: //Should look like Holy Cross [Skotlex] + dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); + break; + //Skills that need be passed as a normal attack for the client to display correctly. + case HVAN_EXPLOSION: + case NPC_SELFDESTRUCTION: + if(src->type==BL_PC) + dmg.blewcount = 10; + dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] + // fall through + case KN_AUTOCOUNTER: + case NPC_CRITICALSLASH: + case TF_DOUBLE: + case GS_CHAINACTION: + dmg.dmotion = clif->damage(src,bl,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); + break; + + case AS_SPLASHER: + if( flag&SD_ANIMATION ) // the surrounding targets + dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level + else // the central target doesn't display an animation + dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level + break; + case WL_HELLINFERNO: + case SR_EARTHSHAKER: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6); + break; + case KO_MUCHANAGE: + if( dmg.dmg_lv == ATK_FLEE ) + break; + case WL_SOULEXPANSION: + case WL_COMET: + case NJ_HUUMA: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8); + break; + case WL_CHAINLIGHTNING_ATK: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6); + break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND: + dmg.amotion = status_get_amotion(src) * 2; + case LG_OVERBRAND_PLUSATK: + dmg.dmotion = clif->skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5); + break; + case EL_FIRE_BOMB: + case EL_FIRE_BOMB_ATK: + case EL_FIRE_WAVE: + case EL_FIRE_WAVE_ATK: + case EL_FIRE_MANTLE: + case EL_CIRCLE_OF_FIRE: + case EL_FIRE_ARROW: + case EL_ICE_NEEDLE: + case EL_WATER_SCREW: + case EL_WATER_SCREW_ATK: + case EL_WIND_SLASH: + case EL_TIDAL_WEAPON: + case EL_ROCK_CRUSHER: + case EL_ROCK_CRUSHER_ATK: + case EL_HURRICANE: + case EL_HURRICANE_ATK: + case EL_TYPOON_MIS: + case EL_TYPOON_MIS_ATK: + case GN_CRAZYWEED_ATK: + case KO_BAKURETSU: + case NC_MAGMA_ERUPTION: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5); + break; + case GN_SLINGITEM_RANGEMELEEATK: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6); + break; + case SC_FEINTBOMB: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,skill_lv,5); + break; + case EL_STONE_RAIN: + dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5); + break; + case WM_SEVERE_RAINSTORM_MELEE: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6); + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6); + break; + case 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: + case HT_FREEZINGTRAP: + case RA_CLUSTERBOMB: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5); + if( dsrc != src ) // avoid damage display redundancy + break; + case HT_LANDMINE: + dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type); + break; + case WZ_SIGHTBLASTER: + dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); + break; + case AB_DUPLELIGHT_MELEE: + case AB_DUPLELIGHT_MAGIC: + dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */ + default: + if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit. + type = 5; + if( bl->type == BL_SKILL ){ + TBL_SKILL *su = (TBL_SKILL*)bl; + if( su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets + clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); + } + dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type); + break; + } + + map->freeblock_lock(); + + if (damage > 0 && dmg.flag&BF_SKILL && tsd + && pc->checkskill(tsd,RG_PLAGIARISM) + && (!sc || !sc->data[SC_PRESERVE]) + && damage < tsd->battle_status.hp + ) { + //Updated to not be able to copy skills if the blow will kill you. [Skotlex] + int copy_skill = skill_id, cidx = 0; + /** + * Copy Referral: dummy skills should point to their source upon copying + **/ + switch( skill_id ) { + case AB_DUPLELIGHT_MELEE: + case AB_DUPLELIGHT_MAGIC: + copy_skill = AB_DUPLELIGHT; + break; + case WL_CHAINLIGHTNING_ATK: + copy_skill = WL_CHAINLIGHTNING; + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + copy_skill = WM_REVERBERATION; + break; + case WM_SEVERE_RAINSTORM_MELEE: + copy_skill = WM_SEVERE_RAINSTORM; + break; + case GN_CRAZYWEED_ATK: + copy_skill = GN_CRAZYWEED; + break; + case GN_HELLS_PLANT_ATK: + copy_skill = GN_HELLS_PLANT; + break; + case GN_SLINGITEM_RANGEMELEEATK: + copy_skill = GN_SLINGITEM; + break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + copy_skill = LG_OVERBRAND; + break; + } + cidx = skill->get_index(copy_skill); + if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) && + can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru] + { + int lv, idx = 0; + if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) { + //Level dependent and limitation. + lv = min(lv,skill->get_max(copy_skill)); + + if( tsd->reproduceskill_id ) { + idx = skill->get_index(tsd->reproduceskill_id); + if(tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) { + tsd->status.skill[idx].id = 0; + tsd->status.skill[idx].lv = 0; + tsd->status.skill[idx].flag = 0; + clif->deleteskill(tsd,tsd->reproduceskill_id); + } + } + + tsd->reproduceskill_id = copy_skill; + pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL"), copy_skill); + pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL_LV"), lv); + + tsd->status.skill[cidx].id = copy_skill; + tsd->status.skill[cidx].lv = lv; + tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED; + clif->addskill(tsd,copy_skill); + } else { + lv = skill_lv; + if ( tsd->cloneskill_id ) { + idx = skill->get_index(tsd->cloneskill_id); + if ( tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED){ + tsd->status.skill[idx].id = 0; + tsd->status.skill[idx].lv = 0; + tsd->status.skill[idx].flag = 0; + clif->deleteskill(tsd,tsd->cloneskill_id); + } + } + + if ((type = pc->checkskill(tsd,RG_PLAGIARISM)) < lv) + lv = type; + + tsd->cloneskill_id = copy_skill; + pc_setglobalreg(tsd, script->add_str("CLONE_SKILL"), copy_skill); + pc_setglobalreg(tsd, script->add_str("CLONE_SKILL_LV"), lv); + + 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); + } + } + } + + if (dmg.dmg_lv >= ATK_MISS && (type = skill->get_walkdelay(skill_id, skill_lv)) > 0) { + //Skills with can't walk delay also stop normal attacking for that + //duration when the attack connects. [Skotlex] + struct unit_data *ud = unit->bl2ud(src); + if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) + ud->attackabletime = tick + type; + } + + shadow_flag = skill->check_shadowform(bl, damage, dmg.div_); + + if( !dmg.amotion ) { + //Instant damage + if( (!sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag) + status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. + if( !status->isdead(bl) && additional_effects ) + skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); + if( damage > 0 ) //Counter status effects [Skotlex] + skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); + } + // Hell Inferno burning status only starts if Fire part hits. + if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) ) + sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); + // Apply knock back chance in SC_TRIANGLESHOT skill. + else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) ) + dmg.blewcount = 0; + + //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] + //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills) + if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) { + int8 dir = -1; // default + switch(skill_id) {//direction + case MG_FIREWALL: + case PR_SANCTUARY: + case SC_TRIANGLESHOT: + case SR_KNUCKLEARROW: + case GN_WALLOFTHORN: + case EL_FIRE_MANTLE: + dir = unit->getdir(bl);// backwards + break; + // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. + case WZ_STORMGUST: + if(!battle_config.stormgust_knockback) + dir = rand()%8; + break; + case WL_CRIMSONROCK: + dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]); + break; + case MC_CARTREVOLUTION: + dir = 6; // Official servers push target to the West + break; + + } + + /* monsters with skill lv higher than MAX_SKILL_LEVEL may get this value beyond the max depending on conditions, we cap to the system's limit */ + if( dsrc && dsrc->type == BL_MOB && skill_lv > MAX_SKILL_LEVEL && dmg.blewcount > 25 ) + dmg.blewcount = 25; + + //blown-specific handling + switch( skill_id ) { + case LG_OVERBRAND_BRANDISH: + if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) < dmg.blewcount ) + skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION); + break; + case SR_KNUCKLEARROW: + if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) { + short dir_x, dir_y; + dir_x = dirx[(dir+4)%8]; + dir_y = diry[(dir+4)%8]; + if( map->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) + skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4); + } + break; + default: + skill->blown(dsrc,bl,dmg.blewcount,dir, 0x0 ); + if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){ + TBL_SKILL *su = (TBL_SKILL*)bl; + if( su->group && su->group->skill_id == HT_BLASTMINE) + skill->blown(src, bl, 3, -1, 0); + } + break; + } + } + + //Delayed damage must be dealt after the knockback (it needs to know actual position of target) + if (dmg.amotion){ + if( shadow_flag ){ + if( !status->isdead(bl) && additional_effects ) + skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); + if( dmg.flag > ATK_BLOCK ) + skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); + }else + battle->delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects); + } + + if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) { + struct status_change_entry *sce = sc->data[SC_DEVOTION]; + struct block_list *d_bl = map->id2bl(sce->val1); + + if( d_bl && ( + (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) || + (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id) + ) && check_distance_bl(bl, d_bl, sce->val3) ) + { + if(!rmdamage){ + clif->damage(d_bl,d_bl, 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, 0, 0, damage, 0, 0, 0); + status_fix_damage(bl,bl, damage, 0); + } + } + else { + status_change_end(bl, SC_DEVOTION, INVALID_TIMER); + if( !dmg.amotion ) + status_fix_damage(src,bl,damage,dmg.dmotion); + } + } + + if(damage > 0 && !(tstatus->mode&MD_BOSS)) { + if( skill_id == RG_INTIMIDATE ) { + int rate = 50 + skill_lv * 5; + rate = rate + (status->get_lv(src) - status->get_lv(bl)); + if(rnd()%100 < rate) + skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag); + } else if( skill_id == SC_FATALMENACE ) + skill->addtimerskill(src,tick + 800,bl->id,skill->area_temp[4],skill->area_temp[5],skill_id,skill_lv,0,flag); + } + + if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) + dmg.flag |= BF_WEAPON; + + if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON || + (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || 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); + else + battle->drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); + } + + + if( damage > 0 ) { + /** + * Post-damage effects + **/ + switch( skill_id ) { + case GC_VENOMPRESSURE: + { + struct status_change *ssc = status->get_sc(src); + if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) { + short rate = 100; + if ( ssc->data[SC_POISONINGWEAPON]->val1 == 9 )// Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] + rate = 100 - tstatus->int_ * 4 / 5; + sc_start(src, bl,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + status_change_end(src,SC_POISONINGWEAPON,-1); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + } + break; + case WM_METALICSOUND: + status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10))); + break; + case SR_TIGERCANNON: + status_zap(bl, 0, damage/10); // 10% of damage dealt + break; + } + if( sd ) + skill->onskillusage(sd, bl, skill_id, tick); + } + + if (!(flag&2) + && (skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) + && (sc = status->get_sc(src)) + && sc->data[SC_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(); + + if ((flag&0x4000) && rmdamage == 1) + return 0; //Should return 0 when damage was reflected + + return (int)cap_value(damage,INT_MIN,INT_MAX); +} + +/*========================================== + * sub function for recursive skill call. + * Checking bl battle flag and display damage + * then call func with source,target,skill_id,skill_lv,tick,flag + *------------------------------------------*/ +int skill_area_sub(struct block_list *bl, va_list ap) { + struct block_list *src; + uint16 skill_id,skill_lv; + int flag; + int64 tick; + SkillFunc func; + + nullpo_ret(bl); + + src = va_arg(ap,struct block_list *); + skill_id = va_arg(ap,int); + skill_lv = va_arg(ap,int); + tick = va_arg(ap,int64); + flag = va_arg(ap,int); + func = va_arg(ap,SkillFunc); + + if(battle->check_target(src,bl,flag) > 0) { + // several splash skills need this initial dummy packet to display correctly + if (flag&SD_PREAMBLE && skill->area_temp[2] == 0) + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + + if (flag&(SD_SPLASH|SD_PREAMBLE)) + skill->area_temp[2]++; + + return func(src,bl,skill_id,skill_lv,tick,flag); + } + return 0; +} + +int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { + struct skill_unit *su; + uint16 skill_id,g_skill_id; + + su = (struct skill_unit *)bl; + + if(bl->prev == NULL || bl->type != BL_SKILL) + return 0; + + if(!su->alive) + return 0; + + skill_id = va_arg(ap,int); + g_skill_id = su->group->skill_id; + + switch (skill_id) { + case AL_PNEUMA: + if(g_skill_id == SA_LANDPROTECTOR) + break; + case MG_SAFETYWALL: + case MH_STEINWAND: + case SC_MAELSTROM: + case SO_ELEMENTAL_SHIELD: + if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD) + return 0; + break; + case AL_WARP: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HT_TALKIEBOX: + case HP_BASILICA: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case SC_DIMENSIONDOOR: + case SC_BLOODYLUST: + case SC_CHAOSPANIC: + case GN_HELLS_PLANT: + //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) + if (skill_id != g_skill_id && !(skill->get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST) + return 0; + break; + default: //Avoid stacking with same kind of trap. [Skotlex] + if (g_skill_id != skill_id) + return 0; + break; + } + + return 1; +} + +int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { + //Non players do not check for the skill's splash-trigger area. + int range = bl->type == BL_PC ? skill->get_unit_range(skill_id, skill_lv):0; + int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); + if ( layout_type == - 1 || layout_type > MAX_SQUARE_LAYOUT ) { + ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id); + return 0; + } + + range += layout_type; + return map->foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id); +} + +int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { + uint16 skill_id; + + if(bl->prev == NULL) + return 0; + + skill_id = va_arg(ap,int); + + if( status->isdead(bl) && skill_id != AL_WARP ) + return 0; + + if( skill_id == HP_BASILICA && bl->type == BL_PC ) + return 0; + + if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM ) + return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] + return 1; +} + +int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { + int range, type; + + switch (skill_id) { + // to be expanded later + case WZ_ICEWALL: + range = 2; + break; + case SC_MANHOLE: + range = 0; + break; + case GN_HELLS_PLANT: + range = 0; + break; + default: { + int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); + if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { + ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id); + return 0; + } + range = skill->get_unit_range(skill_id,skill_lv) + layout_type; + } + break; + } + + // if the caster is a monster/NPC, only check for players + // otherwise just check characters + if (bl->type == BL_PC) + type = BL_CHAR; + else + type = BL_PC; + + return map->foreachinarea(skill->check_unit_range2_sub, bl->m, + x - range, y - range, x + range, y + range, + type, skill_id); +} + +/*========================================== + * Checks that you have the requirements for casting a skill for homunculus/mercenary. + * Flag: + * &1: finished casting the skill (invoke hp/sp/item consumption) + * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) + *------------------------------------------*/ +int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) { + struct status_data *st; + struct map_session_data *sd = NULL; + int i, hp, sp, hp_rate, sp_rate, state, mhp; + uint16 idx; + int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; + + if( lv < 1 || lv > MAX_SKILL_LEVEL ) + return 0; + nullpo_ret(bl); + + switch( bl->type ) { + case BL_HOM: sd = ((TBL_HOM*)bl)->master; break; + case BL_MER: sd = ((TBL_MER*)bl)->master; break; + } + + st = status->get_status_data(bl); + if( (idx = skill->get_index(skill_id)) == 0 ) + return 0; + + // Requirements + for( i = 0; i < ARRAYLENGTH(itemid); i++ ) + { + itemid[i] = skill->db[idx].itemid[i]; + amount[i] = skill->db[idx].amount[i]; + } + hp = skill->db[idx].hp[lv-1]; + sp = skill->db[idx].sp[lv-1]; + hp_rate = skill->db[idx].hp_rate[lv-1]; + sp_rate = skill->db[idx].sp_rate[lv-1]; + state = skill->db[idx].state; + if( (mhp = skill->db[idx].mhp[lv-1]) > 0 ) + hp += (st->max_hp * mhp) / 100; + if( hp_rate > 0 ) + hp += (st->hp * hp_rate) / 100; + else + hp += (st->max_hp * (-hp_rate)) / 100; + if( sp_rate > 0 ) + sp += (st->sp * sp_rate) / 100; + else + sp += (st->max_sp * (-sp_rate)) / 100; + + if( bl->type == BL_HOM ) { // Intimacy Requirements + struct homun_data *hd = BL_CAST(BL_HOM, bl); + switch( skill_id ) { + case HFLI_SBR44: + if( hd->homunculus.intimacy <= 200 ) + return 0; + break; + case HVAN_EXPLOSION: + if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate ) + return 0; + break; + } + } + + if( !(type&2) ) { + if( hp > 0 && st->hp <= (unsigned int)hp ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0); + return 0; + } + if( sp > 0 && st->sp <= (unsigned int)sp ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0); + return 0; + } + } + + if( !type ) + switch( state ) { + case ST_MOVE_ENABLE: + if( !unit->can_move(bl) ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + return 0; + } + break; + } + if( !(type&1) ) + return 1; + + // Check item existences + for (i = 0; i < ARRAYLENGTH(itemid); i++) { + index[i] = INDEX_NOT_FOUND; + if (itemid[i] < 1) continue; // No item + index[i] = pc->search_inventory(sd, itemid[i]); + if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < amount[i]) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i]|(itemid[i] << 16)); + return 0; + } + } + + // Consume items + for (i = 0; i < ARRAYLENGTH(itemid); i++) { + if (index[i] != INDEX_NOT_FOUND) + pc->delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME); + } + + if( type&2 ) + return 1; + + if( sp || hp ) + status_zap(bl, hp, sp); + + return 1; +} + +/*========================================== + * what the hell it doesn't need to receive this many params, it doesn't do anything ~_~ + *------------------------------------------*/ +int skill_area_sub_count(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { + struct block_list *src = map->id2bl(id),*target; + struct unit_data *ud = unit->bl2ud(src); + struct skill_timerskill *skl; + int range; + + nullpo_ret(src); + nullpo_ret(ud); + skl = ud->skilltimerskill[data]; + nullpo_ret(skl); + ud->skilltimerskill[data] = NULL; + + do { + if(src->prev == NULL) + break; // Source not on Map + if(skl->target_id) { + target = map->id2bl(skl->target_id); + if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) ) + target = src; //Required since it has to warp. + if(target == NULL) + break; // Target offline? + if(target->prev == NULL) + break; // Target not on Map + if(src->m != target->m) + break; // Different Maps + if(status->isdead(src)){ + // Exceptions + switch(skl->skill_id){ + case WL_CHAINLIGHTNING_ATK: + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + // SR_FLASHCOMBO + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + case SR_TIGERCANNON: + case SR_SKYNETBLOW: + break; + default: + continue; // Caster is Dead + } + } + if(status->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) + break; + + switch(skl->skill_id) { + case RG_INTIMIDATE: + if (unit->warp(src,-1,-1,-1,CLR_TELEPORT) == 0) { + short x,y; + map->search_freecell(src, 0, &x, &y, 1, 1, 0); + if (target != src && !status->isdead(target)) + unit->warp(target, -1, x, y, CLR_TELEPORT); + } + break; + case BA_FROSTJOKER: + case DC_SCREAM: + range= skill->get_splash(skl->skill_id, skl->skill_lv); + map->foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range, + skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick); + break; + case KN_AUTOCOUNTER: + clif->skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1); + break; + case NPC_EARTHQUAKE: + if( skl->type > 1 ) + skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); + skill->area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); + skill->area_temp[1] = src->id; + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id); + break; + case WZ_WATERBALL: + skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify + if (!status->isdead(target)) + skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); + if (skl->type>1 && !status->isdead(target) && !status->isdead(src)) { + skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); + } else { + struct status_change *sc = status->get_sc(src); + if(sc) { + if(sc->data[SC_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; + /** + * Warlock + **/ + case WL_CHAINLIGHTNING_ATK: { + struct block_list *nbl = NULL; // Next Target of Chain + skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (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 < (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); + } + } + break; + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + 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 == 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(src,target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1)); + } + break; + case WM_REVERBERATION_MELEE: + case WM_REVERBERATION_MAGIC: + skill->attack(skill->get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL); + break; + case SC_FATALMENACE: + if( src == target ) // Casters Part + unit->warp(src, -1, skl->x, skl->y, CLR_TELEPORT); + else { // Target's Part + short x = skl->x, y = skl->y; + map->search_freecell(NULL, target->m, &x, &y, 2, 2, 1); + unit->warp(target,-1,x,y,CLR_TELEPORT); + } + break; + case LG_MOONSLASHER: + case SR_WINDMILL: + if( target->type == BL_PC ) { + struct map_session_data *tsd = NULL; + if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) { + pc_setsit(tsd); + skill->sit(tsd,1); + clif->sitting(&tsd->bl); + } + } + break; + case SR_KNUCKLEARROW: + skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); + break; + case GN_SPORE_EXPLOSION: + map->foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, + src, skl->skill_id, skl->skill_lv, (int64)0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id); + break; + // SR_FLASHCOMBO + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + case SR_TIGERCANNON: + case SR_SKYNETBLOW: + { + struct map_session_data *sd = NULL; + + if( src->type == BL_PC && (sd = ((TBL_PC*)src)) ) { + if( distance_xy(src->x, src->y, target->x, target->y) >= 3 ) + break; + + skill->castend_damage_id(src, target, skl->skill_id, pc->checkskill(sd, skl->skill_id), tick, 0); + } + break; + } + case SC_ESCAPE: + if( skl->type < 4+skl->skill_lv ){ + clif->skill_damage(src,src,tick,0,0,-30000,1,skl->skill_id,skl->skill_lv,5); + skill->blown(src,src,1,unit->getdir(src),0); + skill->addtimerskill(src,tick+80,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type+1,0); + } + break; + case RK_HUNDREDSPEAR: + if(src->type == BL_PC) { + int skill_lv = pc->checkskill((TBL_PC *)src, KN_SPEARBOOMERANG); + if(skill_lv > 0) + skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, skill_lv, tick, skl->flag); + } else + skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, 1, tick, skl->flag); + break; + case CH_PALMSTRIKE: + { + struct status_change* tsc = status->get_sc(target); + struct status_change* sc = status->get_sc(src); + if( (tsc && tsc->option&OPTION_HIDE) + || (sc && sc->option&OPTION_HIDE) + ) { + skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 ); + break; + } + } + default: + skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); + break; + } + } else { + if(src->m != skl->map) + break; + switch( skl->skill_id ) { + case WZ_METEOR: + if( skl->type >= 0 ) { + int x = skl->type>>16, y = skl->type&0xFFFF; + if( path->search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) ) + skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag); + if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) + && !map->getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) ) + clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); + } + else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); + break; + case GN_CRAZYWEED_ATK: { + int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv); + + map->foreachinarea(skill->cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src); + } + // fall through ... + case WL_EARTHSTRAIN: + skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag); + break; + case LG_OVERBRAND_BRANDISH: + skill->area_temp[1] = 0; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,skl->x,skl->y,4,2,BL_CHAR, + skill->get_type(skl->skill_id),src,src,skl->skill_id,skl->skill_lv,tick,skl->flag,BCT_ENEMY); + break; + } + } + } while (0); + //Free skl now that it is no longer needed. + ers_free(skill->timer_ers, skl); + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_addtimerskill(struct block_list *src, int64 tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag) { + int i; + struct unit_data *ud; + nullpo_retr(1, src); + if (src->prev == NULL) + return 0; + ud = unit->bl2ud(src); + nullpo_retr(1, ud); + + ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 ); + if( i == MAX_SKILLTIMERSKILL ) return 1; + + ud->skilltimerskill[i] = ers_alloc(skill->timer_ers, struct skill_timerskill); + ud->skilltimerskill[i]->timer = timer->add(tick, skill->timerskill, src->id, i); + ud->skilltimerskill[i]->src_id = src->id; + ud->skilltimerskill[i]->target_id = target; + ud->skilltimerskill[i]->skill_id = skill_id; + ud->skilltimerskill[i]->skill_lv = skill_lv; + ud->skilltimerskill[i]->map = src->m; + ud->skilltimerskill[i]->x = x; + ud->skilltimerskill[i]->y = y; + ud->skilltimerskill[i]->type = type; + ud->skilltimerskill[i]->flag = flag; + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_cleartimerskill (struct block_list *src) +{ + int i; + struct unit_data *ud; + nullpo_ret(src); + ud = unit->bl2ud(src); + nullpo_ret(ud); + + for(i=0;iskilltimerskill[i]) { + switch(ud->skilltimerskill[i]->skill_id){ + case WL_TETRAVORTEX_FIRE: + case WL_TETRAVORTEX_WATER: + case WL_TETRAVORTEX_WIND: + case WL_TETRAVORTEX_GROUND: + // SR_FLASHCOMBO + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + case SR_TIGERCANNON: + case SR_SKYNETBLOW: + continue; + } + timer->delete(ud->skilltimerskill[i]->timer, skill->timerskill); + ers_free(skill->timer_ers, ud->skilltimerskill[i]); + ud->skilltimerskill[i]=NULL; + } + } + return 1; +} +int skill_activate_reverberation(struct block_list *bl, va_list ap) { + struct skill_unit *su = (TBL_SKILL*)bl; + struct skill_unit_group *sg; + if( bl->type != BL_SKILL ) + return 0; + if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION && sg->unit_id == UNT_REVERBERATION ) { + int64 tick = timer->gettick(); + clif->changetraplook(bl,UNT_USED_TRAPS); + map->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, tick); + su->limit = DIFF_TICK32(tick,sg->tick)+1500; + sg->unit_id = UNT_USED_TRAPS; + } + return 0; +} + +int skill_reveal_trap (struct block_list *bl, va_list ap) { + TBL_SKILL *su = (TBL_SKILL*)bl; + if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap. + //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] + //clif->changetraplook(bl, su->group->unit_id); + clif->getareachar_skillunit(&su->bl,su,AREA); + return 1; + } + return 0; +} + +/*========================================== + * + * + *------------------------------------------*/ +int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { + struct map_session_data *sd = NULL; + struct status_data *tstatus; + struct status_change *sc; + + if (skill_id > 0 && !skill_lv) return 0; + + nullpo_retr(1, src); + nullpo_retr(1, bl); + + if (src->m != bl->m) + return 1; + + if (bl->prev == NULL) + return 1; + + sd = BL_CAST(BL_PC, src); + + if (status->isdead(bl)) + return 1; + + if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) { + //GTB makes all targeted magic display miss with a single bolt. + sc_type sct = status->skill2sc(skill_id); + if(sct != SC_NONE) + status_change_end(bl, sct, INVALID_TIMER); + clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id)); + return 1; + } + + sc = status->get_sc(src); + if (sc && !sc->count) + sc = NULL; //Unneeded + + tstatus = status->get_status_data(bl); + + map->freeblock_lock(); + + switch(skill_id) { + case MER_CRASH: + case SM_BASH: + case MS_BASH: + case MC_MAMMONITE: + case TF_DOUBLE: + case AC_DOUBLE: + case MA_DOUBLE: + case AS_SONICBLOW: + case KN_PIERCE: + case ML_PIERCE: + case KN_SPEARBOOMERANG: + case TF_POISON: + case TF_SPRINKLESAND: + case AC_CHARGEARROW: + case MA_CHARGEARROW: + case RG_INTIMIDATE: + case AM_ACIDTERROR: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + case BA_DISSONANCE: + case CR_HOLYCROSS: + case NPC_DARKCROSS: + case CR_SHIELDCHARGE: + case CR_SHIELDBOOMERANG: + case NPC_PIERCINGATT: + case NPC_MENTALBREAKER: + case NPC_RANGEATTACK: + case NPC_CRITICALSLASH: + case NPC_COMBOATTACK: + case NPC_GUIDEDATTACK: + case NPC_POISON: + case NPC_RANDOMATTACK: + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_TELEKINESISATTACK: + case NPC_UNDEADATTACK: + case NPC_ARMORBRAKE: + case NPC_WEAPONBRAKER: + case NPC_HELMBRAKE: + case NPC_SHIELDBRAKE: + case NPC_BLINDATTACK: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + case NPC_PETRIFYATTACK: + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case LK_AURABLADE: + case LK_SPIRALPIERCE: + case ML_SPIRALPIERCE: + case LK_HEADCRUSH: + case CG_ARROWVULCAN: + case HW_MAGICCRASHER: + case ITM_TOMAHAWK: + case MO_TRIPLEATTACK: + case CH_CHAINCRUSH: + case CH_TIGERFIST: + case PA_SHIELDCHAIN: + case PA_SACRIFICE: + case WS_CARTTERMINATION: + case AS_VENOMKNIFE: + case HT_PHANTASMIC: + case TK_DOWNKICK: + case TK_COUNTER: + case GS_CHAINACTION: + case GS_TRIPLEACTION: + case GS_MAGICALBULLET: + case GS_TRACKING: + case GS_PIERCINGSHOT: + case GS_RAPIDSHOWER: + case GS_DUST: + case GS_DISARM: + 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: + case NPC_CRITICALWOUND: + case NPC_HELLPOWER: + case RK_SONICWAVE: + case RK_STORMBLAST: + case AB_DUPLELIGHT_MELEE: + case RA_AIMEDBOLT: + case NC_AXEBOOMERANG: + case NC_POWERSWING: + case GC_CROSSIMPACT: + case GC_VENOMPRESSURE: + case SC_TRIANGLESHOT: + case SC_FEINTBOMB: + case LG_BANISHINGPOINT: + case LG_SHIELDPRESS: + case LG_RAGEBURST: + case LG_RAYOFGENESIS: + case LG_HESPERUSLIT: + case SR_FALLENEMPIRE: + case SR_CRESCENTELBOW_AUTOSPELL: + case SR_GATEOFHELL: + case SR_GENTLETOUCH_QUIET: + case WM_SEVERE_RAINSTORM_MELEE: + case WM_GREAT_ECHO: + case GN_SLINGITEM_RANGEMELEEATK: + case KO_SETSUDAN: + case GC_DARKCROW: + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + /** + * Mechanic (MADO GEAR) + **/ + case NC_BOOSTKNUCKLE: + case NC_PILEBUNKER: + case NC_COLDSLOWER: + if (sd) pc->overheat(sd,1); + case RK_WINDCUTTER: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + break; + + case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) + switch( rnd()%6 ){ + case 0: flag |= BREAK_ANKLE; break; + case 1: flag |= BREAK_WRIST; break; + case 2: flag |= BREAK_KNEE; break; + case 3: flag |= BREAK_SHOULDER; break; + case 4: flag |= BREAK_WAIST; break; + case 5: flag |= BREAK_NECK; break; + } + //TODO: is there really no cleaner way to do this? + sc = status->get_sc(bl); + if (sc) sc->jb_flag = flag; + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case MO_COMBOFINISH: + if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) { + //Becomes a splash attack when Soul Linked. + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv),splash_target(src), + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + } else + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case TK_STORMKICK: // Taekwon kicks [Dralnu] + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->area_temp[1] = 0; + map->foreachinrange(skill->attack_area, src, + skill->get_splash(skill_id, skill_lv), splash_target(src), + BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); + break; + + case KN_CHARGEATK: { + bool path_exists = path->search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); + unsigned int dist = distance_bl(src, bl); + uint8 dir = map->calc_dir(bl, src->x, src->y); + + // teleport to target (if not on WoE grounds) + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 0, 1) ) + clif->slide(src, bl->x, bl->y); + + // cause damage and knockback if the path to target was a straight one + if( path_exists ) { + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist); + skill->blown(src, bl, dist, dir, 0); + //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, + // make the caster look in the direction of the target + unit->setdir(src, (dir+4)%8); + } + + } + break; + + case NC_FLAMELAUNCHER: + if (sd) pc->overheat(sd,1); + case SN_SHARPSHOOTING: + case MA_SHARPSHOOTING: + case NJ_KAMAITACHI: + case LG_CANNONSPEAR: + //It won't shoot through walls since on castend there has to be a direct + //line of sight between caster and target. + skill->area_temp[1] = bl->id; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), + skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + break; + + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + skill->area_temp[1] = bl->id; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), + skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + break; + + case MO_INVESTIGATE: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case RG_BACKSTAP: + { + uint8 dir = map->calc_dir(src, bl->x, bl->y), t_dir = unit->getdir(bl); + if ((!check_distance_bl(src, bl, 0) && !map->check_dir(dir, t_dir)) || bl->type == BL_SKILL) { + status_change_end(src, SC_HIDING, INVALID_TIMER); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] + unit->setdir(bl,dir); + } + else if (sd) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case MO_FINGEROFFENSIVE: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + if (battle_config.finger_offensive_type && sd) { + int i; + for (i = 1; i < sd->spiritball_old; i++) + skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); + } + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case MO_CHAINCOMBO: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); + break; + + case NJ_ISSEN: + case MO_EXTREMITYFIST: + { + short x, y, i = 2; // Move 2 cells for Issen(from target) + struct block_list *mbl = bl; + short dir = 0; + + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + + if( skill_id == MO_EXTREMITYFIST ) { + mbl = src; + i = 3; // for Asura(from caster) + status->set_sp(src, 0, 0); + status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); + status_change_end(src, SC_BLADESTOP, INVALID_TIMER); +#ifdef RENEWAL + sc_start(src, src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); +#endif // RENEWAL + } else { + status_change_end(src, SC_NJ_NEN, INVALID_TIMER); + status_change_end(src, SC_HIDING, INVALID_TIMER); +#ifdef RENEWAL + status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0); +#else // not RENEWAL + status->set_hp(src, 1, 0); +#endif // RENEWAL + } + dir = map->calc_dir(src,bl->x,bl->y); + if( dir > 0 && dir < 4) x = -i; + else if( dir > 4 ) x = i; + else x = 0; + if( dir > 2 && dir < 6 ) y = -i; + else if( dir == 7 || dir < 2 ) y = i; + else y = 0; + if( (mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground) ) // only NJ_ISSEN don't have slide effect in GVG + && unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1) + ) { + clif->slide(src, src->x, src->y); + clif->fixpos(src); + clif->spiritball(src); + } + } + break; + + case HT_POWER: + if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + //Splash attack skills. + case AS_GRIMTOOTH: + case MC_CARTREVOLUTION: + case NPC_SPLASHATTACK: + flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit + case AS_SPLASHER: + case HT_BLITZBEAT: + case AC_SHOWER: + case MA_SHOWER: + case MG_NAPALMBEAT: + case MG_FIREBALL: + case RG_RAID: + case HW_NAPALMVULCAN: + case NJ_HUUMA: + case NJ_BAKUENRYU: + case ASC_METEORASSAULT: + case GS_DESPERADO: + case GS_SPREADATTACK: + case NPC_EARTHQUAKE: + case NPC_PULSESTRIKE: + case NPC_HELLJUDGEMENT: + case NPC_VAMPIRE_GIFT: + case RK_IGNITIONBREAK: + case AB_JUDEX: + case WL_SOULEXPANSION: + case WL_CRIMSONROCK: + case WL_COMET: + case WL_JACKFROST: + case RA_ARROWSTORM: + case RA_WUGDASH: + case NC_VULCANARM: + case NC_ARMSCANNON: + case NC_SELFDESTRUCTION: + case NC_AXETORNADO: + case GC_ROLLINGCUTTER: + case GC_COUNTERSLASH: + case LG_MOONSLASHER: + case LG_EARTHDRIVE: + case SR_TIGERCANNON: + case SR_RAMPAGEBLASTER: + case SR_SKYNETBLOW: + case SR_WINDMILL: + case SR_RIDEINLIGHTNING: + case WM_REVERBERATION: + case SO_VARETYR_SPEAR: + case GN_CART_TORNADO: + case GN_CARTCANNON: + case KO_HAPPOKUNAI: + case KO_HUUMARANKA: + case KO_MUCHANAGE: + case KO_BAKURETSU: + case GN_ILLUSIONDOPING: + case MH_XENO_SLASHER: + if( flag&1 ) {//Recursive invocation + // skill->area_temp[0] holds number of targets in area + // skill->area_temp[1] holds the id of the original target + // skill->area_temp[2] counts how many targets have already been processed + int sflag = skill->area_temp[0] & 0xFFF, heal; + struct status_change *tsc = status->get_sc(bl); + 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)) || flag&SD_ANIMATION ) + sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) + + if ( tsc && tsc->data[SC_HOVERING] && ( skill_id == SR_WINDMILL || skill_id == LG_MOONSLASHER ) ) + break; + + heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); + if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) { + clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status->heal(src,heal,0,0); + } + } else { + switch ( skill_id ) { + case NJ_BAKUENRYU: + case LG_EARTHDRIVE: + case GN_CARTCANNON: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case SR_TIGERCANNON: + case GC_COUNTERSLASH: + case GC_ROLLINGCUTTER: + flag |= SD_ANIMATION; + case LG_MOONSLASHER: + case MH_XENO_SLASHER: + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; + case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? + skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1); + default: + break; + } + + skill->area_temp[0] = 0; + skill->area_temp[1] = bl->id; + skill->area_temp[2] = 0; + if( skill_id == WL_CRIMSONROCK ) { + skill->area_temp[4] = bl->x; + skill->area_temp[5] = bl->y; + } + + if( skill_id == NC_VULCANARM ) + if (sd) pc->overheat(sd,1); + + // if skill damage should be split among targets, count them + //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets + //special case: Venom Splasher uses a different range for searching than for splashing + if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT ) + skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); + + // recursive invocation of skill->castend_damage_id() with flag|1 + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + } + break; + + case SM_MAGNUM: + case MS_MAGNUM: + if( flag&1 ) { + //Damage depends on distance, so add it to flag if it is > 1 + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl)); + } + break; + + case KN_BRANDISHSPEAR: + case ML_BRANDISH: + //Coded apart for it needs the flag passed to the damage calculation. + if (skill->area_temp[1] != bl->id) + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); + else + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + break; + + case KN_BOWLINGBASH: + case MS_BOWLINGBASH: + { + int min_x,max_x,min_y,max_y,i,c,dir,tx,ty; + // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount + c = (skill_lv-(flag&0xFFF)+1)/2; + // Determine the Bowling Bash area depending on configuration + if (battle_config.bowling_bash_area == 0) { + // Gutter line system + min_x = ((src->x)-c) - ((src->x)-c)%40; + if(min_x < 0) min_x = 0; + max_x = min_x + 39; + min_y = ((src->y)-c) - ((src->y)-c)%40; + if(min_y < 0) min_y = 0; + max_y = min_y + 39; + } else if (battle_config.bowling_bash_area == 1) { + // Gutter line system without demi gutter bug + min_x = src->x - (src->x)%40; + max_x = min_x + 39; + min_y = src->y - (src->y)%40; + max_y = min_y + 39; + } else { + // Area around caster + min_x = src->x - battle_config.bowling_bash_area; + max_x = src->x + battle_config.bowling_bash_area; + min_y = src->y - battle_config.bowling_bash_area; + max_y = src->y + battle_config.bowling_bash_area; + } + // Initialization, break checks, direction + if((flag&0xFFF) > 0) { + // Ignore monsters outside area + if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y) + break; + // Ignore monsters already in list + if(idb_exists(skill->bowling_db, bl->id)) + break; + // Random direction + dir = rnd()%8; + } else { + // Create an empty list of already hit targets + db_clear(skill->bowling_db); + // Direction is walkpath + dir = (unit->getdir(src)+4)%8; + } + // Add current target to the list of already hit targets + idb_put(skill->bowling_db, bl->id, bl); + // Keep moving target in direction square by square + tx = bl->x; + ty = bl->y; + for(i=0;igetcell(bl->m,tx,ty,CELL_CHKWALL)) + break; + skill->blown(src,bl,1,dir,0); + // Splash around target cell, but only cells inside area; we first have to check the area is not negative + if((max(min_x,tx-1) <= min(max_x,tx+1)) && + (max(min_y,ty-1) <= min(max_y,ty+1)) && + (map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count))) { + // Recursive call + map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill->castend_damage_id); + // Self-collision + if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); + break; + } + } + // Original hit or chain hit depending on flag + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); + } + break; + + case KN_SPEARSTAB: + if(flag&1) { + if (bl->id==skill->area_temp[1]) + break; + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION)) + skill->blown(src,bl,skill->area_temp[2],-1,0); + } else { + int x=bl->x,y=bl->y,i,dir; + dir = map->calc_dir(bl,src->x,src->y); + skill->area_temp[1] = bl->id; + skill->area_temp[2] = skill->get_blewcount(skill_id,skill_lv); + // all the enemies between the caster and the target are hit, as well as the target + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0)) + skill->blown(src,bl,skill->area_temp[2],-1,0); + for (i=0;i<4;i++) { + map->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,src,skill_id,skill_lv, + tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + x += dirx[dir]; + y += diry[dir]; + } + } + break; + + case TK_TURNKICK: + case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] + { + skill->area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target. + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag)) + map->foreachinrange(skill->area_sub,bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1, + skill->castend_nodamage_id); + } + break; + case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] + //clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ + clif->damage(src,bl,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. + skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); + break; + + case PR_TURNUNDEAD: + case ALL_RESURRECTION: + if (!battle->check_undead(tstatus->race, tstatus->def_ele)) + break; + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case MG_SOULSTRIKE: + case NPC_DARKSTRIKE: + case MG_COLDBOLT: + case MG_FIREBOLT: + case MG_LIGHTNINGBOLT: + case WZ_EARTHSPIKE: + case AL_HEAL: + case AL_HOLYLIGHT: + case WZ_JUPITEL: + case NPC_DARKTHUNDER: + case PR_ASPERSIO: + case MG_FROSTDIVER: + case WZ_SIGHTBLASTER: + case WZ_SIGHTRASHER: + case NJ_KOUENKA: + case NJ_HYOUSENSOU: + case NJ_HUUJIN: + case AB_ADORAMUS: + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + case AB_DUPLELIGHT_MAGIC: + case WM_METALICSOUND: + case MH_ERASER_CUTTER: + case KO_KAIHOU: + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case NPC_MAGICALATTACK: + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + sc_start(src, src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + + case HVAN_CAPRICE: //[blackhole89] + { + int ran=rnd()%4; + int sid = 0; + switch(ran) + { + case 0: sid=MG_COLDBOLT; break; + case 1: sid=MG_FIREBOLT; break; + case 2: sid=MG_LIGHTNINGBOLT; break; + case 3: sid=WZ_EARTHSPIKE; break; + } + skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL); + } + break; + case WZ_WATERBALL: + { + int range = skill_lv / 2; + int maxlv = skill->get_max(skill_id); // learnable level + int count = 0; + int x, y; + struct skill_unit *su; + + if( skill_lv > maxlv ) { + if( src->type == BL_MOB && skill_lv == 10 ) + range = 4; + else + range = maxlv / 2; + } + + for( y = src->y - range; y <= src->y + range; ++y ) + for( x = src->x - range; x <= src->x + range; ++x ) { + if( !map->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) { + if( src->type != BL_PC || map->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement + count++; // natural water cell + else if( (su = map->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL + || (su = map->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) { + count++; // skill-induced water cell + skill->delunit(su); // consume cell + } + } + } + + if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs + skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag); + } + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case PR_BENEDICTIO: + //Should attack undead and demons. [Skotlex] + if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) + skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); + break; + + case SL_SMA: + status_change_end(src, SC_SMA_READY, INVALID_TIMER); + case SL_STIN: + case SL_STUN: + if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case NPC_DARKBREATH: + clif->emotion(src,E_AG); + case SN_FALCONASSAULT: + case PA_PRESSURE: + case CR_ACIDDEMONSTRATION: + case TF_THROWSTONE: + case NPC_SMOKING: + case GS_FLING: + case NJ_ZENYNAGE: + case GN_THORNS_TRAP: + case GN_HELLS_PLANT_ATK: +#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] )) { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + } else + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + case NPC_SELFDESTRUCTION: { + struct status_change *tsc = NULL; + if( (tsc = status->get_sc(bl)) && tsc->data[SC_HIDING] ) + break; + } + case HVAN_EXPLOSION: + if (src != bl) + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + // [Celest] + case PF_SOULBURN: + if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (skill_lv == 5) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + status_percent_damage(src, bl, 0, 100, false); + } else { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + if (skill_lv == 5) + skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag); + status_percent_damage(src, src, 0, 100, false); + } + break; + + case NPC_BLOODDRAIN: + case NPC_ENERGYDRAIN: + { + int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, + src, src, bl, skill_id, skill_lv, tick, flag); + if (heal > 0){ + clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); + status->heal(src, heal, 0, 0); + } + } + break; + + case GS_BULLSEYE: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case NJ_KASUMIKIRI: + if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0) + sc_start(src,src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case NJ_KIRIKAGE: + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { + //You don't move on GVG grounds. + short x, y; + map->search_freecell(bl, 0, &x, &y, 1, 1, 0); + if (unit->movepos(src, x, y, 0, 0)) + clif->slide(src,src->x,src->y); + } + status_change_end(src, SC_HIDING, INVALID_TIMER); + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + case RK_HUNDREDSPEAR: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + if(rnd()%100 < (10 + 3*skill_lv)) { + if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 ) + break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. + skill->blown(src,bl,6,-1,0); + skill->addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag); + skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); + } + break; + case RK_PHANTOMTHRUST: + { + struct map_session_data *tsd = BL_CAST(BL_PC, bl); + unit->setdir(src,map->calc_dir(src, bl->x, bl->y)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + + skill->blown(src,bl,distance_bl(src,bl)-1,unit->getdir(src),0); + if( sd && tsd && sd->status.party_id && sd->status.party_id && sd->status.party_id == tsd->status.party_id ) // Don't damage party members. + ; // No damage to Members + else + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + + case KO_JYUMONJIKIRI: + case GC_DARKILLUSION: + { + short x, y; + short dir = map->calc_dir(bl, src->x, src->y); + + if ( dir < 4 ) { + x = bl->x + 2 * (dir > 0) - 3 * (dir > 0); + y = bl->y + 1 - (dir / 2) - (dir > 2); + } else { + x = bl->x + 2 * (dir > 4) - 1 * (dir > 4); + y = bl->y + (dir / 6) - 1 + (dir > 6); + } + + if ( unit->movepos(src, x, y, 1, 1) ) { + clif->slide(src, x, y); + clif->fixpos(src); // the official server send these two packets. + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + if ( rnd() % 100 < 4 * skill_lv && skill_id == GC_DARKILLUSION ) + skill->castend_damage_id(src, bl, GC_CROSSIMPACT, skill_lv, tick, flag); + } + } + break; + case GC_WEAPONCRUSH: + 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); + break; + + case GC_CROSSRIPPERSLASHER: + if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); + else + { + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER); + } + break; + + case GC_PHANTOMMENACE: + if( flag&1 ) { + // Only Hits Invisible Targets + struct status_change *tsc = status->get_sc(bl); + if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + case WL_CHAINLIGHTNING: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); + break; + case WL_DRAINLIFE: + { + int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + int rate = 70 + 5 * skill_lv; + + heal = heal * (5 + 5 * skill_lv) / 100; + + if( bl->type == BL_SKILL || 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 ) { + status->heal(src, heal, 0, 0); + clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); + } + } + break; + + case WL_TETRAVORTEX: + 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[rnd()%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); + } + status_change_end(src, (sc_type)i, INVALID_TIMER); + x++; + } + } + } + break; + + case WL_RELEASE: + if( sd ) { + 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 spell_skill_id, spell_skill_lv, point, s = 0; + int spell[SC_SPELLBOOK7-SC_SPELLBOOK1 + 1]; + + 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; + + i = spell[s==1?0:rnd()%s];// Random select of spell to be released. + if( s && sc->data[i] ){// Now extract the data from the preserved spell + spell_skill_id = sc->data[i]->val1; + spell_skill_lv = sc->data[i]->val2; + point = sc->data[i]->val3; + status_change_end(src, (sc_type)i, INVALID_TIMER); + }else //something went wrong :( + break; + + if( sc->data[SC_READING_SB]->val2 > point ) + sc->data[SC_READING_SB]->val2 -= point; + else // Last spell to be released + status_change_end(src, SC_READING_SB, INVALID_TIMER); + + if( !skill->check_condition_castbegin(sd, spell_skill_id, spell_skill_lv) ) + break; + + switch( skill->get_casttype(spell_skill_id) ) { + case CAST_GROUND: + skill->castend_pos2(src, bl->x, bl->y, spell_skill_id, spell_skill_lv, tick, 0); + break; + case CAST_NODAMAGE: + skill->castend_nodamage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); + break; + case CAST_DAMAGE: + skill->castend_damage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); + break; + } + + sd->ud.canact_tick = tick + skill->delay_fix(src, spell_skill_id, spell_skill_lv); + clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, spell_skill_id, spell_skill_lv), 0, 0, 0); + + cooldown = skill->get_cooldown(spell_skill_id, spell_skill_lv); + for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { + if (sd->skillcooldown[i].id == spell_skill_id){ + cooldown += sd->skillcooldown[i].val; + break; + } + } + if(cooldown) + skill->blockpc_start(sd, spell_skill_id, cooldown); + }else if( sc ){ // Summon Balls + for(i = SC_SUMMON5; 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; + } + } + } + } + break; + case WL_FROSTMISTY: + // Doesn't deal damage through non-shootable walls. + if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + break; + case WL_HELLINFERNO: + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK); + break; + case RA_WUGSTRIKE: + if( sd && pc_isridingwug(sd) ){ + short x[8]={0,-1,-1,-1,0,1,1,1}; + short y[8]={1,1,0,-1,-1,-1,0,1}; + uint8 dir = map->calc_dir(bl, src->x, src->y); + + if( unit->movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) + { + clif->slide(src, bl->x+x[dir], bl->y+y[dir]); + clif->fixpos(src); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + } + break; + } + case RA_WUGBITE: + if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + + break; + + case RA_SENSITIVEKEEN: + if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets + struct status_change * tsc = status->get_sc(bl); + if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){ + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + } + } else { + struct skill_unit *su = BL_CAST(BL_SKILL,bl); + struct skill_unit_group* sg; + + if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP ) { + if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) { + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP; + item_tmp.identify = 1; + if( item_tmp.nameid ) + map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); + } + skill->delunit(su); + } + } + break; + case NC_INFRAREDSCAN: + if( flag&1 ) { + //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] + sc_start(src, bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. + } else { + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( sd ) pc->overheat(sd,1); + } + break; + + case NC_MAGNETICFIELD: + sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + break; + case SC_FATALMENACE: + if( flag&1 ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else { + short x, y; + map->search_freecell(src, 0, &x, &y, -1, -1, 0); + // Destination area + skill->area_temp[4] = x; + skill->area_temp[5] = y; + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self + clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + } + break; + case LG_PINPOINTATTACK: + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) + clif->slide(src,bl->x,bl->y); + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case LG_SHIELDSPELL: + if ( skill_lv == 1 ) + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + else if ( skill_lv == 2 ) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case SR_DRAGONCOMBO: + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case SR_KNUCKLEARROW: + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) { + clif->slide(src,bl->x,bl->y); + clif->fixpos(src); // Aegis send this packet too. + } + + if( flag&1 ) + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); + else + skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2); + break; + + case SR_HOWLINGOFLION: + status_change_end(bl, SC_SWING, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); + status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); + status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); + status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); + status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); + break; + + case SR_EARTHSHAKER: + if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed. + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + } else{ + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + } + break; + + case WM_SOUND_OF_DESTRUCTION: + { + struct status_change *tsc = status->get_sc(bl); + if( tsc && tsc->count && ( tsc->data[SC_SWING] || tsc->data[SC_SYMPHONY_LOVE] || tsc->data[SC_MOONLIT_SERENADE] || + tsc->data[SC_RUSH_WINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] || + tsc->data[SC_SIREN] || tsc->data[SC_DEEP_SLEEP] || tsc->data[SC_SIRCLEOFNATURE] || + tsc->data[SC_GLOOMYDAY] || tsc->data[SC_SONG_OF_MANA] || + tsc->data[SC_DANCE_WITH_WUG] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC_LERADS_DEW] || + tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) && + rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) { + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDRATE); + status_change_end(bl, SC_SWING, INVALID_TIMER); + status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); + status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); + status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); + status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); + status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); + } + } + break; + + case SO_POISON_BUSTER: + { + struct status_change *tsc = status->get_sc(bl); + if( tsc && tsc->data[SC_POISON] ) { + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + status_change_end(bl, SC_POISON, INVALID_TIMER); + } else if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + } + break; + + case GN_SPORE_EXPLOSION: + if( flag&1 ) + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + else { + clif->skill_nodamage(src, bl, skill_id, 0, 1); + skill->addtimerskill(src, timer->gettick() + skill->get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0); + } + break; + + case EL_FIRE_BOMB: + case EL_FIRE_WAVE: + case EL_WATER_SCREW: + case EL_HURRICANE: + case EL_TYPOON_MIS: + if( flag&1 ) + skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag); + else { + int i = skill->get_splash(skill_id,skill_lv); + clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rnd()%100 < 30 ) + map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + else + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + + case EL_ROCK_CRUSHER: + clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rnd()%100 < 50 ) + skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); + else + skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag); + break; + + case EL_STONE_RAIN: + if( flag&1 ) + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + else { + int i = skill->get_splash(skill_id,skill_lv); + clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( rnd()%100 < 30 ) + map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + else + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + } + break; + + case EL_FIRE_ARROW: + case EL_ICE_NEEDLE: + case EL_WIND_SLASH: + case EL_STONE_HAMMER: + clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + break; + + case EL_TIDAL_WEAPON: + if( src->type == BL_ELEM ) { + struct elemental_data *ele = BL_CAST(BL_ELEM,src); + struct status_change *esc = status->get_sc(&ele->bl); + struct status_change *tsc = status->get_sc(bl); + sc_type type = status->skill2sc(skill_id), type2; + type2 = type-1; + + clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( (esc && esc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental->clean_single_effect(ele, skill_id); + } + if( rnd()%100 < 50 ) + skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); + else { + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); + } + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + } + break; + + // Recursive homun skill + case MH_MAGMA_FLOW: + case MH_HEILIGE_STANGE: + if(flag & 1) + skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + else { + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id); + } + break; + + case MH_STAHL_HORN: + case MH_NEEDLE_OF_PARALYZE: + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + break; + case MH_TINDER_BREAKER: + if (unit->movepos(src, bl->x, bl->y, 1, 1)) { + #if PACKETVER >= 20111005 + clif->snap(src, bl->x, bl->y); + #else + clif->skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick); + #endif + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); + break; + + case 0:/* no skill - basic/normal attack */ + if(sd) { + if (flag & 3){ + if (bl->id != skill->area_temp[1]) + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); + } else { + skill->area_temp[1] = bl->id; + map->foreachinrange(skill->area_sub, bl, + sd->bonus.splash_range, BL_CHAR, + src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, + skill->castend_damage_id); + flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] + } + } + break; + + default: + ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id); + clif->skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, + 0, abs(skill->get_num(skill_id, skill_lv)), + skill_id, skill_lv, skill->get_hit(skill_id)); + map->freeblock_unlock(); + return 1; + } + + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + + map->freeblock_unlock(); + + if( sd && !(flag&1) ) + {// ensure that the skill last-cast tick is recorded + sd->canskill_tick = timer->gettick(); + + if( sd->state.arrow_atk ) + {// consume arrow on last invocation to this skill. + battle->consume_ammo(sd, skill_id, skill_lv); + } + + // perform skill requirement consumption + skill->consume_requirement(sd,skill_id,skill_lv,2); + } + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_id(int tid, int64 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; + } else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) { + if( !map_flag_vs(src->m) && battle->check_target(src,target,BCT_PARTY) <= 0 ) + break; // You can use Phantom Thurst on party members in normal maps too. [pakpil] + } + + if( inf&BCT_ENEMY + && (sc = status->get_sc(target)) && sc->data[SC_FOGWALL] + && rnd() % 100 < 75 + ) { + // Fogwall makes all offensive-type targeted 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); + } + 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 *td = timer->get(sc->data[SC_NOEQUIPSHIELD]->timer); + if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) + break; + } + sc_start2(src,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); + + map->freeblock_lock(); + + // SC_MAGICPOWER needs to switch states before any damage is actually dealt + skill->toggle_magicpower(src, ud->skill_id); + + /* On aegis damage skills are also increase by camouflage. Need confirmation on kRO. + if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses + status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); + */ + + if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE) + skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); + 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); + } + + 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, 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->spiritball(src); + } + 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, int64 tick, int flag) { + struct map_session_data *sd, *dstsd; + struct mob_data *md, *dstmd; + struct homun_data *hd; + struct mercenary_data *mer; + struct status_data *sstatus, *tstatus; + struct status_change *tsc; + struct status_change_entry *tsce; + + int element = 0; + enum sc_type type; + + if(skill_id > 0 && !skill_lv) return 0; // [Celest] + + nullpo_retr(1, src); + nullpo_retr(1, bl); + + if (src->m != bl->m) + return 1; + + sd = BL_CAST(BL_PC, src); + hd = BL_CAST(BL_HOM, src); + md = BL_CAST(BL_MOB, src); + mer = BL_CAST(BL_MER, src); + + dstsd = BL_CAST(BL_PC, bl); + dstmd = BL_CAST(BL_MOB, bl); + + if(bl->prev == NULL) + return 1; + if(status->isdead(src)) + return 1; + + if( src != bl && status->isdead(bl) ) { + /** + * Skills that may be cast on dead targets + **/ + switch( skill_id ) { + case NPC_WIDESOULDRAIN: + case PR_REDEMPTIO: + case ALL_RESURRECTION: + case WM_DEADHILLHERE: + break; + default: + return 1; + } + } + + // Supportive skills that can't be cast in users with mado + if( sd && dstsd && pc_ismadogear(dstsd) ) { + switch( skill_id ) { + case AL_HEAL: + case AL_INCAGI: + case AL_DECAGI: + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); + return 0; + default: + break; + } + } + + tstatus = status->get_status_data(bl); + sstatus = status->get_status_data(src); + + //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] + switch (skill_id) { + case HLIF_HEAL: // [orn] + if (bl->type != BL_HOM) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ; + break ; + } + case AL_HEAL: + + /** + * Arch Bishop + **/ + case AB_RENOVATIO: + case AB_HIGHNESSHEAL: + case AL_INCAGI: + case ALL_RESURRECTION: + case PR_ASPERSIO: + //Apparently only player casted skills can be offensive like this. + if (sd && battle->check_undead(tstatus->race,tstatus->def_ele) && skill_id != AL_INCAGI) { + if (battle->check_target(src, bl, BCT_ENEMY) < 1) { + //Offensive heal does not works on non-enemies. [Skotlex] + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); + } + break; + case SO_ELEMENTAL_SHIELD: + { + struct party_data *p; + short ret = 0; + int x0, y0, x1, y1, range, i; + + if(sd == NULL || !sd->ed) + break; + if((p = party->search(sd->status.party_id)) == NULL) + break; + + range = skill->get_splash(skill_id,skill_lv); + x0 = sd->bl.x - range; + y0 = sd->bl.y - range; + x1 = sd->bl.x + range; + y1 = sd->bl.y + range; + + elemental->delete(sd->ed,0); + + if(!skill->check_unit_range(src,src->x,src->y,skill_id,skill_lv)) + ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); + for(i = 0; i < MAX_PARTY; i++) { + struct map_session_data *psd = p->data[i].sd; + if(!psd) + continue; + if(psd->bl.m != sd->bl.m || !psd->bl.prev) + continue; + if(range && (psd->bl.x < x0 || psd->bl.y < y0 || + psd->bl.x > x1 || psd->bl.y > y1)) + continue; + if(!skill->check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv)) + ret |= skill->castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag); + } + return ret; + } + break; + case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] + return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); + case MH_STEINWAND: { + struct block_list *s_src = battle->get_master(src); + short ret = 0; + if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration + ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homun + if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv)) + ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + return ret; + } + break; + 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(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE) ){ + skill->consume_requirement(sd,skill_id,skill_lv,2); + map->freeblock_unlock(); + return 0; + } + } + break; + default: + //Skill is actually ground placed. + if (src == bl && skill->get_unit_id(skill_id,0)) + return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0); + } + + type = status->skill2sc(skill_id); + tsc = status->get_sc(bl); + tsce = (tsc && type != -1)?tsc->data[type]:NULL; + + if (src!=bl && type > -1 && + (element = skill->get_ele(skill_id, skill_lv)) > ELE_NEUTRAL && + skill->get_inf(skill_id) != INF_SUPPORT_SKILL && + battle->attr_fix(NULL, NULL, 100, element, tstatus->def_ele, tstatus->ele_lv) <= 0) + return 1; //Skills that cause an status should be blocked if the target element blocks its element. + + map->freeblock_lock(); + switch(skill_id) { + case HLIF_HEAL: // [orn] + case AL_HEAL: + /** + * Arch Bishop + **/ + case AB_HIGHNESSHEAL: + { + int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true); + int heal_get_jobexp; + //Highness Heal: starts at 1.7 boost + 0.3 for each level + if( skill_id == AB_HIGHNESSHEAL ) { + heal = heal * ( 17 + 3 * skill_lv ) / 10; + } + if( status->isimmune(bl) || + (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ) + heal=0; + + if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 ) + heal = heal*2; + + if( tsc && tsc->count ) + { + if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) + { //Bounce back heal + if (--tsc->data[SC_KAITE]->val2 <= 0) + status_change_end(bl, SC_KAITE, INVALID_TIMER); + if (src == bl) + heal=0; //When you try to heal yourself under Kaite, the heal is voided. + else { + bl = src; + dstsd = sd; + } + } + else if (tsc->data[SC_BERSERK]) + heal = 0; //Needed so that it actually displays 0 when healing. + } + clif->skill_nodamage (src, bl, skill_id, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL ) + heal = ~heal + 1; + heal_get_jobexp = status->heal(bl,heal,0,0); + + if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ + heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; + if (heal_get_jobexp <= 0) + heal_get_jobexp = 1; + pc->gainexp (sd, bl, 0, heal_get_jobexp, false); + } + } + break; + + case PR_REDEMPTIO: + if (sd && !(flag&1)) { + if (sd->status.party_id == 0) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill->area_temp[0] = 0; + party->foreachsamemap(skill->area_sub, + sd,skill->get_splash(skill_id, skill_lv), + src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, + skill->castend_nodamage_id); + if (skill->area_temp[0] == 0) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + skill->area_temp[0] = 5 - skill->area_temp[0]; // The actual penalty... + if (skill->area_temp[0] > 0 && !map->list[src->m].flag.noexppenalty) { //Apply penalty + sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill->area_temp[0] * 2/1000); //0.2% penalty per each. + sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill->area_temp[0] * 2/1000); + clif->updatestatus(sd,SP_BASEEXP); + clif->updatestatus(sd,SP_JOBEXP); + } + status->set_hp(src, 1, 0); + status->set_sp(src, 0, 0); + break; + } else if (status->isdead(bl) && flag&1) { //Revive + skill->area_temp[0]++; //Count it in, then fall-through to the Resurrection code. + skill_lv = 3; //Resurrection level 3 is used + } else //Invalid target, skip resurrection. + break; + + case ALL_RESURRECTION: + if(sd && (map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground)) { + //No reviving in WoE grounds! + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if (!status->isdead(bl)) + break; + { + int per = 0, sper = 0; + if (tsc && tsc->data[SC_HELLPOWER]) + break; + + if (map->list[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) + break; + + switch(skill_lv){ + case 1: per=10; break; + case 2: per=30; break; + case 3: per=50; break; + case 4: per=80; break; + } + if(dstsd && dstsd->special_state.restart_full_recover) + per = sper = 100; + if (status->revive(bl, per, sper)) + { + clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation. + if(sd && dstsd && battle_config.resurrection_exp > 0) + { + int exp = 0,jexp = 0; + int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; + if(lv > 0 && pc->nextbaseexp(dstsd)) { + exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if (exp < 1) exp = 1; + } + if(jlv > 0 && pc->nextjobexp(dstsd)) { + jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if (jexp < 1) jexp = 1; + } + if(exp > 0 || jexp > 0) + pc->gainexp (sd, bl, exp, jexp, false); + } + } + } + break; + + case AL_DECAGI: + clif->skill_nodamage (src, bl, skill_id, skill_lv, + sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, + /* monsters using lvl 48 get the rate benefit but the duration of lvl 10 */ + ( src->type == BL_MOB && skill_lv == 48 ) ? skill->get_time(skill_id,10) : skill->get_time(skill_id,skill_lv))); + break; + + case MER_DECAGI: + if( tsc && !tsc->data[SC_ADORAMUS] ) //Prevent duplicate agi-down effect. + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); + break; + + case AL_CRUCIS: + if (flag&1) + sc_start(src, bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); + else { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case PR_LEXDIVINA: + case MER_LEXDIVINA: + if( tsce ) + status_change_end(bl,type, INVALID_TIMER); + else + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); + break; + + case SA_ABRACADABRA: + { + int abra_skill_id = 0, abra_skill_lv, abra_idx; + do { + abra_idx = rnd() % MAX_SKILL_ABRA_DB; + abra_skill_id = skill->abra_db[abra_idx].skill_id; + } while (abra_skill_id == 0 || + skill->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear + rnd()%10000 >= skill->abra_db[abra_idx].per + ); + abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id)); + clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); + + if( sd ) + {// player-casted + sd->state.abra_flag = 1; + sd->skillitem = abra_skill_id; + sd->skillitemlv = abra_skill_lv; + clif->item_skill(sd, abra_skill_id, abra_skill_lv); + } + else + {// mob-casted + struct unit_data *ud = unit->bl2ud(src); + int inf = skill->get_inf(abra_skill_id); + if (!ud) break; + if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + if (src->type == BL_PET) + bl = (struct block_list*)((TBL_PET*)src)->msd; + if (!bl) bl = src; + unit->skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); + } else { //Assume offensive skills + int target_id = 0; + if (ud->target) + target_id = ud->target; + else switch (src->type) { + case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; + case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; + } + if (!target_id) + break; + if (skill->get_casttype(abra_skill_id) == CAST_GROUND) { + bl = map->id2bl(target_id); + if (!bl) bl = src; + unit->skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv); + } else + unit->skilluse_id(src, target_id, abra_skill_id, abra_skill_lv); + } + } + } + break; + + case SA_COMA: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src, bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); + break; + case SA_FULLRECOVERY: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (status->isimmune(bl)) + break; + status_percent_heal(bl, 100, 100); + break; + case NPC_ALLHEAL: + { + int heal; + if( status->isimmune(bl) ) + break; + heal = status_percent_heal(bl, 100, 0); + clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1); + if( dstmd ) { + // Reset Damage Logs + memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); + dstmd->tdmg = 0; + } + } + break; + case SA_SUMMONMONSTER: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (sd) mob->once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE); + break; + case SA_LEVELUP: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (sd && pc->nextbaseexp(sd)) pc->gainexp(sd, NULL, pc->nextbaseexp(sd) * 10 / 100, 0, false); + break; + case SA_INSTANTDEATH: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status->set_hp(bl,1,0); + break; + case SA_QUESTION: + case SA_GRAVITY: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case SA_CLASSCHANGE: + case SA_MONOCELL: + if (dstmd) + { + int class_; + if ( sd && dstmd->status.mode&MD_BOSS ) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + class_ = skill_id==SA_MONOCELL?1002:mob->get_random_id(4, 1, 0); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + mob->class_change(dstmd,class_); + if( tsc && dstmd->status.mode&MD_BOSS ) + { + int i; + 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++) + if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); + } + } + break; + case SA_DEATH: + if ( sd && dstmd && dstmd->status.mode&MD_BOSS ) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_kill(bl); + break; + case SA_REVERSEORCISH: + case ALL_REVERSEORCISH: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); + break; + case SA_FORTUNE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if(sd) pc->getzeny(sd,status->get_lv(bl)*100,LOG_TYPE_STEAL,NULL); + break; + case SA_TAMINGMONSTER: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (sd && dstmd) { + int i; + ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet->db[i].class_ ); + if( i < MAX_PET_DB ) + pet->catch_process1(sd, dstmd->class_); + } + break; + + case CR_PROVIDENCE: + if(sd && dstsd){ //Check they are not another crusader [Skotlex] + if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + + case CG_MARIONETTE: + { + struct status_change* sc = status->get_sc(src); + + if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) { + // Cannot cast on another bard/dancer-type class of the same gender as caster + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + + if( sc && tsc ) { + if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) { + sc_start(src,src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } else if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id + && tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id + ) { + 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(); + return 1; + } + } + } + break; + + case RG_CLOSECONFINE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); + break; + case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] + case SA_FROSTWEAPON: + case SA_LIGHTNINGLOADER: + case SA_SEISMICWEAPON: + if (dstsd) { + if(dstsd->status.weapon == W_FIST || + (dstsd->sc.count && !dstsd->sc.data[type] && + ( //Allow re-enchanting to lengthen time. [Skotlex] + 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); + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + } + // 100% success rate at lv4 & 5, but lasts longer at lv5 + if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { + if (sd) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) + clif->message(sd->fd, msg_txt(869)); // "You broke the target's weapon." + } + break; + + case PR_ASPERSIO: + if (sd && dstmd) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + + case ITEM_ENCHANTARMS: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv, + skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); + break; + + case TK_SEVENWIND: + switch(skill->get_ele(skill_id,skill_lv)) { + case ELE_EARTH : type = SC_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(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + + sc_start2(src,bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); + + break; + + case PR_KYRIE: + case MER_KYRIE: + clif->skill_nodamage(bl, bl, skill_id, -1, + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + break; + //Passive Magnum, should had been casted on yourself. + case SM_MAGNUM: + case MS_MAGNUM: + skill->area_temp[1] = 0; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + clif->skill_nodamage (src,src,skill_id,skill_lv,1); + // Initiate 10% of your damage becomes fire element. + sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); + if( sd ) + skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv)); + else if( bl->type == BL_MER ) + skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv)); + break; + + case TK_JUMPKICK: + /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit->movepos (exploitable) */ + if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) + { + if( unit->movepos(src, bl->x, bl->y, 1, 1) ) + { + skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); + clif->slide(src,bl->x,bl->y); + } + } + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + break; + + case AL_INCAGI: + case AL_BLESSING: + case MER_INCAGI: + case MER_BLESSING: + if (dstsd != NULL && tsc->data[SC_PROPERTYUNDEAD]) { + skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); + break; + } + case PR_SLOWPOISON: + case PR_IMPOSITIO: + case PR_LEXAETERNA: + case PR_SUFFRAGIUM: + case PR_BENEDICTIO: + case LK_BERSERK: + case MS_BERSERK: + case KN_TWOHANDQUICKEN: + case KN_ONEHAND: + case MER_QUICKEN: + case CR_SPEARQUICKEN: + case CR_REFLECTSHIELD: + case MS_REFLECTSHIELD: + case AS_POISONREACT: + case MC_LOUD: + case MG_ENERGYCOAT: + case MO_EXPLOSIONSPIRITS: + case MO_STEELBODY: + case MO_BLADESTOP: + case LK_AURABLADE: + case LK_PARRYING: + case MS_PARRYING: + case LK_CONCENTRATION: + case WS_CARTBOOST: + case SN_SIGHT: + case WS_MELTDOWN: + case WS_OVERTHRUSTMAX: + case ST_REJECTSWORD: + case HW_MAGICPOWER: + case PF_MEMORIZE: + case PA_SACRIFICE: + case ASC_EDP: + case PF_DOUBLECASTING: + case SG_SUN_COMFORT: + case SG_MOON_COMFORT: + case SG_STAR_COMFORT: + case NPC_HALLUCINATION: + case GS_MADNESSCANCEL: + case GS_ADJUSTMENT: + case GS_INCREASING: + case NJ_KASUMIKIRI: + case NJ_UTSUSEMI: + case NJ_NEN: + case NPC_DEFENDER: + case NPC_MAGICMIRROR: + case ST_PRESERVE: + case NPC_INVINCIBLE: + case NPC_INVINCIBLEOFF: + case RK_DEATHBOUND: + case AB_RENOVATIO: + case AB_EXPIATIO: + case AB_DUPLELIGHT: + case AB_SECRAMENT: + case NC_ACCELERATION: + case NC_HOVERING: + case NC_SHAPESHIFT: + case WL_RECOGNIZEDSPELL: + case GC_VENOMIMPRESS: + case SC_INVISIBILITY: + case SC_DEADLYINFECT: + case LG_EXEEDBREAK: + case LG_PRESTIGE: + case SR_CRESCENTELBOW: + case SR_LIGHTNINGWALK: + case SR_GENTLETOUCH_ENERGYGAIN: + case GN_CARTBOOST: + case KO_MEIKYOUSISUI: + 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: + case ALL_ODINS_POWER: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + + case KN_AUTOCOUNTER: + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + skill->addtimerskill(src, tick + 100, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); + break; + + case SO_STRIKING: + if (sd) { + int bonus = 25 + 10 * skill_lv; + bonus += (pc->checkskill(sd, SA_FLAMELAUNCHER)+pc->checkskill(sd, SA_FROSTWEAPON)+pc->checkskill(sd, SA_LIGHTNINGLOADER)+pc->checkskill(sd, SA_SEISMICWEAPON))*5; + clif->skill_nodamage( src, bl, skill_id, skill_lv, + battle->check_target(src,bl,BCT_PARTY) > 0 ? + sc_start2(src, bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : + 0 + ); + } + break; + + case NPC_STOP: + if( clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) + sc_start2(src,src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); + break; + case HP_ASSUMPTIO: + if( sd && dstmd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + else + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case MG_SIGHT: + case MER_SIGHT: + case AL_RUWACH: + case WZ_SIGHTBLASTER: + case NPC_WIDESIGHT: + case NPC_STONESKIN: + case NPC_ANTIMAGIC: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); + break; + case HLIF_AVOID: + case HAMI_DEFENCE: + { + int duration = skill->get_time(skill_id,skill_lv); + clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,duration)); // Master + clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // Homun + } + break; + case NJ_BUNSINJYUTSU: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + status_change_end(bl, SC_NJ_NEN, INVALID_TIMER); + break; +#if 0 /* Was modified to only affect targetted char. [Skotlex] */ + case HP_ASSUMPTIO: + if (flag&1) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), BL_PC, + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, + skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; +#endif // 0 + case SM_ENDURE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if (sd) + skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv)); + break; + + case ALL_ANGEL_PROTECT: + if( dstsd ) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + case AS_ENCHANTPOISON: // Prevent spamming [Valaris] + if (sd && dstsd && dstsd->sc.count) { + 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); + break; + } + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + + case LK_TENSIONRELAX: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), + skill->get_time(skill_id,skill_lv))); + break; + + case MC_CHANGECART: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case TK_MISSION: + if (sd) { + int id; + if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one + clif->mission_info(sd, sd->mission_mobid, sd->mission_count); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + id = mob->get_random_id(0,0xF, sd->status.base_level); + if (!id) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + sd->mission_mobid = id; + sd->mission_count = 0; + pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), id); + clif->mission_info(sd, id, 0); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case AC_CONCENTRATION: + { + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + map->foreachinrange(status->change_timer_sub, src, + skill->get_splash(skill_id, skill_lv), BL_CHAR, + src,NULL,type,tick); + } + break; + + case SM_PROVOKE: + case SM_SELFPROVOKE: + case MER_PROVOKE: + { + int failure; + if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) ) { + map->freeblock_unlock(); + return 1; + } + //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] + clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, + (failure = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); + if( !failure ) { + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 0; + } + unit->skillcastcancel(bl, 2); + + if( tsc && tsc->count ) + { + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE ) + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER); + } + + if( dstmd ) + { + dstmd->state.provoke_flag = src->id; + mob->target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); + } + } + break; + + case ML_DEVOTION: + case CR_DEVOTION: + { + int count, lv, i; + if( !dstsd || (!sd && !mer) ) + { // Only players can be devoted + if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + + if( (lv = status->get_lv(src) - dstsd->status.base_level) < 0 ) + lv = -lv; + if( lv > battle_config.devotion_level_difference || // Level difference requeriments + (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source + (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner + (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted + (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted. + { + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + + i = 0; + count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner + if( sd ) + { // Player Devoting Player + ARR_FIND(0, count, i, sd->devotion[i] == bl->id ); + if( i == count ) + { + ARR_FIND(0, count, i, sd->devotion[i] == 0 ); + if( i == count ) { + // No free slots, skill Fail + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + map->freeblock_unlock(); + return 1; + } + } + + sd->devotion[i] = bl->id; + } + else + mer->devotion_flag = 1; // Mercenary Devoting Owner + + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start4(src, bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); + clif->devotion(src, NULL); + } + break; + + case MO_CALLSPIRITS: + if(sd) { + int limit = skill_lv; + if( sd->sc.data[SC_RAISINGDRAGON] ) + limit += sd->sc.data[SC_RAISINGDRAGON]->val1; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); + } + break; + + case CH_SOULCOLLECT: + if(sd) { + int limit = 5, i; + if( sd->sc.data[SC_RAISINGDRAGON] ) + limit += sd->sc.data[SC_RAISINGDRAGON]->val1; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + for (i = 0; i < limit; i++) + pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); + } + break; + + case MO_KITRANSLATION: + if(dstsd && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION)) { + pc->addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5); + } + break; + + case TK_TURNKICK: + case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] + if (skill->area_temp[1] != bl->id) { + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0); + skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback + } + break; + + case MO_ABSORBSPIRITS: + { + int sp = 0; + if ( dstsd && dstsd->spiritball + && (sd == dstsd || map_flag_vs(src->m) || (sd->duel_group && sd->duel_group == dstsd->duel_group)) + && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) + ) { + // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] + sp = dstsd->spiritball * 7; + pc->delspiritball(dstsd, dstsd->spiritball, 0); + } else if ( dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20 ) { + // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] + sp = 2 * dstmd->level; + mob->target(dstmd,src,0); + } + if ( dstsd ) { + int i; + for ( i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++ ) + pc->del_charm(dstsd, dstsd->spiritcharm[i], i); + } + if (sp) status->heal(src, 0, sp, 3); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sp?1:0); + } + break; + + case AC_MAKINGARROW: + if(sd) { + clif->arrow_create_list(sd); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case AM_PHARMACY: + if(sd) { + clif->skill_produce_mix_list(sd,skill_id,22); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SA_CREATECON: + if(sd) { + clif->elementalconverter_list(sd); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case BS_HAMMERFALL: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); + break; + case RG_RAID: + skill->area_temp[1] = 0; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), splash_target(src), + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + status_change_end(src, SC_HIDING, INVALID_TIMER); + break; + + case ASC_METEORASSAULT: + case GS_SPREADATTACK: + case RK_STORMBLAST: + case NC_AXETORNADO: + case GC_COUNTERSLASH: + case SR_SKYNETBLOW: + case SR_RAMPAGEBLASTER: + case SR_HOWLINGOFLION: + case KO_HAPPOKUNAI: + { + int count = 0; + skill->area_temp[1] = 0; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + count = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + if( !count && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) + clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + } + break; + + case NC_EMERGENCYCOOL: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); + status_change_end(src,SC_OVERHEAT,INVALID_TIMER); + break; + case SR_WINDMILL: + case GN_CART_TORNADO: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + case SR_EARTHSHAKER: + case NC_INFRAREDSCAN: + case NPC_EARTHQUAKE: + case NPC_VAMPIRE_GIFT: + case NPC_HELLJUDGEMENT: + case NPC_PULSESTRIKE: + case LG_MOONSLASHER: + skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); + break; + + case KN_BRANDISHSPEAR: + case ML_BRANDISH: + skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag); + break; + + case WZ_SIGHTRASHER: + //Passive side of the attack. + status_change_end(src, SC_SIGHT, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub,src, + skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + break; + + case NJ_HYOUSYOURAKU: + case NJ_RAIGEKISAI: + case WZ_FROSTNOVA: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->area_temp[1] = 0; + map->foreachinrange(skill->attack_area, src, + skill->get_splash(skill_id, skill_lv), splash_target(src), + BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); + break; + + case HVAN_EXPLOSION: // [orn] + case NPC_SELFDESTRUCTION: + { + //Self Destruction hits everyone in range (allies+enemies) + //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. + int targetmask = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? + BCT_ENEMY:BCT_ALL; + clif->skill_nodamage(src, src, skill_id, -1, 1); + map->delblock(src); //Required to prevent chain-self-destructions hitting back. + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv), splash_target(src), + src, skill_id, skill_lv, tick, flag|targetmask, + skill->castend_damage_id); + map->addblock(src); + status->damage(src, src, sstatus->max_hp,0,0,1); + } + break; + + case AL_ANGELUS: + case PR_MAGNIFICAT: + case PR_GLORIA: + case SN_WINDWALK: + case CASH_BLESSING: + case CASH_INCAGI: + case CASH_ASSUMPTIO: + 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(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + case MER_MAGNIFICAT: + if( mer != NULL ) + { + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) + party->foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + else if( mer->master && !(flag&1) ) + clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } + break; + + case BS_ADRENALINE: + case BS_ADRENALINE2: + case BS_WEAPONPERFECT: + case BS_OVERTHRUST: + if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { + clif->skill_nodamage(bl,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); + } else if (sd) { + party->foreachsamemap(skill->area_sub, + sd,skill->get_splash(skill_id, skill_lv), + src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, + skill->castend_nodamage_id); + } + break; + + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case CR_DEFENDER: + case ML_DEFENDER: + case CR_AUTOGUARD: + case ML_AUTOGUARD: + case TK_READYSTORM: + case TK_READYDOWN: + case TK_READYTURN: + case TK_READYCOUNTER: + case TK_DODGE: + case CR_SHRINK: + case SG_FUSION: + case GS_GATLINGFEVER: + if( tsce ) + { + clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map->freeblock_unlock(); + return 0; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case SL_KAITE: + case SL_KAAHI: + case SL_KAIZEL: + case SL_KAUPE: + if (sd) { + if (!dstsd || !( + (sd->sc.data[SC_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 + || dstsd->status.char_id == sd->status.child + ) + ) { + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDRATE); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); + break; + case SM_AUTOBERSERK: + case MER_AUTOBERSERK: + { + int failure; + if( tsce ) + failure = status_change_end(bl, type, INVALID_TIMER); + else + failure = sc_start(src,bl,type,100,skill_lv,60000); + clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); + } + break; + case TF_HIDING: + case ST_CHASEWALK: + case KO_YAMIKUMO: + if (tsce) { + clif->skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation. + map->freeblock_unlock(); + return 0; + } else if( tsc && tsc->option&OPTION_MADOGEAR ) { + //Mado Gear cannot hide + if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 0; + } + clif->skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case TK_RUN: + if (tsce) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map->freeblock_unlock(); + return 0; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,0)); + if (sd) // If the client receives a skill-use packet immediately before a walkok packet, it will discard the walk packet! [Skotlex] + clif->walkok(sd); // So aegis has to resend the walk ok. + break; + case AS_CLOAKING: + case GC_CLOAKINGEXCEED: + case LG_FORCEOFVANGUARD: + case SC_REPRODUCE: + case RA_CAMOUFLAGE: + if (tsce) { + int failure = status_change_end(bl, type, INVALID_TIMER); + if( failure ) + clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); + else if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + if ( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) + break; + map->freeblock_unlock(); + return 0; + } else { + int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + if( failure ) + clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); + else if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case BD_ADAPTATION: + if(tsc && tsc->data[SC_DANCING]){ + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_DANCING, INVALID_TIMER); + } + break; + + case BA_FROSTJOKER: + case DC_SCREAM: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag); + + if (md) { + // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves + //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) + char temp[70]; + snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill->db[skill_id].desc); + clif->disp_overhead(&md->bl,temp); + } + break; + + case BA_PANGVOICE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); + break; + + case DC_WINKCHARM: + if( dstsd ) + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); + else if( dstmd ) { + if( status->get_lv(src) > status->get_lv(bl) + && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) + && !(tstatus->mode&MD_BOSS) + ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); + } else { + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + } + break; + + case TF_STEAL: + if(sd) { + if(pc->steal_item(sd,bl,skill_lv)) + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + } + break; + + case RG_STEALCOIN: + if(sd) { + int amount = pc->steal_coin(sd, bl); + if( amount > 0 ) { + dstmd->state.provoke_flag = src->id; + mob->target(dstmd, src, skill->get_range2(src, skill_id, skill_lv)); + clif->skill_nodamage(src, bl, skill_id, amount, 1); + + } else + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + } + break; + + case MG_STONECURSE: + { + int brate = 0; + if (tstatus->mode&MD_BOSS) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if(status->isimmune(bl) || !tsc) + break; + + if (sd && sd->sc.data[SC_PETROLOGY_OPTION]) + brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3; + + if (tsc->data[SC_STONE]) { + status_change_end(bl, SC_STONE, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + } + if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate, + skill_lv, 0, 0, skill->get_time(skill_id, skill_lv), + skill->get_time2(skill_id,skill_lv))) + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + else if(sd) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + // Level 6-10 doesn't consume a red gem if it fails [celest] + if (skill_lv > 5) { + // not to consume items + map->freeblock_unlock(); + return 0; + } + } + } + break; + + case NV_FIRSTAID: + clif->skill_nodamage(src,bl,skill_id,5,1); + status->heal(bl,5,0,0); + break; + + case AL_CURE: + if(status->isimmune(bl)) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_CONFUSION, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case TF_DETOXIFY: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_DPOISON, INVALID_TIMER); + break; + + case PR_STRECOVERY: + if(status->isimmune(bl)) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + if (tsc && tsc->opt1) { + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER); + } + //Is this equation really right? It looks so... special. + if( battle->check_undead(tstatus->race,tstatus->def_ele) ) { + status->change_start(src, bl, SC_BLIND, + 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, + skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCFLAG_NONE); + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if(dstmd) + mob->unlocktarget(dstmd,tick); + break; + + // Mercenary Supportive Skills + case MER_BENEDICTION: + status_change_end(bl, SC_CURSE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_COMPRESS: + status_change_end(bl, SC_BLOODING, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_MENTALCURE: + status_change_end(bl, SC_CONFUSION, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_RECUPERATE: + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_REGAIN: + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case MER_TENDER: + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case MER_SCAPEGOAT: + if( mer && mer->master ) { + status->heal(&mer->master->bl, mer->battle_status.hp, 0, 2); + status->damage(src, src, mer->battle_status.max_hp, 0, 0, 1); + } + break; + + case MER_ESTIMATION: + if( !mer ) + break; + sd = mer->master; + case WZ_ESTIMATION: + if( sd == NULL ) + break; + if( dstsd ) + { // Fail on Players + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) + break; // Cannot be Used on Emperium + + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + clif->skill_estimation(sd, bl); + if( skill_id == MER_ESTIMATION ) + sd = NULL; + break; + + case BS_REPAIRWEAPON: + if(sd && dstsd) + clif->item_repair_list(sd,dstsd,skill_lv); + break; + + case MC_IDENTIFY: + if(sd) { + clif->item_identify_list(sd); + if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, don't consume anything, return */ + map->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){ + 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) ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + else { + sd->state.prevend = sd->state.workinprogress = 3; + clif->openvendingreq(sd,2+skill_lv); + } + } + break; + + case AL_TELEPORT: + if(sd) { + if (map->list[bl->m].flag.noteleport && skill_lv <= 2) { + clif->skill_mapinfomessage(sd,0); + break; + } + if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza] + char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT)); + clif->message(sd->fd, output); //"Duel: Can't use %s in duel." + break; + } + + if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 ) + { + if( skill_lv == 1 ) + pc->randomwarp(sd,CLR_TELEPORT); + else + pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); + break; + } + + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if( skill_lv == 1 ) + clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0); + else + clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0); + } else + unit->warp(bl,-1,-1,-1,CLR_TELEPORT); + break; + + case NPC_EXPULSION: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + unit->warp(bl,-1,-1,-1,CLR_TELEPORT); + break; + + case AL_HOLYWATER: + if(sd) { + if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1)) + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case TF_PICKSTONE: + if(sd) { + int eflag; + struct item item_tmp; + struct block_list tbl; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + memset(&item_tmp,0,sizeof(item_tmp)); + memset(&tbl,0,sizeof(tbl)); // [MouseJstr] + item_tmp.nameid = ITEMID_STONE; + item_tmp.identify = 1; + tbl.id = 0; + clif->takeitem(&sd->bl,&tbl); + eflag = pc->additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE); + if(eflag) { + clif->additem(sd,0,0,eflag); + map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + break; + case ASC_CDP: + if(sd) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. + } + break; + + case RG_STRIPWEAPON: + case RG_STRIPSHIELD: + case RG_STRIPARMOR: + case RG_STRIPHELM: + case ST_FULLSTRIP: + case GC_WEAPONCRUSH: + case SC_STRIPACCESSARY: { + unsigned short location = 0; + int d = 0, rate; + + //Rate in percent + if ( skill_id == ST_FULLSTRIP ) { + rate = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5; + } else if( skill_id == SC_STRIPACCESSARY ) { + rate = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5; + } else { + rate = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5; + } + + if (rate < 5) rate = 5; //Minimum rate 5% + + //Duration in ms + if( skill_id == GC_WEAPONCRUSH){ + d = skill->get_time(skill_id,skill_lv); + if(bl->type == BL_PC) + d += 1000 * ( skill_lv * 15 + ( sstatus->dex - tstatus->dex ) ); + else + d += 1000 * ( skill_lv * 30 + ( sstatus->dex - tstatus->dex ) / 2 ); + }else + d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500; + + if (d < 0) d = 0; //Minimum duration 0ms + + switch (skill_id) { + case RG_STRIPWEAPON: + case GC_WEAPONCRUSH: + location = EQP_WEAPON; + break; + case RG_STRIPSHIELD: + location = EQP_SHIELD; + break; + case RG_STRIPARMOR: + location = EQP_ARMOR; + break; + case RG_STRIPHELM: + location = EQP_HELM; + break; + case ST_FULLSTRIP: + location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM; + break; + case SC_STRIPACCESSARY: + location = EQP_ACC; + break; + } + + //Special message when trying to use strip on FCP [Jobbie] + if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_PROTECTWEAPON] && tsc->data[SC_PROTECTHELM] && tsc->data[SC_PROTECTARMOR] && tsc->data[SC_PROTECTSHIELD]) + { + clif->gospel_info(sd, 0x28); + break; + } + + //Attempts to strip at rate i and duration d + if( (rate = skill->strip_equip(bl, location, rate, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) ) + clif->skill_nodamage(src,bl,skill_id,skill_lv,rate); + + //Nothing stripped. + if( sd && !rate ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + + case AM_BERSERKPITCHER: + case AM_POTIONPITCHER: + { + int i,sp = 0; + int64 hp = 0; + if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { + map->freeblock_unlock(); + return 1; + } + if( sd ) { + 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]); + if (i == INDEX_NOT_FOUND || skill->db[skill_id].itemid[x] <= 0) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill->db[skill_id].amount[x]) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + if( skill_id == AM_BERSERKPITCHER ) { + if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + } + script->potion_flag = 1; + script->potion_hp = script->potion_sp = script->potion_per_hp = script->potion_per_sp = 0; + script->potion_target = bl->id; + script->run(sd->inventory_data[i]->script,0,sd->bl.id,0); + script->potion_flag = script->potion_target = 0; + if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ALCHEMIST ) + bonus += sd->status.base_level; + if( script->potion_per_hp > 0 || script->potion_per_sp > 0 ) { + hp = tstatus->max_hp * script->potion_per_hp / 100; + hp = hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + if( dstsd ) { + sp = dstsd->status.max_sp * script->potion_per_sp / 100; + sp = sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + } + } else { + if( script->potion_hp > 0 ) { + hp = script->potion_hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; + hp = hp * (100 + (tstatus->vit<<1)) / 100; + if( dstsd ) + hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; + } + if( script->potion_sp > 0 ) { + sp = script->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; + } + } + + 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)) ) { + hp += hp * i / 100; + sp += sp * i / 100; + } + } else { + //Maybe replace with potion_hp, but I'm unsure how that works [Playtester] + switch (skill_lv) { + case 1: hp = 45; break; + case 2: hp = 105; break; + case 3: hp = 175; break; + default: hp = 325; break; + } + hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100; + hp = hp * (100 + (tstatus->vit<<1)) / 100; + if( dstsd ) + hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; + } + if( dstsd && (i = pc->skillheal2_bonus(dstsd, skill_id)) ) { + hp += hp * i / 100; + sp += sp * i / 100; + } + if( tsc && tsc->count ) { + if( tsc->data[SC_CRITICALWOUND] ) { + hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + } + if( tsc->data[SC_DEATHHURT] ) { + hp -= hp * 20 / 100; + sp -= sp * 20 / 100; + } + if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) { + hp += hp / 10; + sp += sp / 10; + } + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) ) + clif->skill_nodamage(NULL,bl,AL_HEAL,(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,(int)hp,sp,0); + } + break; + case AM_CP_WEAPON: + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_CP_SHIELD: { + int i; + if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && + dstsd->inventory_data[i]->type==IT_ARMOR) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + case AM_CP_ARMOR: + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_CP_HELM: + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_TWILIGHT1: + if (sd) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + //Prepare 200 White Potions. + if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200)) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + case AM_TWILIGHT2: + if (sd) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + //Prepare 200 Slim White Potions. + if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200)) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + case AM_TWILIGHT3: + if (sd) { + int ebottle = pc->search_inventory(sd,ITEMID_EMPTY_BOTTLE); + if (ebottle != INDEX_NOT_FOUND) + ebottle = sd->status.inventory[ebottle].amount; + //check if you can produce all three, if not, then fail: + if (!skill->can_produce_mix(sd,ITEMID_ALCHOL,-1, 100) //100 Alcohol + || !skill->can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle + || !skill->can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle + || ebottle < 200 //200 empty bottle are required at total. + ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->produce_mix(sd, skill_id, ITEMID_ALCHOL, 0, 0, 0, 100); + skill->produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50); + skill->produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50); + } + break; + case SA_DISPELL: + { + int splash; + if (flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1) { + int i; + if( sd && dstsd && !map_flag_vs(sd->bl.m) + && (sd->status.party_id == 0 || sd->status.party_id != dstsd->status.party_id) ) { + // Outside PvP it should only affect party members and no skill fail message. + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) + || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends against dispel. + || (dstsd && pc_ismadogear(dstsd)) + || rnd()%100 >= 50+10*skill_lv ) + { + if (sd) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if(status->isimmune(bl) || !tsc || !tsc->count) + break; + for(i = 0; i < SC_MAX; i++) { + if ( !tsc->data[i] ) + continue; + if( SC_COMMON_MAX < i ) { + if ( status->get_sc_type(i)&SC_NO_DISPELL ) + continue; + } + 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; + } else { + //Affect all targets on splash area. + map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, + src, skill_id, skill_lv, tick, flag|1, + skill->castend_damage_id); + } + } + break; + + case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); + clif->fixpos(bl); + break; + + case TK_HIGHJUMP: + { + int x,y, dir = unit->getdir(src); + + //Fails on noteleport maps, except for GvG and BG maps [Skotlex] + if( map->list[src->m].flag.noteleport + && !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m)) + ) { + x = src->x; + y = src->y; + } else { + x = src->x + dirx[dir]*skill_lv*2; + y = src->y + diry[dir]*skill_lv*2; + } + + clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); + if(!map->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map->getcell(src->m,x,y,CELL_CHKREACH)) { + clif->slide(src,x,y); + unit->movepos(src, x, y, 1, 0); + } + } + break; + + case SA_CASTCANCEL: + case SO_SPELLFIST: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + unit->skillcastcancel(src,1); + if(sd) { + int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old); + if( skill_id == SO_SPELLFIST ){ + sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); + sd->skill_id_old = sd->skill_lv_old = 0; + break; + } + sp = sp * (90 - (skill_lv-1)*20) / 100; + if(sp < 0) sp = 0; + status_zap(src, 0, sp); + } + break; + case SA_SPELLBREAKER: + { + int sp; + if(tsc && tsc->data[SC_MAGICROD]) { + sp = skill->get_sp(skill_id,skill_lv); + sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; + if(sp < 1) sp = 1; + status->heal(bl,0,sp,2); + status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. + } else { + struct unit_data *ud = unit->bl2ud(bl); + int bl_skill_id=0,bl_skill_lv=0,hp = 0; + if (!ud || ud->skilltimer == INVALID_TIMER) + break; //Nothing to cancel. + bl_skill_id = ud->skill_id; + bl_skill_lv = ud->skill_lv; + if (tstatus->mode & MD_BOSS) { + //Only 10% success chance against bosses. [Skotlex] + if (rnd()%100 < 90) + { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players. + hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] + + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + unit->skillcastcancel(bl,0); + sp = skill->get_sp(bl_skill_id,bl_skill_lv); + status_zap(bl, hp, sp); + + if (hp && skill_lv >= 5) + hp>>=1; //Recover half damaged HP at level 5 [Skotlex] + else + hp = 0; + + if (sp) //Recover some of the SP used + sp = sp*(25*(skill_lv-1))/100; + + if(hp || sp) + status->heal(src, hp, sp, 2); + } + } + break; + case SA_MAGICROD: + clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + break; + case SA_AUTOSPELL: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if(sd){ + sd->state.workinprogress = 3; + clif->autospell(sd,skill_lv); + }else { + int maxlv=1,spellid=0; + static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; + if(skill_lv >= 10) { + spellid = MG_FROSTDIVER; +#if 0 + if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE) + maxlv = 10; + else +#endif // 0 + maxlv = skill_lv - 9; + } + else if(skill_lv >=8) { + spellid = MG_FIREBALL; + maxlv = skill_lv - 7; + } + else if(skill_lv >=5) { + spellid = MG_SOULSTRIKE; + maxlv = skill_lv - 4; + } + else if(skill_lv >=2) { + int i = rnd()%3; + spellid = spellarray[i]; + maxlv = skill_lv - 1; + } + else if(skill_lv > 0) { + spellid = MG_NAPALMBEAT; + maxlv = 3; + } + if(spellid > 0) + sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, + skill->get_time(SA_AUTOSPELL,skill_lv)); + } + break; + + case BS_GREED: + if(sd){ + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->greed,bl, + skill->get_splash(skill_id, skill_lv),BL_ITEM,bl); + } + break; + + case SA_ELEMENTWATER: + case SA_ELEMENTFIRE: + case SA_ELEMENTGROUND: + case SA_ELEMENTWIND: + if(sd && !dstmd) //Only works on monsters. + break; + if(tstatus->mode&MD_BOSS) + break; + case NPC_ATTRICHANGE: + case NPC_CHANGEWATER: + case NPC_CHANGEGROUND: + case NPC_CHANGEFIRE: + case NPC_CHANGEWIND: + case NPC_CHANGEPOISON: + case NPC_CHANGEHOLY: + case NPC_CHANGEDARKNESS: + case NPC_CHANGETELEKINESIS: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), + skill->get_time(skill_id, skill_lv))); + break; + case NPC_CHANGEUNDEAD: + //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] + //TO-DO This is ugly, fix it + if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), + skill->get_time(skill_id, skill_lv))); + break; + + case NPC_PROVOCATION: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (md) mob->unlocktarget(md, tick); + break; + + case NPC_KEEPING: + case NPC_BARRIER: + { + int skill_time = skill->get_time(skill_id,skill_lv); + struct unit_data *ud = unit->bl2ud(bl); + if (clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill_time)) + && ud) { + //Disable attacking/acting/moving for skill's duration. + ud->attackabletime = + ud->canact_tick = + ud->canmove_tick = tick + skill_time; + } + } + break; + + case NPC_REBIRTH: + if( md && md->state.rebirth ) + break; // only works once + sc_start(src,bl,type,100,skill_lv,-1); + break; + + case NPC_DARKBLESSING: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); + break; + + case NPC_LICK: + status_zap(bl, 0, 100); + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); + break; + + case NPC_SUICIDE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_kill(src); //When suiciding, neither exp nor drops is given. + break; + + case NPC_SUMMONSLAVE: + case NPC_SUMMONMONSTER: + if(md && md->skill_idx >= 0) + mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id); + break; + + case NPC_CALLSLAVE: + mob->warpslave(src,MOB_SLAVEDISTANCE); + break; + + case NPC_RANDOMMOVE: + if (md) { + md->next_walktime = tick - 1; + mob->randomwalk(md,tick); + } + break; + + case NPC_SPEEDUP: + { + // or does it increase casting rate? just a guess xD + int i = SC_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(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); + } + break; + + case NPC_REVENGE: + // not really needed... but adding here anyway ^^ + if (md && md->master_id > 0) { + struct block_list *mbl, *tbl; + if ((mbl = map->id2bl(md->master_id)) == NULL || + (tbl = battle->get_targeted(mbl)) == NULL) + break; + md->state.provoke_flag = tbl->id; + mob->target(md, tbl, sstatus->rhw.range); + } + break; + + case NPC_RUN: + { + const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; + uint8 dir = (bl == src)?unit->getdir(src):map->calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. + unit->stop_attack(src); + //Run skillv tiles overriding the can-move check. + if (unit->walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md) + md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the AI. + } + break; + + case NPC_TRANSFORMATION: + case NPC_METAMORPHOSIS: + if(md && md->skill_idx >= 0) { + int class_ = mob->random_class (md->db->skill[md->skill_idx].val,0); + if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex] + mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id); + if (class_) mob->class_change(md, class_); + } + break; + + case NPC_EMOTION_ON: + case NPC_EMOTION: + //val[0] is the emotion to use. + //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] + //val[1] 'sets' the mode + //val[2] adds to the current mode + //val[3] removes from the current mode + //val[4] if set, asks to delete the previous mode change. + if(md && md->skill_idx >= 0 && tsc) { + clif->emotion(bl, md->db->skill[md->skill_idx].val[0]); + if(md->db->skill[md->skill_idx].val[4] && tsce) + status_change_end(bl, type, INVALID_TIMER); + + //If mode gets set by NPC_EMOTION then the target should be reset [Playtester] + if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1]) + mob->unlocktarget(md,tick); + + if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) + sc_start4(src, src, type, 100, skill_lv, + md->db->skill[md->skill_idx].val[1], + md->db->skill[md->skill_idx].val[2], + md->db->skill[md->skill_idx].val[3], + skill->get_time(skill_id, skill_lv)); + } + break; + + case NPC_POWERUP: + sc_start(src,bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); + break; + + case NPC_AGIUP: + sc_start(src,bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); + break; + + case NPC_INVISIBLE: + //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); + break; + + case NPC_SIEGEMODE: + // not sure what it does + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case WE_MALE: + { + int hp_rate = (!skill_lv)? 0:skill->db[skill_id].hp_rate[skill_lv-1]; + int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it cost the caster. [Skotlex] + clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1); + } + break; + case WE_FEMALE: + { + int sp_rate = (!skill_lv)? 0:skill->db[skill_id].sp_rate[skill_lv-1]; + int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it cost the caster. [Skotlex] + clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1); + } + break; + + // parent-baby skills + case WE_BABY: + if(sd) { + struct map_session_data *f_sd = pc->get_father(sd); + struct map_session_data *m_sd = pc->get_mother(sd); + bool we_baby_parents = false; + if(m_sd && check_distance_bl(bl,&m_sd->bl,AREA_SIZE)) { + sc_start(src,&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->specialeffect(&m_sd->bl,408,AREA); + we_baby_parents = true; + } + if(f_sd && check_distance_bl(bl,&f_sd->bl,AREA_SIZE)) { + sc_start(src,&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->specialeffect(&f_sd->bl,408,AREA); + we_baby_parents = true; + } + if (!we_baby_parents) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 0; + } + else + status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE); + } + break; + + case PF_HPCONVERSION: + { + int hp, sp; + hp = sstatus->max_hp/10; + sp = hp * 10 * skill_lv / 100; + if (!status->charge(src,hp,0)) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + status->heal(bl,0,sp,2); + } + break; + + case MA_REMOVETRAP: + case HT_REMOVETRAP: + { + struct skill_unit* su; + struct skill_unit_group* sg; + su = BL_CAST(BL_SKILL, bl); + + // Mercenaries can remove any trap + // Players can only remove their own traps or traps on Vs maps. + if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) + { + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) && sg->unit_id != UNT_THORNS_TRAP ) { + // prevent picking up expired traps + if( battle_config.skill_removetrap_type ) { + int i; + // get back all items used to deploy the trap + for( i = 0; i < 10; i++ ) { + if( skill->db[su->group->skill_id].itemid[i] > 0 ) { + int success; + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = skill->db[su->group->skill_id].itemid[i]; + item_tmp.identify = 1; + if( item_tmp.nameid && (success=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { + clif->additem(sd,0,0,success); + map->addflooritem(&item_tmp,skill->db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + } + } else { + // get back 1 trap + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP; + item_tmp.identify = 1; + if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) ) { + clif->additem(sd,0,0,flag); + map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + } + skill->delunit(su); + }else if(sd) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + + } + break; + case HT_SPRINGTRAP: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + { + struct skill_unit *su=NULL; + if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ + switch(su->group->unit_id){ + case UNT_ANKLESNARE: + if (su->group->val2 != 0) + // if it is already trapping something don't spring it, + // remove trap should be used instead + break; + // otherwise fall through to below + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_CLAYMORETRAP: + case UNT_TALKIEBOX: + su->group->unit_id = UNT_USED_TRAPS; + clif->changetraplook(bl, UNT_USED_TRAPS); + su->group->limit=DIFF_TICK32(tick+1500,su->group->tick); + su->limit=DIFF_TICK32(tick+1500,su->group->tick); + } + } + } + break; + case BD_ENCORE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if(sd) + unit->skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance); + break; + + case AS_SPLASHER: + if( tstatus->mode&MD_BOSS +#ifndef RENEWAL + /** Renewal dropped the 3/4 hp requirement **/ + || tstatus-> hp > tstatus->max_hp*3/4 +#endif // RENEWAL + ) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 1; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); + #ifndef RENEWAL + if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000); + #endif + break; + + case PF_MINDBREAKER: + { + if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) { + map->freeblock_unlock(); + return 1; + } + + if (tsce) { + //HelloKitty2 (?) explained that this silently fails when target is + //already inflicted. [Skotlex] + map->freeblock_unlock(); + return 1; + } + + //Has a 55% + skill_lv*5% success chance. + if (!clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))) + ) { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 0; + } + + unit->skillcastcancel(bl,0); + + if(tsc && tsc->count){ + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE) + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + } + + if(dstmd) + mob->target(dstmd,src,skill->get_range2(src,skill_id,skill_lv)); + } + break; + + case PF_SOULCHANGE: + { + unsigned int sp1 = 0, sp2 = 0; + if (dstmd) { + if (dstmd->state.soul_change_flag) { + if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + dstmd->state.soul_change_flag = 1; + sp2 = sstatus->max_sp * 3 /100; + status->heal(src, 0, sp2, 2); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + } + sp1 = sstatus->sp; + sp2 = tstatus->sp; +#ifdef RENEWAL + sp1 = sp1 / 2; + sp2 = sp2 / 2; + if( tsc && tsc->data[SC_EXTREMITYFIST2] ) + sp1 = tstatus->sp; +#endif // RENEWAL + status->set_sp(src, sp2, 3); + status->set_sp(bl, sp1, 3); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + // Slim Pitcher + case CR_SLIMPITCHER: + // Updated to block Slim Pitcher from working on barricades and guardian stones. + if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) ) + break; + if (script->potion_hp || script->potion_sp) { + int hp = script->potion_hp, sp = script->potion_sp; + hp = hp * (100 + (tstatus->vit<<1))/100; + sp = sp * (100 + (tstatus->int_<<1))/100; + if (dstsd) { + if (hp) + hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100; + if (sp) + sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100; + } + if( tsc && tsc->count ) { + if (tsc->data[SC_CRITICALWOUND]) { + hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; + } + if (tsc->data[SC_DEATHHURT]) { + hp -= hp * 20 / 100; + sp -= sp * 20 / 100; + } + if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) { + hp += hp / 10; + sp += sp / 10; + } + } + if(hp > 0) + clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1); + if(sp > 0) + clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); + status->heal(bl,hp,sp,0); + } + break; + // Full Chemical Protection + case CR_FULLPROTECTION: { + bool iused=false; + int i; + if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTWEAPON,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && + dstsd->inventory_data[i]->type==IT_ARMOR) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTSHIELD,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_ARMOR]]) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTARMOR,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HEAD_TOP]]) { + iused=true; + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTHELM,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } if(iused) + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + + case RG_CLEANER: //AppleGirl + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case CG_LONGINGFREEDOM: + { + if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 + && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] + { + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } + } + break; + + case CG_TAROTCARD: + { + int eff, count = -1; + if( tsc && tsc->data[type] ){ + map->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(); + 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; + if( eff == 5 ) + clif->specialeffect(src, 528, AREA); + else + clif->specialeffect(bl, 523 + eff, AREA); + switch (eff) + { + case 0: // heals SP to 0 + status_percent_damage(src, bl, 0, 100, false); + break; + case 1: // matk halved + sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + break; + case 2: // all buffs removed + status->change_clear_buffs(bl,1); + break; + case 3: // 1000 damage, random armor destroyed + { + status_fix_damage(src, bl, 1000, 0); + clif->damage(src,bl,0,0,1000,0,0,0); + if( !status->isdead(bl) ) { + int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; + skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); + } + } + break; + case 4: // atk halved + sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + break; + case 5: // 2000HP heal, random teleported + status->heal(src, 2000, 0, 0); + if( !map_flag_vs(bl->m) ) + unit->warp(bl, -1,-1,-1, CLR_TELEPORT); + break; + case 6: // random 2 other effects + if (count == -1) + count = 3; + else + count++; //Should not re-trigger this one. + break; + case 7: // stop freeze or stoned + { + enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; + sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); + } + break; + case 8: // curse coma and poison + sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case 9: // confusion + sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + case 10: // 6666 damage, atk matk halved, cursed + status_fix_damage(src, bl, 6666, 0); + clif->damage(src,bl,0,0,6666,0,0,0); + sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); + break; + case 11: // 4444 damage + status_fix_damage(src, bl, 4444, 0); + clif->damage(src,bl,0,0,4444,0,0,0); + break; + case 12: // stun + sc_start(src,bl,SC_STUN,100,skill_lv,5000); + break; + case 13: // atk,matk,hit,flee,def reduced + sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + default: + break; + } + } while ((--count) > 0); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SL_ALCHEMIST: + case SL_ASSASIN: + case SL_BARDDANCER: + case SL_BLACKSMITH: + case SL_CRUSADER: + case SL_HUNTER: + case SL_KNIGHT: + case SL_MONK: + case SL_PRIEST: + case SL_ROGUE: + case SL_SAGE: + case SL_SOULLINKER: + case SL_STAR: + case SL_SUPERNOVICE: + case SL_WIZARD: + //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SOULLINK constant. + if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) { + //Erase death count 1% of the casts + dstsd->die_counter = 0; + pc_setglobalreg(dstsd,script->add_str("PC_DIE_COUNTER"), 0); + clif->specialeffect(bl, 0x152, AREA); + //SC_SOULLINK invokes status_calc_pc for us. + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + break; + case SL_HIGH: + if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + break; + + case SL_SWOO: + if (tsce) { + if(sd) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCFLAG_FIXEDRATE); + status_change_end(bl, SC_SWOO, INVALID_TIMER); + break; + } + case SL_SKA: // [marquis007] + case SL_SKE: + if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if (skill_id == SL_SKE) + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + break; + + // New guild skills [Celest] + case GD_BATTLEORDER: + if(flag&1) { + if (status->get_guild_id(src) == status->get_guild_id(bl)) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); + } else if (status->get_guild_id(src)) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); + if (sd) + guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; + case GD_REGENERATION: + if(flag&1) { + if (status->get_guild_id(src) == status->get_guild_id(bl)) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); + } else if (status->get_guild_id(src)) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); + if (sd) + guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; + case GD_RESTORE: + if(flag&1) { + if (status->get_guild_id(src) == status->get_guild_id(bl)) + clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); + } else if (status->get_guild_id(src)) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); + if (sd) + guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; + case GD_EMERGENCYCALL: + { + int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; + int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; + int i, j = 0; + struct guild *g; + // i don't know if it actually summons in a circle, but oh well. ;P + g = sd ? sd->guild : guild->search(status->get_guild_id(src)); + if (!g) + break; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + for(i = 0; i < g->max_member; i++, j++) { + if (j>8) j=0; + if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { + if (map->list[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) + continue; + if(map->getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) + dx[j] = dy[j] = 0; + pc->setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN); + } + } + if (sd) + guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); + } + break; + + case SG_FEEL: + //AuronX reported you CAN memorize the same map as all three. [Skotlex] + if (sd) { + if(!sd->feel_map[skill_lv-1].index) + clif->feel_req(sd->fd,sd, skill_lv); + else + clif->feel_info(sd, skill_lv-1, 1); + } + break; + + case SG_HATE: + if (sd) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if (!pc->set_hate_mob(sd, skill_lv-1, bl)) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case GS_GLITTERING: + if(sd) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if(rnd()%100 < (20+10*skill_lv)) + pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),10); + else if(sd->spiritball > 0) + pc->delspiritball(sd,1,0); + } + break; + + case GS_CRACKER: + /* per official standards, this skill works on players and mobs. */ + if (sd && (dstsd || dstmd)) + { + int rate = 65 -5*distance_bl(src,bl); //Base rate + if (rate < 30) rate = 30; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + sc_start(src,bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv)); + } + break; + + case AM_CALLHOMUN: // [orn] + if( sd ) { + if (homun->call(sd)) + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case AM_REST: + if (sd) { + if (homun->vaporize(sd,HOM_ST_REST)) + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case HAMI_CASTLE: // [orn] + if(rnd()%100 < 20*skill_lv && src != bl) + { + int x,y; + x = src->x; + y = src->y; + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); + + if (unit->movepos(src,bl->x,bl->y,0,0)) { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homun + clif->slide(src,bl->x,bl->y) ; + if (unit->movepos(bl,x,y,0,0)) + { + clif->skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master + clif->slide(bl,x,y) ; + } + + //TODO: Shouldn't also players and the like switch targets? + map->foreachinrange(skill->chastle_mob_changetarget,src, + AREA_SIZE, BL_MOB, bl, src); + } + } + // Failed + else if (hd && hd->master) + clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0); + else if (sd) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + case HVAN_CHAOTIC: // [orn] + { + static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; + int r = rnd()%100; + int target = (skill_lv-1)%5; + int hp; + if(rget_master(src); + else //Enemy + bl = map->id2bl(battle->get_target(src)); + + if (!bl) bl = src; + hp = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true); + //Eh? why double skill packet? + clif->skill_nodamage(src,bl,AL_HEAL,hp,1); + clif->skill_nodamage(src,bl,skill_id,hp,1); + status->heal(bl, hp, 0, 0); + } + break; + // Homun single-target support skills [orn] + case HAMI_BLOODLUST: + case HFLI_FLEET: + case HFLI_SPEED: + case HLIF_CHANGE: + case MH_ANGRIFFS_MODUS: + case MH_GOLDENE_FERSE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); + break; + + case NPC_DRAGONFEAR: + if (flag&1) { + const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING }; + int i, j; + j = i = rnd()%ARRAYLENGTH(sc); + while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { + i++; + if ( i == ARRAYLENGTH(sc) ) + i = 0; + if (i == j) + break; + } + break; + } + case NPC_WIDEBLEEDING: + case NPC_WIDECONFUSE: + case NPC_WIDECURSE: + case NPC_WIDEFREEZE: + case NPC_WIDESLEEP: + case NPC_WIDESILENCE: + case NPC_WIDESTONE: + case NPC_WIDESTUN: + case NPC_SLOWCAST: + case NPC_WIDEHELLDIGNITY: + case NPC_WIDEHEALTHFEAR: + case NPC_WIDEBODYBURNNING: + case NPC_WIDEFROSTMISTY: + case NPC_WIDECOLD: + case NPC_WIDE_DEEP_SLEEP: + case NPC_WIDESIREN: + if (flag&1){ + switch( type ){ + case SC_BURNING: + sc_start4(src,bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); + break; + case SC_SIREN: + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + break; + default: + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + } + } else { + skill->area_temp[2] = 0; //For SD_PREAMBLE + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); + } + break; + case NPC_WIDESOULDRAIN: + if (flag&1) + status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false); + else { + skill->area_temp[2] = 0; //For SD_PREAMBLE + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, bl, + skill->get_splash(skill_id, skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); + } + break; + case ALL_PARTYFLEE: + if( sd && !(flag&1) ) + { + if( !sd->status.party_id ) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + } + else + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + break; + case NPC_TALK: + case ALL_WEWISH: + case ALL_CATCRY: + case ALL_DREAM_SUMMERNIGHT: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + case ALL_BUYING_STORE: + if( sd ) + {// players only, skill allows 5 buying slots + clif->skill_nodamage(src, bl, skill_id, skill_lv, buyingstore->setup(sd, MAX_BUYINGSTORE_SLOTS)); + } + break; + case RK_ENCHANTBLADE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed + sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv))); + break; + case RK_DRAGONHOWLING: + if( flag&1) + sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + skill->area_temp[2] = 0; + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub, src, + skill->get_splash(skill_id,skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, + skill->castend_nodamage_id); + } + break; + case RK_IGNITIONBREAK: + case LG_EARTHDRIVE: + { + int splash; + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + splash = skill->get_splash(skill_id,skill_lv); + if( skill_id == LG_EARTHDRIVE ) { + int dummy = 1; + map->foreachinarea(skill->cell_overlap, src->m, src->x-splash, src->y-splash, src->x+splash, src->y+splash, BL_SKILL, LG_EARTHDRIVE, &dummy, src); + } + map->foreachinrange(skill->area_sub, bl,splash,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + } + break; + case RK_STONEHARDSKIN: + if( sd ) { + int heal = sstatus->hp / 5; // 20% HP + if( status->charge(bl,heal,0) ) + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + case RK_REFRESH: + { + int heal = status_get_max_hp(bl) * 25 / 100; + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + status->heal(bl,heal,0,1); + status->change_clear_buffs(bl,4); + } + break; + + case RK_MILLENNIUMSHIELD: + if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 9 ) { + short chance = 0; + short num_shields = 0; + chance = rnd()%100 + 1;//Generates a random number between 1 - 100 which is then used to determine how many shields will generate. + if ( chance >= 1 && chance <= 20 )//20% chance for 4 shields. + num_shields = 4; + else if ( chance >= 21 && chance <= 50 )//30% chance for 3 shields. + num_shields = 3; + else if ( chance >= 51 && chance <= 100 )//50% chance for 2 shields. + num_shields = 2; + sc_start4(src,bl,type,100,skill_lv,num_shields,1000,0,skill->get_time(skill_id,skill_lv)); + clif->millenniumshield(src,num_shields); + clif->skill_nodamage(src,bl,skill_id,1,1); + } + break; + + case RK_FIGHTINGSPIRIT: + if( flag&1 ) { + int atkbonus = 7 * party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count); + if( src == bl ) + sc_start2(src,bl,type,100,atkbonus,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + else + sc_start(src,bl,type,100,atkbonus / 4,skill->get_time(skill_id,skill_lv)); + } else if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 5 ) { + if( sd->status.party_id ) + party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + else + sc_start2(src,bl,type,100,7,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,1,1); + } + break; + + case RK_LUXANIMA: + if( sd == NULL || sd->status.party_id == 0 || flag&1 ){ + if( src == bl ) + break; + while( skill->area_temp[5] >= 0x10 ){ + int value = 0; + type = SC_NONE; + if( skill->area_temp[5]&0x10 ){ + value = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); + clif->millenniumshield(bl,value); + skill->area_temp[5] &= ~0x10; + type = SC_MILLENNIUMSHIELD; + }else if( skill->area_temp[5]&0x20 ){ + value = status_get_max_hp(bl) * 25 / 100; + status->change_clear_buffs(bl,4); + skill->area_temp[5] &= ~0x20; + status->heal(bl,value,0,1); + type = SC_REFRESH; + }else if( skill->area_temp[5]&0x40 ){ + skill->area_temp[5] &= ~0x40; + type = SC_GIANTGROWTH; + }else if( skill->area_temp[5]&0x80 ){ + if( dstsd ){ + value = sstatus->hp / 4; + if( status->charge(bl,value,0) ) + type = SC_STONEHARDSKIN; + skill->area_temp[5] &= ~0x80; + } + }else if( skill->area_temp[5]&0x100 ){ + skill->area_temp[5] &= ~0x100; + type = SC_VITALITYACTIVATION; + }else if( skill->area_temp[5]&0x200 ){ + skill->area_temp[5] &= ~0x200; + type = SC_ABUNDANCE; + } + if( type > SC_NONE ) + clif->skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start4(src,bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv))); + } + }else if( sd ){ + if( tsc && tsc->count ){ + if(tsc->data[SC_MILLENNIUMSHIELD]) + skill->area_temp[5] |= 0x10; + if(tsc->data[SC_REFRESH]) + skill->area_temp[5] |= 0x20; + if(tsc->data[SC_GIANTGROWTH]) + skill->area_temp[5] |= 0x40; + if(tsc->data[SC_STONEHARDSKIN]) + skill->area_temp[5] |= 0x80; + if(tsc->data[SC_VITALITYACTIVATION]) + skill->area_temp[5] |= 0x100; + if(tsc->data[SC_ABUNDANCE]) + skill->area_temp[5] |= 0x200; + } + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + } + break; + /** + * Guilotine Cross + **/ + case GC_ROLLINGCUTTER: + { + short count = 1; + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id); + if( tsc && tsc->data[SC_ROLLINGCUTTER] ) + { // Every time the skill is casted the status change is reseted adding a counter. + count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; + if( count > 10 ) + count = 10; // Max counter + status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); + } + sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + } + break; + + case GC_WEAPONBLOCKING: + if( tsc && tsc->data[SC_WEAPONBLOCKING] ) + status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); + else + sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case GC_CREATENEWPOISON: + if( sd ) + { + clif->skill_produce_mix_list(sd,skill_id,25); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case GC_POISONINGWEAPON: + if( sd ) { + clif->poison_list(sd,skill_lv); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case GC_ANTIDOTE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + if( tsc ) + { + status_change_end(bl, SC_PARALYSE, INVALID_TIMER); + status_change_end(bl, SC_PYREXIA, INVALID_TIMER); + status_change_end(bl, SC_DEATHHURT, INVALID_TIMER); + status_change_end(bl, SC_LEECHESEND, INVALID_TIMER); + status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER); + status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER); + status_change_end(bl, SC_TOXIN, INVALID_TIMER); + status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER); + } + break; + + case GC_PHANTOMMENACE: + { + int r; + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + map->foreachinarea( status->change_timer_sub, + src->m, src->x-r, src->y-r, src->x+r, src->y+r, BL_CHAR, src, NULL, SC_SIGHT, tick); + } + break; + case GC_HALLUCINATIONWALK: + { + int heal = status_get_max_hp(bl) * ( 18 - 2 * skill_lv ) / 100; + if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. + if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + break; + } + if( !status->charge(bl,heal,0) ) { + if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + } + break; + /** + * Arch Bishop + **/ + case AB_ANCILLA: + if( sd ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1); + } + break; + + case AB_CLEMENTIA: + case AB_CANTO: + { + int level = 0; + if( sd ) + level = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI); + if( sd == NULL || sd->status.party_id == 0 || flag&1 ) + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv))); + else if( sd ) { + if( !level ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + else + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + } + } + break; + + case AB_PRAEFATIO: + if( (flag&1) || sd == NULL || sd->status.party_id == 0 ) { + int count = 1; + + if( dstsd && dstsd->special_state.no_magic_damage ) + break; + + if( sd && sd->status.party_id != 0 ) + count = party->foreachsamemap(party->sub_count, sd, 0); + + clif->skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start4(src, bl, type, 100, skill_lv, 0, 0, count, skill->get_time(skill_id, skill_lv))); + } else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + case AB_CHEAL: + if( sd == NULL || sd->status.party_id == 0 || flag&1 ) { + if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) { + int lv = pc->checkskill(sd, AL_HEAL); + int heal = skill->calc_heal(src, bl, AL_HEAL, lv, true); + + if( sd->status.party_id ) { + int partycount = party->foreachsamemap(party->sub_count, sd, 0); + if (partycount > 1) + heal += ((heal / 100) * (partycount * 10) / 4); + } + if( status->isimmune(bl) || (dstsd && pc_ismadogear(dstsd)) ) + heal = 0; + + clif->skill_nodamage(bl, bl, skill_id, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; + status->heal(bl, heal, 0, 1); + } + } else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + case AB_ORATIO: + if( flag&1 ) + sc_start(src, bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + else { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case AB_LAUDAAGNUS: + if( (flag&1 || sd == NULL) || !sd->status.party_id) { + if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] || + tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || tsc->data[SC_COLD])) { + // 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_FROSTMISTY, INVALID_TIMER); + status_change_end(bl, SC_COLD, INVALID_TIMER); + }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets + clif->skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + } else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), + src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + + case AB_LAUDARAMUS: + if( (flag&1 || sd == NULL) || !sd->status.party_id ) { + if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || + tsc->data[SC_SILENCE] || tsc->data[SC_DEEP_SLEEP]) ){ + // Success Chance: (40 + 10 * Skill Level) % + if( rnd()%100 > 40+10*skill_lv ) break; + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets + clif->skill_nodamage(bl, bl, skill_id, skill_lv, + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + } else if( sd ) + party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), + src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + break; + + case AB_CLEARANCE: + { + int splash; + if( flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1 ) { + int i; + //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] + if( bl->type != BL_MOB && battle->check_target(src,bl,BCT_PARTY) <= 0 && sd ) // Only affect mob, party or self. + break; + + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + + if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) { + if (sd) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if(status->isimmune(bl) || !tsc || !tsc->count) + break; + for(i = 0; i < SC_MAX; i++) { + if ( !tsc->data[i] ) + continue; + if( SC_COMMON_MAX > i ) + if ( status->get_sc_type(i)&SC_NO_CLEARANCE ) + continue; + switch (i) { + case SC_ASSUMPTIO: + if( bl->type == BL_MOB ) + continue; + break; + case SC_BERSERK: + case SC_SATURDAY_NIGHT_FEVER: + tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. + break; + } + status_change_end(bl,(sc_type)i,INVALID_TIMER); + } + break; + } else { + map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id); + } + } + break; + + case AB_SILENTIUM: + // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine] + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + break; + /** + * Warlock + **/ + case WL_STASIS: + if( flag&1 ) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + + case WL_WHITEIMPRISON: + if( (src == bl || battle->check_target(src, bl, BCT_ENEMY) > 0 ) && !is_boss(bl) )// Should not work with bosses. + { + int rate = ( sd? sd->status.job_level : 50 ) / 4; + + if( src == bl ) rate = 100; // Success Chance: On self, 100% + else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) % + else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % + + if( sd ) + skill->blockpc_start(sd,skill_id,4000); + + if( !(tsc && tsc->data[type]) ){ + int failure = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); + if( sd && !failure ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + }else + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); + break; + + case WL_FROSTMISTY: + if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) + break; // Doesn't hit/cause Freezing to invisible enemy // Really? [Rytech] + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); + break; + + case WL_JACKFROST: + if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) + break; // Do not hit invisible enemy + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; + + case WL_MARSHOFABYSS: + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + break; + + case WL_SIENNAEXECRATE: + if( flag&1 ) { + if( status->isimmune(bl) || !tsc ) + break; + if( tsc && tsc->data[SC_STONE] ) + status_change_end(bl,SC_STONE,INVALID_TIMER); + else + status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),SCFLAG_FIXEDTICK); + } else { + int rate = 45 + 5 * skill_lv; + if( rnd()%100 < rate ){ + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); + }else if( sd ) // Failure on Rate + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } + break; + + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: + { + int i; + 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(src, bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); + break; + } + } + } + break; + + case WL_READING_SB: + if( sd ) { + struct status_change *sc = status->get_sc(bl); + int i; + + 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); + break; + } + + sc_start(src, bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. + clif->spellbook_list(sd); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + /** + * Ranger + **/ + case RA_FEARBREEZE: + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + break; + + case RA_WUGMASTERY: + if( sd ) { + if( !pc_iswug(sd) ) + pc->setoption(sd,sd->sc.option|OPTION_WUG); + else + pc->setoption(sd,sd->sc.option&~OPTION_WUG); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case RA_WUGRIDER: + if( sd ) { + if( !pc_isridingwug(sd) && pc_iswug(sd) ) { + pc->setoption(sd,sd->sc.option&~OPTION_WUG); + pc->setoption(sd,sd->sc.option|OPTION_WUGRIDER); + } else if( pc_isridingwug(sd) ) { + pc->setoption(sd,sd->sc.option&~OPTION_WUGRIDER); + pc->setoption(sd,sd->sc.option|OPTION_WUG); + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case RA_WUGDASH: + if( tsce ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); + map->freeblock_unlock(); + return 0; + } + if( sd && pc_isridingwug(sd) ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,1)); + clif->walkok(sd); + } + break; + + case RA_SENSITIVEKEEN: + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); + break; + /** + * Mechanic + **/ + case NC_F_SIDESLIDE: + case NC_B_SIDESLIDE: + { + uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit->getdir(src)+4)%8 : unit->getdir(src); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0); + clif->slide(src,src->x,src->y); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case NC_SELFDESTRUCTION: + if (sd) { + if (pc_ismadogear(sd)) + pc->setmadogear(sd, false); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); + status->set_sp(src, 0, 0); + } + break; + + case NC_ANALYZE: + clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + clif->skill_nodamage(src, bl, skill_id, skill_lv, + sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); + if( sd ) pc->overheat(sd,1); + break; + + case NC_MAGNETICFIELD: + { + int failure; + if( (failure = sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) + { + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; + clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + if (sd) pc->overheat(sd,1); + } + clif->skill_nodamage(src,src,skill_id,skill_lv,failure); + } + break; + + case NC_REPAIR: + if( sd ) { + int heal, hp = 0; // % of max hp regen + if( !dstsd || !pc_ismadogear(dstsd) ) { + clif->skill_fail(sd, skill_id,USESKILL_FAIL_TOTARGET,0); + break; + } + switch (cap_value(skill_lv, 1, 5)) { + case 1: hp = 4; break; + case 2: hp = 7; break; + case 3: hp = 13; break; + case 4: hp = 17; break; + case 5: hp = 23; break; + } + heal = tstatus->max_hp * hp / 100; + status->heal(bl,heal,0,2); + clif->skill_nodamage(src, bl, skill_id, skill_lv, heal); + } + break; + + case NC_DISJOINT: + { + if( bl->type != BL_MOB ) break; + md = map->id2md(bl->id); + if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND ) + status_kill(bl); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + break; + case SC_AUTOSHADOWSPELL: + if( sd ) { + int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id); + if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) { + sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] + clif->autoshadowspell_list(sd); + clif->skill_nodamage(src,bl,skill_id,1,1); + } + else + clif->skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0); + } + break; + + case SC_SHADOWFORM: + if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { + if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) + dstsd->shadowform_id = src->id; + } + else if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + + case SC_BODYPAINT: + if( flag&1 ) { + if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || + tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ) ) { + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + + sc_start(src,bl,type,20 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + } + } else { + clif->skill_nodamage(src, bl, skill_id, 0, 1); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + } + break; + + case SC_ENERVATION: + case SC_GROOMY: + case SC_IGNORANCE: + case SC_LAZINESS: + case SC_UNLUCKY: + case SC_WEAKNESS: + if( !(tsc && tsc->data[type]) ) { + int joblvbonus = 0; + int rate = 0; + if (is_boss(bl)) break; + joblvbonus = ( sd ? sd->status.job_level : 50 ); + //First we set the success chance based on the caster's build which increases the chance. + rate = 10 * skill_lv + rnd_value( sstatus->dex / 12, sstatus->dex / 4 ) + joblvbonus + status->get_lv(src) / 10; + // We then reduce the success chance based on the target's build. + rate -= rnd_value( tstatus->agi / 6, tstatus->agi / 3 ) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0 ) + status->get_lv(bl) / 10; + //Finally we set the minimum success chance cap based on the caster's skill level and DEX. + rate = cap_value( rate, skill_lv + sstatus->dex / 20, 100); + clif->skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); + if ( tsc && tsc->data[SC__IGNORANCE] && skill_id == SC_IGNORANCE) { + //If the target was successfully inflected with the Ignorance status, drain some of the targets SP. + int sp = 100 * skill_lv; + if( dstmd ) sp = dstmd->level * 2; + if( status_zap(bl,0,sp) ) + status->heal(src,0,sp/2,3);//What does flag 3 do? [Rytech] + } + if ( tsc && tsc->data[SC__UNLUCKY] && skill_id == SC_UNLUCKY) { + //If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's. + switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's regardless of resistance. + case 0: + status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + break; + case 1: + status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + break; + case 2: + status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + } + } + } else if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + + case LG_TRAMPLE: + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map->foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick); + break; + + case LG_REFLECTDAMAGE: + if( tsc && tsc->data[type] ) + status_change_end(bl,type,INVALID_TIMER); + else + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case LG_SHIELDSPELL: + if( !sd ) + break; + if( flag&1 ) { + sc_start(src,bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000); + } else { + int opt = 0, val = 0, splashrange = 0; + struct item_data *shield_data = NULL; + if( sd->equip_index[EQI_HAND_L] < 0 || !( shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]] ) || shield_data->type != IT_ARMOR ) { + //Skill will first check if a shield is equipped. If none is found on the caster the skill will fail. + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + //Generates a number between 1 - 3. The number generated will determine which effect will be triggered. + opt = rnd()%3 + 1; + switch( skill_lv ) { + case 1: + if ( shield_data->def >= 0 && shield_data->def <= 40) + splashrange = 1; + else if ( shield_data->def >= 41 && shield_data->def <= 80) + splashrange = 2; + else + splashrange = 3; + switch( opt ) { + case 1: + sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); //Splash AoE ATK + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); + break; + case 2: + val = shield_data->def/10; //Damage Reflecting Increase. + sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000); + break; + case 3: + //Weapon Attack Increase. + val = shield_data->def; + sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000); + break; + } + break; + case 2: + if( sd->bonus.shieldmdef == 0 ) + break; // Nothing should happen if the shield has no mdef, not even displaying a message + if ( sd->bonus.shieldmdef >= 1 && sd->bonus.shieldmdef <= 3 ) + splashrange = 1; + else if ( sd->bonus.shieldmdef >= 4 && sd->bonus.shieldmdef <= 5 ) + splashrange = 2; + else + splashrange = 3; + switch( opt ) { + case 1: + sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); //Splash AoE MATK + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); + break; + case 2: + sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 2000); //Splash AoE Lex Divina + clif->skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); + break; + case 3: + if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 30000) ) //Magnificat + clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, + sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); + break; + } + break; + case 3: + { + int rate = 0; + struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; + + if( shield->refine == 0 ) + break; // Nothing should happen if the shield has no refine, not even displaying a message + + switch( opt ) { + case 1: + sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield->refine * 30000); //Now breaks Armor at 100% rate + break; + case 2: + val = shield->refine * 10 * status->get_lv(src) / 100; //DEF Increase + rate = (shield->refine * 2) + (status_get_luk(src) / 10); //Status Resistance Rate + if( sc_start2(src,bl,SC_SHIELDSPELL_REF,100,opt,val,shield->refine * 20000)) + clif->skill_nodamage(src,bl,SC_SCRESIST,skill_lv, + sc_start(src,bl,SC_SCRESIST,100,rate,shield->refine * 30000)); + break; + case 3: + sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery + val = sstatus->max_hp * ((status->get_lv(src) / 10) + (shield->refine + 1)) / 100; + status->heal(bl, val, 0, 2); + status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER); + break; + } + } + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case LG_PIETY: + if( flag&1 ) + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + else { + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case LG_KINGS_GRACE: + if( flag&1 ){ + int i; + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + for(i=0; idata[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_COLD: + case SC_FROSTMISTY: + case SC_DEEP_SLEEP: + case SC_FEAR: + case SC_MANDRAGORA: + case SC__CHAOS: + 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; + map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case LG_INSPIRATION: + if( sd && !map->list[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { + sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * 1 / 100); // 1% penalty. + sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * 1 / 100); + clif->updatestatus(sd,SP_BASEEXP); + clif->updatestatus(sd,SP_JOBEXP); + } + clif->skill_nodamage(bl,src,skill_id,skill_lv, + sc_start(src,bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + break; + case SR_CURSEDCIRCLE: + if( flag&1 ) { + if( is_boss(bl) ) break; + if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { + if( bl->type == BL_MOB ) + mob->unlocktarget((TBL_MOB*)bl,timer->gettick()); + unit->stop_attack(bl); + clif->bladestop(src, bl->id, 1); + map->freeblock_unlock(); + return 1; + } + } else { + int count = 0; + clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + count = map->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-characters + BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + if( sd ) pc->delspiritball(sd, count, 0); + clif->skill_nodamage(src, src, skill_id, skill_lv, + sc_start2(src, src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); + } + break; + + case SR_RAISINGDRAGON: + if( sd ) { + short max = 5 + skill_lv; + int i; + sc_start(src, bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + for( i = 0; i < max; i++ ) // Don't call more than max available spheres. + pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max); + clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); + } + break; + + case SR_ASSIMILATEPOWER: + if( flag&1 ) { + int sp = 0; + if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER ) + { + sp = dstsd->spiritball; //1%sp per spiritball. + pc->delspiritball(dstsd, dstsd->spiritball, 0); + status_percent_heal(src, 0, sp); + } + if ( dstsd ) { + int i; + for (i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++) + pc->del_charm(dstsd, dstsd->spiritcharm[i], i); + } + clif->skill_nodamage(src, bl, skill_id, skill_lv, sp ? 1:0); + } else { + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id); + } + break; + + case SR_POWERVELOCITY: + if( !dstsd ) + break; + if( sd && dstsd->spiritball <= 5 ) { + int i; + for(i = 0; i <= 5; i++) { + pc->addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), i); + pc->delspiritball(sd, sd->spiritball, 0); + } + } + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + break; + + case SR_GENTLETOUCH_CURE: + { + int heal; + + if( status->isimmune(bl) ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + break; + } + + heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100; + status->heal(bl, heal, 0, 0); + + if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) { + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_POISON, INVALID_TIMER); + status_change_end(bl, SC_SILENCE, INVALID_TIMER); + status_change_end(bl, SC_BLIND, INVALID_TIMER); + status_change_end(bl, SC_ILLUSION, INVALID_TIMER); + status_change_end(bl, SC_BURNING, INVALID_TIMER); + status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); + } + + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case SR_GENTLETOUCH_CHANGE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); + break; + case SR_GENTLETOUCH_REVITALIZE: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,status_get_vit(src),skill->get_time(skill_id,skill_lv))); + break; + case SR_FLASHCOMBO: + { + const int combo[] = { + SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW + }; + int i; + + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); + + for( i = 0; i < ARRAYLENGTH(combo); i++ ) + skill->addtimerskill(src, tick + 400 * i, bl->id, 0, 0, combo[i], skill_lv, BF_WEAPON, flag|SD_LEVEL); + + break; + } + case WA_SWING_DANCE: + case WA_SYMPHONY_OF_LOVER: + case WA_MOONLIT_SERENADE: + case MI_RUSH_WINDMILL: + case MI_ECHOSONG: + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),skill->get_time(skill_id,skill_lv)); + else if( sd ) { + party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + sc_start2(src,bl,type,100,skill_lv,pc->checkskill(sd,WM_LESSON),skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case MI_HARMONIZE: + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):1),skill->get_time(skill_id,skill_lv))); + break; + + case WM_DEADHILLHERE: + if( bl->type == BL_PC ) { + if( !status->isdead(bl) ) + break; + + if( rnd()%100 < 88 + 2 * skill_lv ) { + int heal = 0; + status_zap(bl, 0, tstatus->sp * (60 - 10 * skill_lv) / 100); + heal = tstatus->sp; + if ( heal <= 0 ) + heal = 1; + status->fixed_revive(bl, heal, 0); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status->set_sp(bl, 0, 0); + } + } + break; + + case WM_LULLABY_DEEPSLEEP: + if ( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + else if ( sd ) { + int rate = 4 * skill_lv + 2 * pc->checkskill(sd,WM_LESSON) + status->get_lv(src)/15 + sd->status.job_level/5; + if ( rnd()%100 < rate ) { + flag |= BCT_PARTY|BCT_GUILD; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_NPC|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + } + } + break; + case WM_SIRCLEOFNATURE: + flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; + case WM_VOICEOFSIREN: + if( skill_id != WM_SIRCLEOFNATURE ) + flag &= ~BCT_SELF; + if( flag&1 ) { + sc_start2(src,bl,type,100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); + } else if( sd ) { + int rate = 6 * skill_lv + pc->checkskill(sd,WM_LESSON) + sd->status.job_level/2; + if ( rnd()%100 < rate ) { + flag |= BCT_PARTY|BCT_GUILD; + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_NPC|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + status_change_end(bl, SC_SIREN, INVALID_TIMER); + } + } + break; + + case WM_GLOOMYDAY: + if ( tsc && tsc->data[type] ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + // val4 indicates caster's voice lesson level + sc_start4(src,bl,type,100,skill_lv, 0, 0, sd?pc->checkskill(sd,WM_LESSON):10, skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + break; + + case WM_SONG_OF_MANA: + case WM_DANCE_WITH_WUG: + case WM_LERADS_DEW: + case WM_UNLIMITED_HUMMING_VOICE: + { + int chorusbonus = battle->calc_chorusbonus(sd); + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + else if( sd ) { + party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + } + break; + case WM_SATURDAY_NIGHT_FEVER: + { + if( flag&1 ) { + int madnesscheck = 0; + if ( sd )//Required to check if the lord of madness effect will be applied. + madnesscheck = map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); + sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); + if ( madnesscheck >= 8 )//The god of madness deals 9999 fixed unreduceable damage when 8 or more enemy players are affected. + status_fix_damage(src, bl, 9999, clif->damage(src, bl, 0, 0, 9999, 0, 0, 0)); + //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealt as reflected damage which I don't have it coded like that yet. [Rytech] + } else if( sd ) { + int rate = sstatus->int_ / 6 + (sd? sd->status.job_level:0) / 5 + skill_lv * 4; + if ( rnd()%100 < rate ) { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + } + } + } + break; + + case WM_MELODYOFSINK: + case WM_BEYOND_OF_WARCRY: + { + int chorusbonus = battle->calc_chorusbonus(sd); + if( flag&1 ) + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + else if( sd ) { + if ( rnd()%100 < 15 + 5 * skill_lv + 5 * chorusbonus ) { + map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + } + } + break; + + case WM_RANDOMIZESPELL: { + int improv_skill_id = 0, improv_skill_lv, improv_idx; + do { + improv_idx = rnd() % MAX_SKILL_IMPROVISE_DB; + improv_skill_id = skill->improvise_db[improv_idx].skill_id; + } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[improv_idx].per ); + improv_skill_lv = 4 + skill_lv; + clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); + + if( sd ) { + sd->state.abra_flag = 2; + sd->skillitem = improv_skill_id; + sd->skillitemlv = improv_skill_lv; + clif->item_skill(sd, improv_skill_id, improv_skill_lv); + } else { + struct unit_data *ud = unit->bl2ud(src); + int inf = skill->get_inf(improv_skill_id); + if (!ud) break; + if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { + if (src->type == BL_PET) + bl = (struct block_list*)((TBL_PET*)src)->msd; + if (!bl) bl = src; + unit->skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv); + } else { + int target_id = 0; + if (ud->target) + target_id = ud->target; + else switch (src->type) { + case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; + case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; + } + if (!target_id) + break; + if (skill->get_casttype(improv_skill_id) == CAST_GROUND) { + bl = map->id2bl(target_id); + if (!bl) bl = src; + unit->skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv); + } else + unit->skilluse_id(src, target_id, improv_skill_id, improv_skill_lv); + } + } + } + break; + + case RETURN_TO_ELDICASTES: + case ALL_GUARDIAN_RECALL: + case ECLAGE_RECALL: + if( sd ) { + short x = 0, y = 0; //Destiny position. + unsigned short map_index = 0; + + switch( skill_id ) { + default: + case RETURN_TO_ELDICASTES: + x = 198; + y = 187; + map_index = mapindex->name2id(MAP_DICASTES); + break; + case ALL_GUARDIAN_RECALL: + x = 44; + y = 151; + map_index = mapindex->name2id(MAP_MORA); + break; + case ECLAGE_RECALL: + x = 47; + y = 31; + map_index = mapindex->name2id(MAP_ECLAGE_IN); + break; + } + if( !mapindex ) { //Given map not found? + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + map->freeblock_unlock(); + return 0; + } + pc->setpos(sd,map_index,x,y,CLR_TELEPORT); + } + break; + + case ECL_SNOWFLIP: + case ECL_PEONYMAMY: + case ECL_SADAGUI: + case ECL_SEQUOIADUST: + switch( skill_id ) { + case ECL_SNOWFLIP: + status_change_end(bl,SC_SLEEP,INVALID_TIMER); + status_change_end(bl,SC_BLOODING,INVALID_TIMER); + status_change_end(bl,SC_BURNING,INVALID_TIMER); + status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER); + break; + case ECL_PEONYMAMY: + status_change_end(bl,SC_FREEZE,INVALID_TIMER); + status_change_end(bl,SC_FROSTMISTY,INVALID_TIMER); + status_change_end(bl,SC_COLD,INVALID_TIMER); + break; + case ECL_SADAGUI: + status_change_end(bl,SC_STUN,INVALID_TIMER); + status_change_end(bl,SC_CONFUSION,INVALID_TIMER); + status_change_end(bl,SC_ILLUSION,INVALID_TIMER); + status_change_end(bl,SC_FEAR,INVALID_TIMER); + break; + case ECL_SEQUOIADUST: + status_change_end(bl,SC_STONE,INVALID_TIMER); + status_change_end(bl,SC_POISON,INVALID_TIMER); + status_change_end(bl,SC_CURSE,INVALID_TIMER); + status_change_end(bl,SC_BLIND,INVALID_TIMER); + status_change_end(bl,SC_ORCISH,INVALID_TIMER); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, 0, 1, skill_id, -2, 6); + break; + + case GM_SANDMAN: + if( tsc ) { + if( tsc->opt1 == OPT1_SLEEP ) + tsc->opt1 = 0; + else + tsc->opt1 = OPT1_SLEEP; + clif->changeoption(bl); + clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); + } + break; + + case SO_ARRULLO: + { + // [(15 + 5 * Skill Level) + ( Caster?s INT / 5 ) + ( Caster?s Job Level / 5 ) - ( Target?s INT / 6 ) - ( Target?s LUK / 10 )] % + int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd? sd->status.job_level:0)/5; + rate -= status_get_int(bl)/6 - status_get_luk(bl)/10; + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + sc_start2(src,bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); + } + break; + + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + if( sd ) { + int elemental_class = skill->get_elemental_type(skill_id,skill_lv); + + // Remove previous elemental first. + if( sd->ed ) + elemental->delete(sd->ed,0); + + // Summoning the new one. + if( !elemental->create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SO_EL_CONTROL: + if( sd ) { + int mode = EL_MODE_PASSIVE; // Standard mode. + + if( !sd->ed ) break; + + if( skill_lv == 4 ) {// At level 4 delete elementals. + elemental->delete(sd->ed, 0); + break; + } + switch( skill_lv ) {// Select mode based on skill level used. + case 2: mode = EL_MODE_ASSIST; break; + case 3: mode = EL_MODE_AGGRESSIVE; break; + } + if( !elemental->change_mode(sd->ed,mode) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + + case SO_EL_ACTION: + if( sd ) { + int duration = 3000; + if( !sd->ed ) + break; + + switch(sd->ed->db->class_){ + case 2115:case 2124: + case 2118:case 2121: + duration = 6000; + break; + case 2116:case 2119: + case 2122:case 2125: + duration = 9000; + break; + } + + sd->skill_id_old = skill_id; + elemental->action(sd->ed, bl, tick); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + + skill->blockpc_start(sd, skill_id, duration); + } + break; + + case SO_EL_CURE: + if( sd ) { + struct elemental_data *ed = sd->ed; + int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100; + int e_hp, e_sp; + + if( !ed ) break; + if( !status->charge(&sd->bl,s_hp,s_sp) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + e_hp = ed->battle_status.max_hp * 10 / 100; + e_sp = ed->battle_status.max_sp * 10 / 100; + status->heal(&ed->bl,e_hp,e_sp,3); + clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); + } + break; + + case GN_CHANGEMATERIAL: + case SO_EL_ANALYSIS: + if( sd ) { + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + clif->skill_itemlistwindow(sd,skill_id,skill_lv); + } + break; + + case GN_BLOOD_SUCKER: + { + struct status_change *sc = status->get_sc(src); + + if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) { + if( tsc && tsc->data[type] ){ + (sc->bs_counter)--; + status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer + } + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + (sc->bs_counter)++; + } else if( sd ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + } + } + break; + + case GN_MANDRAGORA: + if( flag&1 ) { + int chance = 25 + 10 * skill_lv - (status_get_vit(bl) + status_get_luk(bl)) / 5; + if ( chance < 10 ) + chance = 10;//Minimal chance is 10%. + if ( rnd()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech] + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); + } + } else if ( sd ) { + 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); + clif->skill_nodamage(bl, src, skill_id, skill_lv, 1); + } + break; + + case GN_SLINGITEM: + if( sd ) { + short ammo_id; + int equip_idx = sd->equip_index[EQI_AMMO]; + if( equip_idx <= 0 ) + break; // No ammo. + ammo_id = sd->inventory_data[equip_idx]->nameid; + if( ammo_id <= 0 ) + break; + sd->itemid = ammo_id; + if( itemdb_is_GNbomb(ammo_id) ) { + if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy. + if( ammo_id == ITEMID_PINEAPPLE_BOMB ) + map->foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + else + skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag); + } else //Otherwise, it fails, shows animation and removes items. + clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0); + } else if( itemdb_is_GNthrowable(ammo_id) ) { + struct script_code *scriptroot = sd->inventory_data[equip_idx]->script; + if( !scriptroot ) + break; + if( dstsd ) + script->run(scriptroot,0,dstsd->bl.id,npc->fake_nd->bl.id); + else + script->run(scriptroot,0,src->id,0); + } + } + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation. + break; + + case GN_MIX_COOKING: + case GN_MAKEBOMB: + case GN_S_PHARMACY: + if( sd ) { + int qty = 1; + sd->skill_id_old = skill_id; + sd->skill_lv_old = skill_lv; + if( skill_id != GN_S_PHARMACY && skill_lv > 1 ) + qty = 10; + clif->cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + } + break; + case EL_CIRCLE_OF_FIRE: + case EL_PYROTECHNIC: + case EL_HEATER: + case EL_TROPIC: + case EL_AQUAPLAY: + case EL_COOLER: + case EL_CHILLY_AIR: + case EL_GUST: + case EL_BLAST: + case EL_WILD_STORM: + case EL_PETROLOGY: + case EL_CURSED_SOIL: + case EL_UPHEAVAL: + case EL_FIRE_CLOAK: + case EL_WATER_DROP: + case EL_WIND_CURTAIN: + case EL_SOLID_SKIN: + case EL_STONE_SHIELD: + case EL_WIND_STEP: + { + struct elemental_data *ele = BL_CAST(BL_ELEM, src); + if( ele ) { + sc_type type2 = type-1; + struct status_change *sc = status->get_sc(&ele->bl); + + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental->clean_single_effect(ele, skill_id); + } else { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. + skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + } + } + } + break; + + case EL_FIRE_MANTLE: + case EL_WATER_BARRIER: + case EL_ZEPHYR: + case EL_POWER_OF_GAIA: + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); + break; + + case EL_WATER_SCREEN: + { + struct elemental_data *ele = BL_CAST(BL_ELEM, src); + if( ele ) { + struct status_change *sc = status->get_sc(&ele->bl); + sc_type type2 = type-1; + + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental->clean_single_effect(ele, skill_id); + } else { + // This not heals at the end. + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); + } + } + } + break; + + case KO_KAHU_ENTEN: + case KO_HYOUHU_HUBUKI: + case KO_KAZEHU_SEIRAN: + case KO_DOHU_KOUKAI: + if(sd) { + int i; + int ttype = skill->get_ele(skill_id, skill_lv); + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0 && ttype != i); + if( i < SPIRITS_TYPE_SPHERE ) + pc->del_charm(sd, sd->spiritcharm[i], i); // replace with a new one. + pc->add_charm(sd, skill->get_time(skill_id, skill_lv), MAX_SPIRITCHARM, ttype); + } + break; + + case KO_ZANZOU: + if(sd) { + struct mob_data *summon_md; + + summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_SMALL, AI_NONE); + if( summon_md ) { + summon_md->master_id = src->id; + summon_md->special_state.ai = AI_ZANZOU; + if( summon_md->deletetimer != INVALID_TIMER ) + timer->delete(summon_md->deletetimer, mob->timer_delete); + summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); + mob->spawn( summon_md ); + pc->setinvincibletimer(sd,500);// unlock target lock + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); + } + } + break; + + case KO_KYOUGAKU: + if (!map_flag_vs(src->m) || !dstsd) { + if (sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0); + break; + } else { + int time; + int rate = 45+ 5*skill_lv - status_get_int(bl)/10; + if (rate < 5) rate = 5; + + time = skill->get_time(skill_id, skill_lv) - 1000*status_get_int(bl)/20; + sc_start(src,bl, type, rate, skill_lv, time); + } + break; + + case KO_JYUSATSU: + if( dstsd && tsc && !tsc->data[type] + && 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(src, bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_NOAVOID)); + status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0); + if( status->get_lv(bl) <= status->get_lv(src) ) + status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, SCFLAG_NONE); + } else if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + break; + + case KO_GENWAKU: + if ( !map_flag_gvg2(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 > 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, src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv)); + if ( !is_boss(bl) && unit->stop_walking(&sd->bl, 1) && unit->movepos(bl, x, y, 0, 0) ) + { + if( dstsd && pc_issit(dstsd) ) + pc->setstand(dstsd); + clif->slide(bl, x, y) ; + sc_start(src, bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); + } + } + } + break; + + case OB_AKAITSUKI: + case OB_OBOROGENSOU: + if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters. + || is_boss(bl) ) ){ // Does not work on Boss monsters. + clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET_PLAYER, 0); + break; + } + case KO_IZAYOI: + case OB_ZANGETSU: + case KG_KYOMU: + case KG_KAGEMUSYA: + clif->skill_nodamage(src,bl,skill_id,skill_lv, + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; + + case KG_KAGEHUMI: + if( flag&1 ){ + if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) || + tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || + tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){ + sc_start(src, src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + status_change_end(bl, SC__SHADOWFORM, 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 ){ + clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + sc_start(src, src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + } + } else { + skill->area_temp[2] = 0; + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); + } + break; + + case MH_LIGHT_OF_REGENE: + if( hd && battle->get_master(src) ) { + hd->homunculus.intimacy = (751 + rnd()%99) * 100; // random between 751 ~ 850 + clif->send_homdata(hd->master, SP_INTIMATE, hd->homunculus.intimacy / 100); //refresh intimacy info + sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + } + break; + + case MH_OVERED_BOOST: + if ( hd && battle->get_master(src) ) { + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + } + break; + + case MH_SILENT_BREEZE: + { + const enum sc_type scs[] = { + SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION + }; + int heal; + if(tsc){ + int i; + for (i = 0; i < ARRAYLENGTH(scs); i++) { + if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); + } + } + heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->bl, &hd->battle_status, status->get_lv(&hd->bl)); + status->heal(bl, heal, 0, 0); + clif->skill_nodamage(src, src, skill_id, skill_lv, clif->skill_nodamage(src, bl, AL_HEAL, heal, 1)); + status->change_start(src, src, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + status->change_start(src, bl, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + } + break; + + case MH_GRANITIC_ARMOR: + case MH_PYROCLASTIC: + if( hd ){ + struct block_list *s_bl = battle->get_master(src); + + if(s_bl) + sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master + + sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); + + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; + + case MH_MAGMA_FLOW: + case MH_PAIN_KILLER: + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + break; + case MH_SUMMON_LEGION: + { + int summons[5] = {1004, 1303, 1303, 1994, 1994}; + int qty[5] = {3 , 3 , 4 , 4 , 5}; + struct mob_data *summon_md; + int i, dummy = 0; + + i = map->foreachinmap(skill->check_condition_mob_master_sub, src->m, BL_MOB, src->id, summons[skill_lv-1], skill_id, &dummy); + if(i >= qty[skill_lv-1]) + break; + + for(i=0; ionce_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK); + if (summon_md) { + summon_md->master_id = src->id; + if (summon_md->deletetimer != INVALID_TIMER) + timer->delete(summon_md->deletetimer, mob->timer_delete); + summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); + mob->spawn(summon_md); //Now it is ready for spawning. + sc_start4(src,&summon_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)); + } + break; + case SO_ELEMENTAL_SHIELD:/* somehow its handled outside this switch, so we need a empty case otherwise default would be triggered. */ + break; + default: + ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); + map->freeblock_unlock(); + return 1; + } + + if(skill_id != SR_CURSEDCIRCLE) { + struct status_change *sc = status->get_sc(src); + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + } + + if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex] + mob->log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus) + mob->skill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16)); + } + + if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded + sd->canskill_tick = timer->gettick(); + + if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill. + battle->consume_ammo(sd, skill_id, skill_lv); + } + skill->onskillusage(sd, bl, skill_id, tick); + // perform skill requirement consumption + if( skill_id != NC_SELFDESTRUCTION ) + skill->consume_requirement(sd,skill_id,skill_lv,2); + } + + map->freeblock_unlock(); + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { + struct block_list* src = map->id2bl(id); + int maxcount; + struct map_session_data *sd; + struct unit_data *ud = unit->bl2ud(src); + struct mob_data *md; + + nullpo_ret(ud); + + sd = BL_CAST(BL_PC , src); + md = BL_CAST(BL_MOB, src); + + if( src->prev == NULL ) { + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if( ud->skilltimer != tid ) + { + ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid); + ud->skilltimer = INVALID_TIMER; + return 0; + } + + if( sd && ud->skilltimer != INVALID_TIMER && ( pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) ) + {// restore original walk speed + ud->skilltimer = INVALID_TIMER; + status_calc_bl(&sd->bl, SCB_SPEED); + } + ud->skilltimer = INVALID_TIMER; + + do { + if( status->isdead(src) ) + break; + + if( !(src->type&battle_config.skill_reiteration) && + skill->get_unit_flag(ud->skill_id)&UF_NOREITERATION && + skill->check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) + ) + { + if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if( src->type&battle_config.skill_nofootset && + skill->get_unit_flag(ud->skill_id)&UF_NOFOOTSET && + skill->check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) + ) + { + if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + if( src->type&battle_config.land_skill_limit && + (maxcount = skill->get_maxcount(ud->skill_id, ud->skill_lv)) > 0 + ) { + int i; + for(i=0;iskillunit[i] && maxcount;i++) { + if(ud->skillunit[i]->skill_id == ud->skill_id) + maxcount--; + } + if( maxcount == 0 ) + { + if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + + if(tid != INVALID_TIMER) { + //Avoid double checks on instant cast skills. [Skotlex] + if (!status->check_skilluse(src, NULL, ud->skill_id, 1)) + break; + if(battle_config.skill_add_range && + !check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) { + if (sd && battle_config.skill_out_range_consume) //Consume items anyway. + skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3); + break; + } + } + + if( sd ) + { + if( ud->skill_id != AL_WARP && !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) { + if( ud->skill_id == SA_LANDPROTECTOR ) + clif->skill_poseffect(&sd->bl,ud->skill_id,ud->skill_lv,sd->bl.x,sd->bl.y,tick); + break; + }else + skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); + } + + if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) + break; + + if(md) { + md->last_thinktime=tick +MIN_MOBTHINKTIME; + if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) + clif->emotion(src, md->db->skill[md->skill_idx].emotion); + } + + if(battle_config.skill_log && battle_config.skill_log&src->type) + ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", + src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly); + + if (ud->walktimer != INVALID_TIMER) + unit->stop_walking(src,1); + + if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) + ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); + if (sd) { //Cooldown application + int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); + for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. + if (sd->skillcooldown[i].id == ud->skill_id){ + cooldown += sd->skillcooldown[i].val; + break; + } + } + if(cooldown) + skill->blockpc_start(sd, ud->skill_id, cooldown); + } + if( battle_config.display_status_timers && sd ) + clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); +#if 0 + if (sd) { + switch (ud->skill_id) { + case ????: + sd->canequip_tick = tick + ????; + break; + } + } +#endif // 0 + unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); + status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses + map->freeblock_lock(); + skill->castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0); + + if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish] + sd->skillitem = sd->skillitemlv = 0; + + if (ud->skilltimer == INVALID_TIMER) { + if (md) md->skill_idx = -1; + else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' + ud->skill_lv = ud->skillx = ud->skilly = 0; + } + + map->freeblock_unlock(); + return 1; + } while(0); + + if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) + ud->canact_tick = tick; + ud->skill_id = ud->skill_lv = 0; + if(sd) + sd->skillitem = sd->skillitemlv = 0; + else if(md) + md->skill_idx = -1; + return 0; + +} +static int check_npc_chaospanic(struct block_list* bl, va_list args) { + TBL_NPC* nd = (TBL_NPC*)bl; + + if( nd->option&(OPTION_HIDE|OPTION_INVISIBLE) || nd->class_ != 45 ) + return 0; + + return 1; +} +/* skill count without self */ +static int skill_count_wos(struct block_list *bl,va_list ap) { + struct block_list* src = va_arg(ap, struct block_list*); + if( src->id != bl->id ) { + return 1; + } + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname) { + 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_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); + + 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,mapname); + + if(strcmp(mapname,"cancel")==0) { + skill_failed(sd); + return 0; + } + + switch(skill_id) { + case AL_TELEPORT: + // The storage window is closed automatically by the client when there's + // any kind of map change, so we need to restore it automatically + // issue: 8027 + if(strcmp(mapname,"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); + + clif->refresh_storagewindow(sd); + 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 map_index; + + map_index = mapindex->name2id(mapname); + if(!map_index) { //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;iud.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, map_index == 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 = map_index; + } + break; + } + + sd->menuskill_id = sd->menuskill_val = 0; + return 0; +#undef skill_failed +} + +/*========================================== + * + *------------------------------------------*/ +int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { + struct map_session_data* sd; + struct status_change* sc; + struct status_change_entry *sce; + struct skill_unit_group* sg; + enum sc_type type; + int r; + + //if(skill_lv <= 0) return 0; + if(skill_id > 0 && !skill_lv) return 0; // [Celest] + + nullpo_ret(src); + + if(status->isdead(src)) + return 0; + + sd = BL_CAST(BL_PC, src); + + sc = status->get_sc(src); + type = status->skill2sc(skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + + switch (skill_id) { //Skill effect. + case WZ_METEOR: + case MO_BODYRELOCATION: + case CR_CULTIVATION: + case HW_GANBANTEIN: + case LG_EARTHDRIVE: + case SC_ESCAPE: + break; //Effect is displayed on respective switch case. + default: + if(skill->get_inf(skill_id)&INF_SELF_SKILL) + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + else + clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); + } + + // SC_MAGICPOWER needs to switch states before any damage is actually dealt + skill->toggle_magicpower(src, skill_id); + + switch(skill_id) { + case PR_BENEDICTIO: + r = skill->get_splash(skill_id, skill_lv); + skill->area_temp[1] = src->id; + map->foreachinarea(skill->area_sub, + src->m, x-r, y-r, x+r, y+r, BL_PC, + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, + skill->castend_nodamage_id); + map->foreachinarea(skill->area_sub, + src->m, x-r, y-r, x+r, y+r, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + break; + + case BS_HAMMERFALL: + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->area_sub, + src->m, x-r, y-r, x+r, y+r, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, + skill->castend_nodamage_id); + break; + + case HT_DETECTING: + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(status->change_timer_sub, + src->m, x-r, y-r, x+r,y+r,BL_CHAR, + src,NULL,SC_SIGHT,tick); + if(battle_config.traps_setting&1) + map->foreachinarea(skill_reveal_trap, + src->m, x-r, y-r, x+r, y+r, BL_SKILL); + break; + + case SR_RIDEINLIGHTNING: + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + break; + + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + //Does not consumes if the skill is already active. [Skotlex] + 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(timer->gettick(), sg->tick) > 0) { + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + return 0; // not to consume items + } else + sg->limit = 0; //Disable it. + } + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + break; + + case SC_CHAOSPANIC: + case SC_MAELSTROM: + if (sd && map->foreachinarea(&check_npc_chaospanic,src->m, x-3, y-3, x+3, y+3, BL_NPC) > 0 ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + + case MG_SAFETYWALL: + { + int alive = 1; + if ( map->foreachincell(skill->cell_overlap, src->m, x, y, BL_SKILL, skill_id, &alive, src) ) { + skill->unitsetting(src, skill_id, skill_lv, x, y, 0); + return 0; // Don't consume gems if cast on LP + } + } + case MG_FIREWALL: + case MG_THUNDERSTORM: + + case AL_PNEUMA: + case WZ_FIREPILLAR: + case WZ_QUAGMIRE: + case WZ_VERMILION: + case WZ_STORMGUST: + case WZ_HEAVENDRIVE: + case PR_SANCTUARY: + case PR_MAGNUS: + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case AS_VENOMDUST: + case AM_DEMONSTRATION: + case PF_FOGWALL: + case PF_SPIDERWEB: + case HT_TALKIEBOX: + case WE_CALLPARTNER: + case WE_CALLPARENT: + case WE_CALLBABY: + case AC_SHOWER: //Ground-placed skill implementation. + case MA_SHOWER: + case SA_LANDPROTECTOR: + case BD_LULLABY: + case BD_RICHMANKIM: + case BD_ETERNALCHAOS: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_ROKISWEIL: + case BD_INTOABYSS: + case BD_SIEGFRIED: + case BA_DISSONANCE: + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_UGLYDANCE: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + case CG_MOONLIT: + case GS_DESPERADO: + case NJ_KAENSIN: + case NJ_BAKUENRYU: + case NJ_SUITON: + case NJ_HYOUSYOURAKU: + case NJ_RAIGEKISAI: + case NJ_KAMAITACHI: + #ifdef RENEWAL + case NJ_HUUMA: + #endif + case NPC_EVILLAND: + case WL_COMET: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case SC_MANHOLE: + case SC_DIMENSIONDOOR: + case SC_BLOODYLUST: + case WM_REVERBERATION: + case WM_SEVERE_RAINSTORM: + case WM_POEMOFNETHERWORLD: + case SO_PSYCHIC_WAVE: + case SO_VACUUM_EXTREME: + case GN_WALLOFTHORN: + case GN_THORNS_TRAP: + case GN_DEMONIC_FIRE: + case GN_HELLS_PLANT: + case GN_FIRE_EXPANSION_SMOKE_POWDER: + case GN_FIRE_EXPANSION_TEAR_GAS: + case SO_EARTHGRAVE: + case SO_DIAMONDDUST: + case SO_FIRE_INSIGNIA: + case SO_WATER_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + case KO_HUUMARANKA: + case KO_MUCHANAGE: + case KO_BAKURETSU: + case KO_ZENKAI: + case MH_LAVA_SLIDE: + case MH_VOLCANIC_ASH: + case MH_POISON_MIST: + case MH_STEINWAND: + case NC_MAGMA_ERUPTION: + case SO_ELEMENTAL_SHIELD: + case RL_B_TRAP: + case MH_XENO_SLASHER: + flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). + case GS_GROUNDDRIFT: //Ammo should be deleted right away. + if ( skill_id == WM_SEVERE_RAINSTORM ) + sc_start(src,src,SC_NO_SWITCH_EQUIP,100,0,skill->get_time(skill_id,skill_lv)); + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + break; + case WZ_ICEWALL: + flag |= 1; + if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) + map->list[src->m].setcell(src->m, x, y, CELL_NOICEWALL, true); + break; + case RG_GRAFFITI: + skill->clear_unitgroup(src); + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + flag|=1; + break; + case HP_BASILICA: + if( sc->data[SC_BASILICA] ) + status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica + else { // Create Basilica. Start SC on caster. Unit timer start SC on others. + if( map->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) { + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + return 1; + } + + skill->clear_unitgroup(src); + if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) + sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); + flag|=1; + } + break; + case CG_HERMODE: + skill->clear_unitgroup(src); + if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) + sc_start4(src,src,SC_DANCING,100, + skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); + flag|=1; + break; + case RG_CLEANER: // [Valaris] + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->graffitiremover,src->m,x-r,y-r,x+r,y+r,BL_SKILL); + break; + + case SO_WARMER: + flag|= 8; + case SO_CLOUD_KILL: + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + break; + + case WZ_METEOR: + { + int area = skill->get_splash(skill_id, skill_lv); + short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; + int i; + + for( i = 0; i < 2 + (skill_lv>>1); i++ ) { + // Creates a random Cell in the Splash Area + tmpx = x - area + rnd()%(area * 2 + 1); + tmpy = y - area + rnd()%(area * 2 + 1); + + if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) + && !map->getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR)) + clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick); + + if( i > 0 ) + skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0); + + x1 = tmpx; + y1 = tmpy; + } + + skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0); + } + break; + + case AL_WARP: + if(sd) + { + clif->skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map, + (skill_lv >= 2) ? sd->status.memo_point[0].map : 0, + (skill_lv >= 3) ? sd->status.memo_point[1].map : 0, + (skill_lv >= 4) ? sd->status.memo_point[2].map : 0 + ); + } + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + return 0; // not to consume item. + + case MO_BODYRELOCATION: + if (unit->movepos(src, x, y, 1, 1)) { + #if PACKETVER >= 20111005 + clif->snap(src, src->x, src->y); + #else + clif->skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick); + #endif + if (sd) + skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000); + } + break; + case NJ_SHADOWJUMP: + if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { //You don't move on GVG grounds. + unit->movepos(src, x, y, 1, 0); + clif->slide(src,x,y); + } + status_change_end(src, SC_HIDING, INVALID_TIMER); + break; + case AM_SPHEREMINE: + case AM_CANNIBALIZE: + { + int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; + //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; + int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1]; + struct mob_data *md; + + // Correct info, don't change any of this! [Celest] + md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE); + if (md) { + md->master_id = src->id; + md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; + if( md->deletetimer != INVALID_TIMER ) + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id,skill_lv), mob->timer_delete, md->bl.id, 0); + mob->spawn (md); //Now it is ready for spawning. + } + } + break; + + // Slim Pitcher [Celest] + case CR_SLIMPITCHER: + if (sd) { + int i = skill_lv%11 - 1; + int j = pc->search_inventory(sd,skill->db[skill_id].itemid[i]); + if (j == INDEX_NOT_FOUND || skill->db[skill_id].itemid[i] <= 0 + || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->db[skill_id].amount[i] + ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + script->potion_flag = 1; + script->potion_hp = 0; + script->potion_sp = 0; + script->run(sd->inventory_data[j]->script,0,sd->bl.id,0); + script->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); + + script->potion_hp = script->potion_hp * (100+i)/100; + script->potion_sp = script->potion_sp * (100+i)/100; + + if(script->potion_hp > 0 || script->potion_sp > 0) { + i = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill->castend_nodamage_id); + } + } else { + int i = skill_lv%11 - 1; + struct item_data *item; + i = skill->db[skill_id].itemid[i]; + item = itemdb->search(i); + script->potion_flag = 1; + script->potion_hp = 0; + script->potion_sp = 0; + script->run(item->script,0,src->id,0); + script->potion_flag = 0; + i = skill->get_max(CR_SLIMPITCHER)*10; + + script->potion_hp = script->potion_hp * (100+i)/100; + script->potion_sp = script->potion_sp * (100+i)/100; + + if(script->potion_hp > 0 || script->potion_sp > 0) { + i = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->area_sub, + src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, + skill->castend_nodamage_id); + } + } + break; + + case HW_GANBANTEIN: + if (rnd()%100 < 80) { + int dummy = 1; + clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, HW_GANBANTEIN, &dummy, src); + } else { + if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + break; + + case HW_GRAVITATION: + if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) + sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); + flag|=1; + break; + + // Plant Cultivation [Celest] + case CR_CULTIVATION: + if (sd) { + if( map->count_oncell(src->m,x,y,BL_CHAR,0) > 0 ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 1; + } + clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); + if (rnd()%100 < 50) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + } else { + TBL_MOB* md = mob->once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE); + int i; + if (!md) break; + if ((i = skill->get_time(skill_id, skill_lv)) > 0) + { + if( md->deletetimer != INVALID_TIMER ) + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(tick + i, mob->timer_delete, md->bl.id, 0); + } + mob->spawn (md); + } + } + break; + + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + skill->clear_unitgroup(src); + if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) + sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); + flag|=1; + break; + + case PA_GOSPEL: + if (sce && sce->val4 == BCT_SELF) { + status_change_end(src, SC_GOSPEL, INVALID_TIMER); + return 0; + } else { + sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0); + if (!sg) break; + if (sce) + status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] + status->change_clear_buffs(src,3); + sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); + clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet + } + break; + case NJ_TATAMIGAESHI: + if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) + sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + break; + + case AM_RESURRECTHOMUN: // [orn] + if (sd) { + if (!homun->ressurect(sd, 20*skill_lv, x, y)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + break; + } + } + break; + + case RK_WINDCUTTER: + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + case NC_COLDSLOWER: + case RK_DRAGONBREATH: + case RK_DRAGONBREATH_WATER: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; + case WM_GREAT_ECHO: + case WM_SOUND_OF_DESTRUCTION: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + break; + + case WM_LULLABY_DEEPSLEEP: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); + break; + + case WM_VOICEOFSIREN: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, + src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); + break; + case SO_ARRULLO: + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), + src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); + break; + /** + * Guilotine Cross + **/ + case GC_POISONSMOKE: + if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { + if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0); + return 0; + } + clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); + skill->unitsetting(src, skill_id, skill_lv, x, y, flag); + //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect. + break; + /** + * Arch Bishop + **/ + case AB_EPICLESIS: + if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) { + r = sg->unit->range; + map->foreachinarea(skill->area_sub, src->m, x - r, y - r, x + r, y + r, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id); + } + break; + + case WL_EARTHSTRAIN: + { + int i, wave = skill_lv + 4, dir = map->calc_dir(src,x,y); + int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting + + for( i = 1; i <= wave; i++ ) + { + switch( dir ){ + case 0: case 1: case 7: sy = y + i; break; + case 3: case 4: case 5: sy = y - i; break; + case 2: sx = x - i; break; + case 6: sx = x + i; break; + } + skill->addtimerskill(src,timer->gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); + } + } + break; + /** + * Ranger + **/ + case RA_DETONATOR: + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea(skill->detonator, src->m, x-r, y-r, x+r, y+r, BL_SKILL, src); + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + break; + /** + * Mechanic + **/ + case NC_NEUTRALBARRIER: + case NC_STEALTHFIELD: + skill->clear_unitgroup(src); // To remove previous skills - cannot used combined + if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { + sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); + if( sd ) pc->overheat(sd,1); + } + break; + + case NC_SILVERSNIPER: + { + int class_ = 2042; + struct mob_data *md; + + md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE); + if( md ) { + md->master_id = src->id; + md->special_state.ai = AI_FLORA; + if( md->deletetimer != INVALID_TIMER ) + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0); + mob->spawn( md ); + } + } + break; + + case NC_MAGICDECOY: + if( sd ) clif->magicdecoy_list(sd,skill_lv,x,y); + break; + + case SC_FEINTBOMB: + 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, 3 * skill_lv, unit->getdir(src), 0) && sc) { + sc_start(src, src, SC__FEINTBOMB_MASTER, 100, 0, skill->get_unit_interval(SC_FEINTBOMB)); + } + break; + + case SC_ESCAPE: + clif->skill_nodamage(src,src,skill_id,-1,1); + skill->unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2); + skill->addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0); + break; + + case LG_OVERBRAND: + skill->area_temp[1] = 0; + map->foreachinpath(skill->attack_area,src->m,src->x,src->y,x,y,1,5,BL_CHAR, + skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); + skill->addtimerskill(src,timer->gettick() + status_get_amotion(src), 0, x, y, LG_OVERBRAND_BRANDISH, skill_lv, 0, flag); + break; + + case LG_BANDING: + if( sc && sc->data[SC_BANDING] ) + status_change_end(src,SC_BANDING,INVALID_TIMER); + else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { + sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); + if( sd ) pc->banding(sd,skill_lv); + } + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + break; + + case LG_RAYOFGENESIS: + if( status->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { + r = skill->get_splash(skill_id,skill_lv); + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), + src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); + } else if( sd ) + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + break; + + case WM_DOMINION_IMPULSE: + r = skill->get_splash(skill_id, skill_lv); + map->foreachinarea( skill->activate_reverberation,src->m, x-r, y-r, x+r,y+r,BL_SKILL); + break; + + case GN_CRAZYWEED: + { + int area = skill->get_splash(skill_id, skill_lv); + + for( r = 0; r < 3 + (skill_lv>>1); r++ ) { + // Creates a random Cell in the Splash Area + int tmpx = x - area + rnd()%(area * 2 + 1); + int tmpy = y - area + rnd()%(area * 2 + 1); + + skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED_ATK,skill_lv,-1,0); + } + } + break; + + case GN_FIRE_EXPANSION: { + int i; + int aciddemocast = 5;//If player doesent know Acid Demonstration or knows level 5 or lower, effect 5 will cast level 5 Acid Demo. + struct unit_data *ud = unit->bl2ud(src); + + if( !ud ) break; + + for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) { + if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE && + distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 3 ) { + switch( skill_lv ) { + case 3: + ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER; + clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER); + break; + case 4: + ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS; + clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS); + break; + case 5:// If player knows a level of Acid Demonstration greater then 5, that level will be casted. + if ( pc->checkskill(sd, CR_ACIDDEMONSTRATION) > 5 ) + aciddemocast = pc->checkskill(sd, CR_ACIDDEMONSTRATION); + map->foreachinarea(skill->area_sub, src->m, + ud->skillunit[i]->unit->bl.x - 2, ud->skillunit[i]->unit->bl.y - 2, + ud->skillunit[i]->unit->bl.x + 2, ud->skillunit[i]->unit->bl.y + 2, BL_CHAR, + src, CR_ACIDDEMONSTRATION, aciddemocast, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id); + skill->delunit(ud->skillunit[i]->unit); + break; + default: + ud->skillunit[i]->unit->val2 = skill_lv; + ud->skillunit[i]->unit->group->val2 = skill_lv; + break; + } + } + } + } + break; + + case SO_FIREWALK: + case SO_ELECTRICWALK: + if( sc && sc->data[type] ) + status_change_end(src,type,INVALID_TIMER); + clif->skill_nodamage(src, src ,skill_id, skill_lv, + sc_start2(src,src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); + break; + + case KO_MAKIBISHI: + { + int i; + for( i = 0; i < (skill_lv+2); i++ ) { + x = src->x - 1 + rnd()%3; + y = src->y - 1 + rnd()%3; + skill->unitsetting(src,skill_id,skill_lv,x,y,0); + } + } + break; + + default: + ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id); + return 1; + } + + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. + status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); + + if( sd ) {// ensure that the skill last-cast tick is recorded + sd->canskill_tick = timer->gettick(); + + if( sd->state.arrow_atk && !(flag&1) ) { + // consume arrow if this is a ground skill + battle->consume_ammo(sd, skill_id, skill_lv); + } + + // perform skill requirement consumption + skill->consume_requirement(sd,skill_id,skill_lv,2); + } + + return 0; +} + +/// 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; + struct skill_unit* src = va_arg(ap, struct skill_unit*); + int flag = va_arg(ap, int); + + if (src == target) + return 0; + if (!target->group || !(target->group->state.song_dance&0x1)) + return 0; + if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. + return 0; + + if (flag) //Set dissonance + target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. + else //Remove dissonance + target->val2 &= ~UF_ENSEMBLE; + + clif->getareachar_skillunit(&target->bl,target,AREA); //Update look of affected cell. + + return 1; +} + +//Does the song/dance overlapping -> dissonance check. [Skotlex] +//When flag is 0, this unit is about to be removed, cancel the dissonance effect +//When 1, this unit has been positioned, so start the cancel effect. +int skill_dance_overlap(struct skill_unit* su, int flag) { + if (!su || !su->group || !(su->group->state.song_dance&0x1)) + return 0; + + if (su->val1 != su->group->skill_id) { + //Reset state + su->val1 = su->group->skill_id; + su->val2 &= ~UF_ENSEMBLE; + } + + return map->foreachincell(skill->dance_overlap_sub, su->bl.m,su->bl.x,su->bl.y,BL_SKILL, su,flag); +} + +/** + * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. + * This function is safe to call even when the unit or the group were freed by other function + * previously. + * @param su Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE) + * @param flag 0 Convert + * @param flag 1 Revert + * @retval true success + **/ +bool skill_dance_switch(struct skill_unit* su, int flag) { + static int prevflag = 1; // by default the backup is empty + static struct skill_unit_group backup; + struct skill_unit_group* group; + + if( su == NULL || (group = su->group) == NULL ) + return false; + + // val2&UF_ENSEMBLE is a hack to indicate dissonance + if ( !(group->state.song_dance&0x1 && su->val2&UF_ENSEMBLE) ) + return false; + + if( flag == prevflag ) { + // protection against attempts to read an empty backup / write to a full backup + ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n", + flag ? "read an empty backup" : "write to a full backup", + group->skill_id, group->skill_lv, group->src_id); + return false; + } + prevflag = flag; + + if( !flag ) { + //Transform + uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; + + // backup + backup.skill_id = group->skill_id; + backup.skill_lv = group->skill_lv; + backup.unit_id = group->unit_id; + backup.target_flag = group->target_flag; + backup.bl_flag = group->bl_flag; + backup.interval = group->interval; + + // replace + group->skill_id = skill_id; + group->skill_lv = 1; + group->unit_id = skill->get_unit_id(skill_id,0); + group->target_flag = skill->get_unit_target(skill_id); + group->bl_flag = skill->get_unit_bl_target(skill_id); + group->interval = skill->get_unit_interval(skill_id); + } else { + //Restore + group->skill_id = backup.skill_id; + group->skill_lv = backup.skill_lv; + group->unit_id = backup.unit_id; + group->target_flag = backup.target_flag; + group->bl_flag = backup.bl_flag; + group->interval = backup.interval; + } + + return true; +} +/*========================================== + * Initializes and sets a ground skill. + * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) + *------------------------------------------*/ +struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) { + struct skill_unit_group *group; + int i,limit,val1=0,val2=0,val3=0; + int target,interval,range,unit_flag,req_item=0; + struct s_skill_unit_layout *layout; + struct map_session_data *sd; + struct status_data *st; + struct status_change *sc; + int active_flag=1; + int subunt=0; + + nullpo_retr(NULL, src); + + limit = skill->get_time(skill_id,skill_lv); + range = skill->get_unit_range(skill_id,skill_lv); + interval = skill->get_unit_interval(skill_id); + target = skill->get_unit_target(skill_id); + unit_flag = skill->get_unit_flag(skill_id); + layout = skill->get_unit_layout(skill_id,skill_lv,src,x,y); + + if( map->list[src->m].unit_count ) { + ARR_FIND(0, map->list[src->m].unit_count, i, map->list[src->m].units[i]->skill_id == skill_id ); + + if( i < map->list[src->m].unit_count ) { + limit = limit * map->list[src->m].units[i]->modifier / 100; + } + } + + sd = BL_CAST(BL_PC, src); + st = status->get_status_data(src); + sc = status->get_sc(src); // for traps, firewall and fogwall - celest + + switch( skill_id ) { + case SO_ELEMENTAL_SHIELD: + val2 = 300 * skill_lv + 65 * (st->int_ + status->get_lv(src)) + st->max_sp; + break; + case MH_STEINWAND: + val2 = 4 + skill_lv; //nb of attack blocked + break; + case MG_SAFETYWALL: + #ifdef RENEWAL + /** + * According to data provided in RE, SW life is equal to 3 times caster's health + **/ + val2 = status_get_max_hp(src) * 3; + #else + val2 = skill_lv+1; + #endif + break; + case MG_FIREWALL: + if(sc && sc->data[SC_VIOLENTGALE]) + limit = limit*3/2; + val2=4+skill_lv; + break; + + case AL_WARP: + val1=skill_lv+6; + if(!(flag&1)) { + limit=2000; + } else { // previous implementation (not used anymore) + //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] + if( src->type != BL_SKILL ) return NULL; + group = ((TBL_SKILL*)src)->group; + src = map->id2bl(group->src_id); + if( !src ) return NULL; + val2 = group->val2; //Copy the (x,y) position you warp to + val3 = group->val3; //as well as the mapindex to warp to. + } + break; + case HP_BASILICA: + val1 = src->id; // Store caster id. + break; + + case PR_SANCTUARY: + case NPC_EVILLAND: + val1=(skill_lv+3)*2; + break; + + case WZ_FIREPILLAR: + if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) + return NULL; + if((flag&1)!=0) + limit=1000; + val1=skill_lv+2; + break; + case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] + case AM_DEMONSTRATION: + case GN_HELLS_PLANT: + if( skill_id == GN_HELLS_PLANT && map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) + return NULL; + if (map_flag_vs(src->m) && battle_config.vs_traps_bctall + && (src->type&battle_config.vs_traps_bctall)) + target = BCT_ALL; + break; + case HT_ANKLESNARE: + if( flag&2 ) + val3 = SC_ESCAPE; + case HT_SHOCKWAVE: + val1=skill_lv*15+10; + case HT_SANDMAN: + case MA_SANDMAN: + case HT_CLAYMORETRAP: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_LANDMINE: + case MA_LANDMINE: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_BLASTMINE: + /** + * Ranger + **/ + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + { + struct skill_condition req = skill->get_requirement(sd,skill_id,skill_lv); + ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY)); + if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] ) + req_item = req.itemid[i]; + if( map_flag_gvg2(src->m) || map->list[src->m].flag.battleground ) + limit *= 4; // longer trap times in WOE [celest] + if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) + target = BCT_ALL; + } + break; + + case SA_LANDPROTECTOR: + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + { + struct skill_unit_group *old_sg; + if ((old_sg = skill->locate_element_field(src)) != NULL) { + //HelloKitty confirmed that these are interchangeable, + //so you can change element and not consume gemstones. + if (( old_sg->skill_id == SA_VOLCANO + || old_sg->skill_id == SA_DELUGE + || old_sg->skill_id == SA_VIOLENTGALE + ) + && old_sg->limit > 0 + ) { + //Use the previous limit (minus the elapsed time) [Skotlex] + limit = old_sg->limit - DIFF_TICK32(timer->gettick(), old_sg->tick); + if (limit < 0) //This can happen... + limit = skill->get_time(skill_id,skill_lv); + } + skill->clear_group(src,1); + } + break; + } + + case BA_DISSONANCE: + case DC_UGLYDANCE: + val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] + break; + case BA_WHISTLE: + val1 = skill_lv +st->agi/10; // Flee increase + val2 = ((skill_lv+1)/2)+st->luk/10; // Perfect dodge increase + if(sd){ + val1 += pc->checkskill(sd,BA_MUSICALLESSON); + val2 += pc->checkskill(sd,BA_MUSICALLESSON); + } + break; + case DC_HUMMING: + val1 = 2*skill_lv+st->dex/10; // Hit increase + #ifdef RENEWAL + val1 *= 2; + #endif + if(sd) + val1 += pc->checkskill(sd,DC_DANCINGLESSON); + break; + case BA_POEMBRAGI: + val1 = 3*skill_lv+st->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)+st->int_/5; // After-cast delay reduction + if(sd){ + val1 += 2*pc->checkskill(sd,BA_MUSICALLESSON); + val2 += 2*pc->checkskill(sd,BA_MUSICALLESSON); + } + break; + case DC_DONTFORGETME: +#ifdef RENEWAL + val1 = st->dex/10 + 3*skill_lv; // ASPD decrease + val2 = st->agi/10 + 2*skill_lv; // Movement speed adjustment. +#else + val1 = st->dex/10 + 3*skill_lv + 5; // ASPD decrease + val2 = st->agi/10 + 3*skill_lv + 5; // Movement speed adjustment. +#endif + if(sd){ + val1 += pc->checkskill(sd,DC_DANCINGLESSON); + val2 += pc->checkskill(sd,DC_DANCINGLESSON); + } + break; + case BA_APPLEIDUN: + val1 = 5+2*skill_lv+st->vit/10; // MaxHP percent increase + if(sd) + val1 += pc->checkskill(sd,BA_MUSICALLESSON); + break; + case DC_SERVICEFORYOU: + val1 = 15+skill_lv+(st->int_/10); // MaxSP percent increase + val2 = 20+3*skill_lv+(st->int_/10); // SP cost reduction + if(sd){ + val1 += pc->checkskill(sd,DC_DANCINGLESSON) / 2; + val2 += pc->checkskill(sd,DC_DANCINGLESSON) / 2; + } + break; + case BA_ASSASSINCROSS: + if(sd) + val1 = pc->checkskill(sd,BA_MUSICALLESSON) / 2; +#ifdef RENEWAL + // This formula was taken from a RE calculator + // and the changes published on irowiki + // Luckily, official tests show it's the right one + val1 += skill_lv + (st->agi/20); +#else + val1 += 10 + skill_lv + (st->agi/10); // ASPD increase + val1 *= 10; // ASPD works with 1000 as 100% +#endif + break; + case DC_FORTUNEKISS: + val1 = 10+skill_lv+(st->luk/10); // Critical increase + if(sd) + val1 += pc->checkskill(sd,DC_DANCINGLESSON); + val1*=10; //Because every 10 crit is an actual cri point. + break; + case BD_DRUMBATTLEFIELD: + #ifdef RENEWAL + val1 = (skill_lv+5)*25; //Watk increase + val2 = skill_lv*10; //Def increase + #else + val1 = (skill_lv+1)*25; //Watk increase + val2 = (skill_lv+1)*2; //Def increase + #endif + break; + case BD_RINGNIBELUNGEN: + val1 = (skill_lv+2)*25; //Watk increase + break; + case BD_RICHMANKIM: + val1 = 25 + 11*skill_lv; //Exp increase bonus. + break; + case BD_SIEGFRIED: + val1 = 55 + skill_lv*5; //Elemental Resistance + val2 = skill_lv*10; //Status ailment resistance + break; + case WE_CALLPARTNER: + if (sd) val1 = sd->status.partner_id; + break; + case WE_CALLPARENT: + if (sd) { + val1 = sd->status.father; + val2 = sd->status.mother; + } + break; + case WE_CALLBABY: + if (sd) val1 = sd->status.child; + break; + case NJ_KAENSIN: + skill->clear_group(src, 1); //Delete previous Kaensins/Suitons + val2 = (skill_lv+1)/2 + 4; + break; + case NJ_SUITON: + skill->clear_group(src, 1); + break; + + case GS_GROUNDDRIFT: + { + int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; + + val1 = st->rhw.ele; + if (!val1) + val1=element[rnd()%5]; + + switch (val1) + { + case ELE_FIRE: + subunt++; + case ELE_WATER: + subunt++; + case ELE_POISON: + subunt++; + case ELE_DARK: + subunt++; + case ELE_WIND: + break; + default: + subunt=rnd()%5; + break; + } + + break; + } + case GC_POISONSMOKE: + if( !(sc && sc->data[SC_POISONINGWEAPON]) ) + return NULL; + val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison + val3 = sc->data[SC_POISONINGWEAPON]->val1; + limit = 4000 + 2000 * skill_lv; + break; + case GD_LEADERSHIP: + case GD_GLORYWOUNDS: + case GD_SOULCOLD: + case GD_HAWKEYES: + limit = 1000000;//it doesn't matter + break; + case WL_COMET: + if( sc ) { + sc->comet_x = x; + sc->comet_y = y; + } + break; + case LG_BANDING: + limit = -1; + break; + case WM_REVERBERATION: + if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) + target = BCT_ALL; + val1 = skill_lv + 1; + val2 = 1; + case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. + case SO_WATER_INSIGNIA: + case SO_FIRE_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) + return NULL; + break; + case SO_CLOUD_KILL: + skill->clear_group(src, 4); + break; + case SO_WARMER: + skill->clear_group(src, 8); + break; + case SO_VACUUM_EXTREME: + val1 = x; + val2 = y; + break; + case GN_WALLOFTHORN: + if( flag&1 ) + limit = 3000; + val3 = (x<<16)|y; + break; + case KO_ZENKAI: + if( sd ){ + ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0); + if( i < SPIRITS_TYPE_SPHERE ){ + val1 = sd->spiritcharm[i]; // no. of aura + val2 = i; // aura type + limit += val1 * 1000; + subunt = i - 1; + pc->del_charm(sd, sd->spiritcharm[i], i); + } + } + break; + } + + nullpo_retr(NULL, group=skill->init_unitgroup(src,layout->count,skill_id,skill_lv,skill->get_unit_id(skill_id,flag&1)+subunt, limit, interval)); + group->val1=val1; + group->val2=val2; + group->val3=val3; + group->target_flag=target; + group->bl_flag= skill->get_unit_bl_target(skill_id); + group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. + group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet + group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0; + group->item_id = req_item; + //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] + if (DIFF_TICK(group->tick, timer->gettick()) > SKILLUNITTIMER_INTERVAL) + active_flag = 0; + + if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){ + group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char)); + if (sd) + safestrncpy(group->valstr, sd->message, MESSAGE_SIZE); + else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex] + safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); + } + + if (group->state.song_dance) { + if(sd){ + sd->skill_id_dance = skill_id; + sd->skill_lv_dance = skill_lv; + } + if ( + sc_start4(src,src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, + (group->state.song_dance&2?BCT_SELF:0), limit+1000) && + sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp! + ) + skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1); + } + + limit = group->limit; + for( i = 0; i < layout->count; i++ ) { + struct skill_unit *su; + int ux = x + layout->dx[i]; + int uy = y + layout->dy[i]; + int alive = 1; + val1 = skill_lv; + val2 = 0; + + if( !group->state.song_dance && !map->getcell(src->m,ux,uy,CELL_CHKREACH) ) + continue; // don't place skill units on walls (except for songs/dances/encores) + if( battle_config.skill_wall_check && skill->get_unit_flag(skill_id)&UF_PATHCHECK && !path->search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) + continue; // no path between cell and center of casting. + + switch( skill_id ) { + case MG_FIREWALL: + case NJ_KAENSIN: + val2=group->val2; + break; + case WZ_ICEWALL: + val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv; + val2 = map->getcell(src->m, ux, uy, CELL_GETTYPE); + break; + case HT_LANDMINE: + case MA_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case MA_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case MA_FREEZINGTRAP: + case HT_TALKIEBOX: + case HT_SKIDTRAP: + case MA_SKIDTRAP: + case HT_CLAYMORETRAP: + case HT_BLASTMINE: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + val1 = 3500; + break; + case GS_DESPERADO: + val1 = abs(layout->dx[i]); + val2 = abs(layout->dy[i]); + if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals + if (val2 > val1) val1 = val2; + if (val1) val1--; + val1 = 36 -12*val1; + } else //Diagonal edges + val1 = 28 -4*val1 -4*val2; + if (val1 < 1) val1 = 1; + val2 = 0; + break; + case GN_WALLOFTHORN: + val1 = 2000 + 2000 * skill_lv; + val2 = src->id; + break; + default: + if (group->state.song_dance&0x1) + val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance + break; + } + if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2)) + val2 |= UF_RANGEDSINGLEUNIT; // center. + + map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); + if( !alive ) + continue; + + nullpo_retr(NULL, su=skill->initunit(group,i,ux,uy,val1,val2)); + su->limit=limit; + su->range=range; + + if (skill_id == PF_FOGWALL && alive == 2) { + //Double duration of cells on top of Deluge/Suiton + su->limit *= 2; + group->limit = su->limit; + } + + // execute on all targets standing on this cell + if (range==0 && active_flag) + map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); + } + + if (!group->alive_count) { + //No cells? Something that was blocked completely by Land Protector? + skill->del_unitgroup(group,ALC_MARK); + return NULL; + } + + //success, unit created. + switch( skill_id ) { + case NJ_TATAMIGAESHI: //Store number of tiles. + group->val1 = group->alive_count; + break; + } + + return group; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick) { + struct skill_unit_group *sg; + struct block_list *ss; + struct status_change *sc; + struct status_change_entry *sce; + enum sc_type type; + uint16 skill_id; + + nullpo_ret(src); + nullpo_ret(bl); + + if(bl->prev==NULL || !src->alive || status->isdead(bl)) + return 0; + + nullpo_ret(sg=src->group); + nullpo_ret(ss=map->id2bl(sg->src_id)); + + if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(src->bl.m, src->bl.x, src->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR ) + return 0; //AoE skills are ineffective. [Skotlex] + sc = status->get_sc(bl); + + if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN ) + return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex] + + if (sc && sc->data[SC_VACUUM_EXTREME] && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) + status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); + + if ( sc && sc->data[SC_HOVERING] && ( sg->skill_id == SO_VACUUM_EXTREME || sg->skill_id == SO_ELECTRICWALK || sg->skill_id == SO_FIREWALK || sg->skill_id == WZ_QUAGMIRE ) ) + return 0; + + type = status->skill2sc(sg->skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. + switch (sg->unit_id) { + case UNT_SPIDERWEB: + if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) { + // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish] + sc->data[SC_SPIDERWEB]->val2++; + break; + } else if( sc && 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(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCFLAG_FIXEDRATE) ) { + const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL; + if( td ) + sec = DIFF_TICK32(td->tick, tick); + map->moveblock(bl, src->bl.x, src->bl.y, tick); + clif->fixpos(bl); + sg->val2 = bl->id; + } + else + sec = 3000; //Couldn't trap it? + sg->limit = DIFF_TICK32(tick,sg->tick)+sec; + } + break; + case UNT_SAFETYWALL: + if (!sce) + sc_start4(ss,bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); + break; + case UNT_BLOODYLUST: + if (sg->src_id == bl->id) + break; //Does not affect the caster. + if (bl->type == BL_MOB) + break; //Does not affect the caster. + if( !sce && sc_start4(ss,bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) ) + sc_start(ss,bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit); + break; + case UNT_PNEUMA: + case UNT_CHAOSPANIC: + case UNT_MAELSTROM: + if (!sce) + sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + break; + + case UNT_WARP_WAITING: { + int working = sg->val1&0xffff; + + if(bl->type==BL_PC && !working){ + struct map_session_data *sd = (struct map_session_data *)bl; + if((!sd->chatID || battle_config.chat_warpportal) + && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) + { + int x = sg->val2>>16; + int y = sg->val2&0xffff; + int count = sg->val1>>16; + unsigned short m = sg->val3; + + if( --count <= 0 ) + skill->del_unitgroup(sg,ALC_MARK); + + if ( map->mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y ) + working = 1;/* we break it because officials break it, lovely stuff. */ + + sg->val1 = (count<<16)|working; + + pc->setpos(sd,m,x,y,CLR_TELEPORT); + } + } else if(bl->type == BL_MOB && battle_config.mob_warp&2) { + int16 m = map->mapindex2mapid(sg->val3); + if (m < 0) break; //Map not available on this map-server. + unit->warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); + } + } + break; + + case UNT_QUAGMIRE: + if( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) + sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + break; + + case UNT_VOLCANO: + case UNT_DELUGE: + case UNT_VIOLENTGALE: + if(!sce) + sc_start(ss,bl,type,100,sg->skill_lv,sg->limit); + break; + + case UNT_SUITON: + if(!sce) + sc_start4(ss,bl,type,100,sg->skill_lv, + map_flag_vs(bl->m) || battle->check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. + 0,0,sg->limit); + break; + + case UNT_HERMODE: + if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0) + status->change_clear_buffs(bl,1); //Should dispell only allies. + case UNT_RICHMANKIM: + case UNT_ETERNALCHAOS: + case UNT_DRUMBATTLEFIELD: + case UNT_RINGNIBELUNGEN: + case UNT_ROKISWEIL: + case UNT_INTOABYSS: + case UNT_SIEGFRIED: + //Needed to check when a dancer/bard leaves their ensemble area. + if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) + return skill_id; + if (!sce) + sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + break; + case UNT_APPLEIDUN: + case UNT_WHISTLE: + case UNT_ASSASSINCROSS: + case UNT_POEMBRAGI: + case UNT_HUMMING: + case UNT_DONTFORGETME: + case UNT_FORTUNEKISS: + case UNT_SERVICEFORYOU: + if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) + return 0; + + if (!sc) return 0; + if (!sce) + sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + else if (battle_config.song_timer_reset && sce->val4 == 1) { + //Readjust timers since the effect will not last long. + sce->val4 = 0; + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type); + } + + break; + + case UNT_FOGWALL: + if (!sce) + { + sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); + if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) + skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); + } + break; + + case UNT_GRAVITATION: + if (!sce) + sc_start4(ss,bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); + break; + +#if 0 // officially, icewall has no problems existing on occupied cells [ultramage] + case UNT_ICEWALL: //Destroy the cell. [Skotlex] + src->val1 = 0; + if(src->limit + sg->tick > tick + 700) + src->limit = DIFF_TICK32(tick+700,sg->tick); + break; +#endif // 0 + + case UNT_MOONLIT: + //Knockback out of area if affected char isn't in Moonlit effect + if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT) + break; + if (ss == bl) //Also needed to prevent infinite loop crash. + break; + skill->blown(ss,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0); + break; + + case UNT_WALLOFTHORN: + if( status_get_mode(bl)&MD_BOSS ) + break; // iRO Wiki says that this skill don't affect to Boss monsters. + if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle->check_target(&src->bl,bl, BCT_ENEMY) == 1 ) + skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + break; + + case UNT_REVERBERATION: + if (sg->src_id == bl->id) + break; //Does not affect the caster. + clif->changetraplook(&src->bl,UNT_USED_TRAPS); + map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); + sg->unit_id = UNT_USED_TRAPS; + sg->limit = DIFF_TICK32(tick,sg->tick) + 1500; + break; + + case UNT_VOLCANIC_ASH: + if (!sce) + sc_start(ss, bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); + break; + + case UNT_GD_LEADERSHIP: + case UNT_GD_GLORYWOUNDS: + case UNT_GD_SOULCOLD: + case UNT_GD_HAWKEYES: + if ( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) + sc_start4(ss,bl,type,100,sg->skill_lv,0,0,0,1000); + break; + } + return skill_id; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int64 tick) { + struct skill_unit_group *sg; + struct block_list *ss; + TBL_PC* tsd; + struct status_data *tstatus; + struct status_change *tsc, *ssc; + struct skill_unit_group_tickset *ts; + enum sc_type type; + uint16 skill_id; + int diff=0; + + nullpo_ret(src); + nullpo_ret(bl); + + if (bl->prev==NULL || !src->alive || status->isdead(bl)) + return 0; + + nullpo_ret(sg=src->group); + nullpo_ret(ss=map->id2bl(sg->src_id)); + tsd = BL_CAST(BL_PC, bl); + tsc = status->get_sc(bl); + ssc = status->get_sc(ss); // Status Effects for Unit caster. + + // Maestro or Wanderer is unaffected by traps of trappers he or she charmed [SuperHulk] + if ( ssc && ssc->data[SC_SIREN] && ssc->data[SC_SIREN]->val2 == bl->id && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) + return 0; + + tstatus = status->get_status_data(bl); + type = status->skill2sc(sg->skill_id); + skill_id = sg->skill_id; + + if ( tsc && tsc->data[SC_HOVERING] ) { + switch ( skill_id ) { + case HT_SKIDTRAP: + case HT_LANDMINE: + case HT_ANKLESNARE: + case HT_FLASHER: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HW_GRAVITATION: + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case NJ_SUITON: + return 0; + } + } + + if (sg->interval == -1) { + switch (sg->unit_id) { + case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. + case UNT_FIREPILLAR_ACTIVE: + case UNT_ELECTRICSHOCKER: + case UNT_MANHOLE: + return 0; + default: + ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id); + return 0; + } + } + + if ((ts = skill->unitgrouptickset_search(bl,sg,tick))) { + //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex] + diff = DIFF_TICK32(tick,ts->tick); + if (diff < 0) + return 0; + ts->tick = tick+sg->interval; + + if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) + ts->tick += sg->interval*(map->count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1); + } + + switch (sg->unit_id) { + case UNT_FIREWALL: + case UNT_KAEN: { + int count=0; + const int x = bl->x, y = bl->y; + + if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) ) + break; + + //Take into account these hit more times than the timer interval can handle. + do + skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0); + while(--src->val2 && x == bl->x && y == bl->y + && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl)); + + if (src->val2<=0) + skill->delunit(src); + } + break; + + case UNT_SANCTUARY: + if( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON ) + { //Only damage enemies with offensive Sanctuary. [Skotlex] + if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) ) + sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate] + } else { + int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); + struct mob_data *md = BL_CAST(BL_MOB, bl); +#ifdef RENEWAL + if( md && md->class_ == MOBID_EMPERIUM ) + break; +#endif + if( md && mob_is_battleground(md) ) + break; + if( tstatus->hp >= tstatus->max_hp ) + break; + if( status->isimmune(bl) ) + heal = 0; + clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; + status->heal(bl, heal, 0, 0); + if( diff >= 500 ) + sg->val1--; + } + if( sg->val1 <= 0 ) + skill->del_unitgroup(sg,ALC_MARK); + break; + + case UNT_EVILLAND: + //Will heal demon and undead element monsters, but not players. + if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) { + //Damage enemies + if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0) + skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + } else { + int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); + if (tstatus->hp >= tstatus->max_hp) + break; + if (status->isimmune(bl)) + heal = 0; + clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); + status->heal(bl, heal, 0, 0); + } + break; + + case UNT_MAGNUS: + if (!battle->check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON) + break; + skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_DUMMYSKILL: + switch (sg->skill_id) { + case SG_SUN_WARM: //SG skills [Komurka] + case SG_MOON_WARM: + case SG_STAR_WARM: + { + int count = 0; + const int x = bl->x, y = bl->y; + + map->freeblock_lock(); + //If target isn't knocked back it should hit every "interval" ms [Playtester] + do { + if( bl->type == BL_PC ) + status_zap(bl, 0, 15); // sp damage to players + else if( status->charge(ss, 0, 2) ) { // mobs + // costs 2 SP per hit + if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) ) + status->charge(ss, 0, 8); //costs additional 8 SP if miss + } else { // mobs + //should end when out of sp. + sg->limit = DIFF_TICK32(tick,sg->tick); + break; + } + } while( x == bl->x && y == bl->y && sg->alive_count + && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) ); + map->freeblock_unlock(); + } + break; + /** + * The storm gust counter was dropped in renewal + **/ + #ifndef RENEWAL + case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you. + if (tsc) + tsc->sg_counter++; //SG hit counter. + if (skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc) + tsc->sg_counter=0; //Attack absorbed. + break; + #endif + case GS_DESPERADO: + if (rnd()%100 < src->val1) + skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + default: + skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + } + break; + + case UNT_FIREPILLAR_WAITING: + skill->unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); + skill->delunit(src); + break; + + case UNT_SKIDTRAP: + { + skill->blown(&src->bl,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0); + sg->unit_id = UNT_USED_TRAPS; + clif->changetraplook(&src->bl, UNT_USED_TRAPS); + sg->limit=DIFF_TICK32(tick,sg->tick)+1500; + } + break; + + case UNT_ANKLESNARE: + case UNT_MANHOLE: + if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) { + int sec = skill->get_time2(sg->skill_id,sg->skill_lv); + if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCFLAG_FIXEDRATE) ) { + const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; + if( td ) + sec = DIFF_TICK32(td->tick, tick); + if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg2(src->bl.m) ) { + unit->movepos(bl, src->bl.x, src->bl.y, 0, 0); + clif->fixpos(bl); + } + sg->val2 = bl->id; + } else + sec = 3000; //Couldn't trap it? + if( sg->unit_id == UNT_ANKLESNARE ) { + clif->skillunit_update(&src->bl); + /** + * If you're snared from a trap that was invisible this makes the trap be + * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE") + * bugreport:3961 + **/ + clif->changetraplook(&src->bl, UNT_ANKLESNARE); + } + sg->limit = DIFF_TICK32(tick,sg->tick)+sec; + sg->interval = -1; + src->range = 0; + } + break; + + case UNT_ELECTRICSHOCKER: + if( bl->id != ss->id ) { + if( status_get_mode(bl)&MD_BOSS ) + break; + if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDRATE) ) { + map->moveblock(bl, src->bl.x, src->bl.y, tick); + clif->fixpos(bl); + + } + + map->foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick); + sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. + } + break; + + case UNT_VENOMDUST: + if(tsc && !tsc->data[type]) + status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_NONE); + break; + + + case UNT_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + if( bl->type == BL_PC )// it won't work on players + break; + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + case UNT_CLUSTERBOMB: + if( bl->id == ss->id )// it won't trigger on caster + break; + case UNT_LANDMINE: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_FIREPILLAR_ACTIVE: + case UNT_CLAYMORETRAP: + if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP ) + map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick); + else + map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); + if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) + clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); + sg->limit=DIFF_TICK32(tick,sg->tick)+1500 + + (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated. + sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. + break; + + case UNT_TALKIEBOX: + if (sg->src_id == bl->id) + break; + if (sg->val2 == 0){ + clif->talkiebox(&src->bl, sg->valstr); + sg->unit_id = UNT_USED_TRAPS; + clif->changetraplook(&src->bl, UNT_USED_TRAPS); + sg->limit = DIFF_TICK32(tick, sg->tick) + 5000; + sg->val2 = -1; + } + break; + + case UNT_LULLABY: + if (ss->id == bl->id) + break; + skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); + break; + + case UNT_UGLYDANCE: + if (ss->id != bl->id) + skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); + break; + + case UNT_DISSONANCE: + skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + break; + + case UNT_APPLEIDUN: //Apple of Idun [Skotlex] + { + int heal; +#ifdef RENEWAL + struct mob_data *md = BL_CAST(BL_MOB, bl); + if (md && md->class_ == MOBID_EMPERIUM) + break; +#endif + if ((sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) + || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1)) + break; + + heal = skill->calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true); + if( tsc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; + clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); + status->heal(bl, heal, 0, 0); + + if (!battle_config.song_timer_reset) + sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit); + } + break; + case UNT_POEMBRAGI: + case UNT_WHISTLE: + case UNT_ASSASSINCROSS: + case UNT_HUMMING: + case UNT_DONTFORGETME: + case UNT_FORTUNEKISS: + case UNT_SERVICEFORYOU: + if (battle_config.song_timer_reset + || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1) + || (sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) + ) + break; + + sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit); + break; + case UNT_TATAMIGAESHI: + case UNT_DEMONSTRATION: + skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_GOSPEL: + if (rnd()%100 > sg->skill_lv*10 || ss == bl) + break; + if (battle->check_target(ss,bl,BCT_PARTY)>0) + { // Support Effect only on party, not guild + int heal; + int i = rnd()%13; // Positive buff count + int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration + switch (i) { + case 0: // Heal 1~9999 HP + heal = rnd() %9999+1; + clif->skill_nodamage(ss,bl,AL_HEAL,heal,1); + status->heal(bl,heal,0,0); + break; + case 1: // End all negative status + status->change_clear_buffs(bl,2); + if (tsd) clif->gospel_info(tsd, 0x15); + break; + case 2: // Immunity to all status + sc_start(ss,bl,SC_SCRESIST,100,100,time); + if (tsd) clif->gospel_info(tsd, 0x16); + break; + case 3: // MaxHP +100% + sc_start(ss,bl,SC_INCMHPRATE,100,100,time); + if (tsd) clif->gospel_info(tsd, 0x17); + break; + case 4: // MaxSP +100% + sc_start(ss,bl,SC_INCMSPRATE,100,100,time); + if (tsd) clif->gospel_info(tsd, 0x18); + break; + case 5: // All stats +20 + sc_start(ss,bl,SC_INCALLSTATUS,100,20,time); + if (tsd) clif->gospel_info(tsd, 0x19); + break; + case 6: // Level 10 Blessing + sc_start(ss,bl,SC_BLESSING,100,10,time); + break; + case 7: // Level 10 Increase AGI + sc_start(ss,bl,SC_INC_AGI,100,10,time); + break; + case 8: // Enchant weapon with Holy element + sc_start(ss,bl,SC_ASPERSIO,100,1,time); + if (tsd) clif->gospel_info(tsd, 0x1c); + break; + case 9: // Enchant armor with Holy element + sc_start(ss,bl,SC_BENEDICTIO,100,1,time); + if (tsd) clif->gospel_info(tsd, 0x1d); + break; + case 10: // DEF +25% + sc_start(ss,bl,SC_INCDEFRATE,100,25,time); + if (tsd) clif->gospel_info(tsd, 0x1e); + break; + case 11: // ATK +100% + sc_start(ss,bl,SC_INCATKRATE,100,100,time); + if (tsd) clif->gospel_info(tsd, 0x1f); + break; + case 12: // HIT/Flee +50 + sc_start(ss,bl,SC_INCHIT,100,50,time); + sc_start(ss,bl,SC_INCFLEE,100,50,time); + if (tsd) clif->gospel_info(tsd, 0x20); + break; + } + } + else if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) + { // Offensive Effect + int i = rnd()%9; // Negative buff count + int time = skill->get_time2(sg->skill_id, sg->skill_lv); + switch (i) + { + case 0: // Deal 1~9999 damage + skill->attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + case 1: // Curse + sc_start(ss,bl,SC_CURSE,100,1,time); + break; + case 2: // Blind + sc_start(ss,bl,SC_BLIND,100,1,time); + break; + case 3: // Poison + sc_start(ss,bl,SC_POISON,100,1,time); + break; + case 4: // Level 10 Provoke + sc_start(ss,bl,SC_PROVOKE,100,10,time); + break; + case 5: // DEF -100% + sc_start(ss,bl,SC_INCDEFRATE,100,-100,time); + break; + case 6: // ATK -100% + sc_start(ss,bl,SC_INCATKRATE,100,-100,time); + break; + case 7: // Flee -100% + sc_start(ss,bl,SC_INCFLEERATE,100,-100,time); + break; + case 8: // Speed/ASPD -25% + sc_start4(ss,bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); + break; + } + } + break; + + case UNT_BASILICA: + { + int i = battle->check_target(&src->bl, bl, BCT_ENEMY); + if( i > 0 && !(status_get_mode(bl)&MD_BOSS) ) + { // knock-back any enemy except Boss + skill->blown(&src->bl, bl, 2, unit->getdir(bl), 0); + clif->fixpos(bl); + } + + if( sg->src_id != bl->id && i <= 0 ) + sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); + } + break; + + case UNT_GRAVITATION: + case UNT_EARTHSTRAIN: + case UNT_FIREWALK: + case UNT_ELECTRICWALK: + case UNT_PSYCHIC_WAVE: + 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; + + case UNT_GROUNDDRIFT_WIND: + case UNT_GROUNDDRIFT_DARK: + case UNT_GROUNDDRIFT_POISON: + case UNT_GROUNDDRIFT_WATER: + case UNT_GROUNDDRIFT_FIRE: + map->foreachinrange(skill->trap_splash,&src->bl, + skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, + &src->bl,tick); + sg->unit_id = UNT_USED_TRAPS; + //clif->changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); + sg->limit=DIFF_TICK32(tick,sg->tick)+1500; + break; + /** + * 3rd stuff + **/ + case UNT_POISONSMOKE: + if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 ) { + short rate = 100; + if ( sg->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] + rate = 100 - tstatus->int_ * 4 / 5 ; + sc_start(ss,bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + } + break; + + case UNT_EPICLESIS: + if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { + if( ++sg->val2 % 3 == 0 ) { + int hp, sp; + switch( sg->skill_lv ) { + case 1: case 2: hp = 3; sp = 2; break; + case 3: case 4: hp = 4; sp = 3; break; + case 5: default: hp = 5; sp = 4; break; + } + hp = tstatus->max_hp * hp / 100; + sp = tstatus->max_sp * sp / 100; + status->heal(bl, hp, sp, 2); + sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); + } + // Reveal hidden players every 5 seconds. + if( sg->val2 % 5 == 0 ) { + // TODO: check if other hidden status can be removed. + status_change_end(bl,SC_HIDING,INVALID_TIMER); + status_change_end(bl,SC_CLOAKING,INVALID_TIMER); + status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER); + } + } + /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie] + else if( battle->check_target(ss, bl, BCT_ENEMY) > 0 && battle->check_undead(tstatus->race, tstatus->def_ele) ) + skill->castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/ + break; + + case UNT_STEALTHFIELD: + if( bl->id == sg->src_id ) + break; // Don't work on Self (video shows that) + case UNT_NEUTRALBARRIER: + sc_start(ss,bl,type,100,sg->skill_lv,sg->interval + 100); + break; + + case UNT_DIMENSIONDOOR: + if( tsd && !map->list[bl->m].flag.noteleport ) + pc->randomwarp(tsd,3); + else if( bl->type == BL_MOB && battle_config.mob_warp&8 ) + unit->warp(bl,-1,-1,-1,3); + break; + + case UNT_REVERBERATION: + clif->changetraplook(&src->bl,UNT_USED_TRAPS); + map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); + sg->limit = DIFF_TICK32(tick,sg->tick)+1500; + sg->unit_id = UNT_USED_TRAPS; + break; + + case UNT_SEVERE_RAINSTORM: + if( battle->check_target(&src->bl, bl, BCT_ENEMY)) + skill->attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0); + break; + case UNT_NETHERWORLD: + if( !(status_get_mode(bl)&MD_BOSS)) { + if( !(tsc && tsc->data[type]) ){ + sc_start(ss, bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); + } + } + break; + case UNT_THORNS_TRAP: + if( tsc ) { + if( !sg->val2 ) { + int sec = skill->get_time2(sg->skill_id, sg->skill_lv); + if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) { + const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; + if( td ) + sec = DIFF_TICK32(td->tick, tick); + ///map->moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett] + clif->fixpos(bl); + sg->val2 = bl->id; + } else + sec = 3000; // Couldn't trap it? + sg->limit = DIFF_TICK32(tick, sg->tick) + sec; + } 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; + + case UNT_DEMONIC_FIRE: { + TBL_PC* sd = BL_CAST(BL_PC, ss); + switch( sg->val2 ) { + case 1: + case 2: + default: + sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, + skill->get_time2(sg->skill_id, sg->skill_lv)); + skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, + sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); + break; + case 3: + skill->attack(skill->get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl, + CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0); + break; + + } + } + break; + + case UNT_FIRE_EXPANSION_SMOKE_POWDER: + sc_start(ss, bl, SC_FIRE_EXPANSION_SMOKE_POWDER, 100, sg->skill_lv, 1000); + break; + + case UNT_FIRE_EXPANSION_TEAR_GAS: + sc_start(ss, bl, SC_FIRE_EXPANSION_TEAR_GAS, 100, sg->skill_lv, 1000); + break; + + case UNT_HELLS_PLANT: + if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ) + skill->attack(skill->get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0); + if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them + sg->limit = DIFF_TICK32(tick, sg->tick) + 100; + break; + + case UNT_CLOUD_KILL: + if(tsc && !tsc->data[type]) + status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_FIXEDRATE); + skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_WARMER: + { + // It has effect on everything, including monsters, undead property and demon + int hp = 0; + if( ssc && ssc->data[SC_HEATER_OPTION] ) + hp = tstatus->max_hp * 3 * sg->skill_lv / 100; + else + hp = tstatus->max_hp * sg->skill_lv / 100; + status->heal(bl, hp, 0, 0); + if( tstatus->hp != tstatus->max_hp ) + clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); + if( tsc && tsc->data[SC_AKAITSUKI] && hp ) + hp = ~hp + 1; + status->heal(bl, hp, 0, 0); + sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100); + } + break; + case UNT_FIRE_INSIGNIA: + case UNT_WATER_INSIGNIA: + case UNT_WIND_INSIGNIA: + case UNT_EARTH_INSIGNIA: + case UNT_ZEPHYR: + sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval); + if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) { + int hp = tstatus->max_hp / 100; //+1% each 5s + if ((sg->val3) % 5) { //each 5s + if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) { + status->heal(bl, hp, 0, 2); + } else if( (sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH) + || (sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE) + || (sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER) + || (sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND) + ) { + status->heal(bl, -hp, 0, 0); + } + } + sg->val3++; //timer + if (sg->val3 > 5) sg->val3 = 0; + } + break; + + case UNT_VACUUM_EXTREME: + if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_VACUUM_EXTREME])) { + return 0; + } else { + sg->limit -= 100 * tstatus->str/20; + sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit); + + if ( !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !is_boss(bl) ) { + if (unit->movepos(bl, sg->val1, sg->val2, 0, 0)) { + clif->slide(bl, sg->val1, sg->val2); + clif->fixpos(bl); + } + } + } + break; + + case UNT_FIRE_MANTLE: + if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 ) + skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case UNT_ZENKAI_WATER: + case UNT_ZENKAI_LAND: + case UNT_ZENKAI_FIRE: + case UNT_ZENKAI_WIND: + if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){ + switch( sg->unit_id ){ + case UNT_ZENKAI_WATER: + sc_start(ss, bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_ZENKAI_LAND: + sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_ZENKAI_FIRE: + sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_ZENKAI_WIND: + sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + } + }else + sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); + 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_TICK32(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(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, + skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); + break; + } + + if (bl->type == BL_MOB && ss != bl) + mob->skill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16)); + + return skill_id; +} +/*========================================== + * Triggered when a char steps out of a skill cell + *------------------------------------------*/ +int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) { + struct skill_unit_group *sg; + struct status_change *sc; + struct status_change_entry *sce; + enum sc_type type; + + nullpo_ret(src); + nullpo_ret(bl); + nullpo_ret(sg=src->group); + sc = status->get_sc(bl); + type = status->skill2sc(sg->skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + + if( bl->prev == NULL + || (status->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB && sg->unit_id != UNT_THORNS_TRAP) + ) //Need to delete the trap if the source died. + return 0; + + switch(sg->unit_id){ + case UNT_SAFETYWALL: + case UNT_PNEUMA: + case UNT_NEUTRALBARRIER: + case UNT_STEALTHFIELD: + if (sce) + status_change_end(bl, type, INVALID_TIMER); + break; + + case UNT_BASILICA: + if( sce && sce->val4 == src->bl.id ) + status_change_end(bl, type, INVALID_TIMER); + break; + case UNT_HERMODE: + //Clear Hermode if the owner moved. + if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id) + status_change_end(bl, type, INVALID_TIMER); + break; + + case UNT_THORNS_TRAP: + case UNT_SPIDERWEB: + { + struct block_list *target = map->id2bl(sg->val2); + if (target && target==bl) { + if (sce && sce->val3 == sg->group_id) + status_change_end(bl, type, INVALID_TIMER); + sg->limit = DIFF_TICK32(tick,sg->tick)+1000; + } + } + break; + case UNT_WHISTLE: + case UNT_ASSASSINCROSS: + case UNT_POEMBRAGI: + case UNT_APPLEIDUN: + case UNT_HUMMING: + case UNT_DONTFORGETME: + case UNT_FORTUNEKISS: + case UNT_SERVICEFORYOU: + if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) + return -1; + } + return sg->skill_id; +} + +/*========================================== + * Triggered when a char steps out of a skill group (entirely) [Skotlex] + *------------------------------------------*/ +int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) { + struct status_change *sc; + struct status_change_entry *sce; + enum sc_type type; + + sc = status->get_sc(bl); + if (sc && !sc->count) + sc = NULL; + + type = status->skill2sc(skill_id); + sce = (sc && type != -1)?sc->data[type]:NULL; + + switch (skill_id) { + case WZ_QUAGMIRE: + if (bl->type==BL_MOB) + break; + if (sce) + status_change_end(bl, type, INVALID_TIMER); + break; + + case BD_LULLABY: + case BD_RICHMANKIM: + case BD_ETERNALCHAOS: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_ROKISWEIL: + case BD_INTOABYSS: + case BD_SIEGFRIED: + if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) { + //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] + //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. + //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, + //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble + //which overlaps, by stepping outside of the other partner's ensemble will cause you to cancel + //your own. Let's pray that scenario is pretty unlikely and none will complain too much about it. + status_change_end(bl, SC_DANCING, INVALID_TIMER); + } + case MH_STEINWAND: + case MG_SAFETYWALL: + case AL_PNEUMA: + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + case CG_HERMODE: + case HW_GRAVITATION: + case NJ_SUITON: + case SC_MAELSTROM: + case EL_WATER_BARRIER: + case EL_ZEPHYR: + case EL_POWER_OF_GAIA: + case SO_ELEMENTAL_SHIELD: + case SC_BLOODYLUST: + if (sce) + status_change_end(bl, type, INVALID_TIMER); + break; + case SO_FIRE_INSIGNIA: + case SO_WATER_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + if (sce && bl->type != BL_ELEM) + status_change_end(bl, type, INVALID_TIMER); + break; + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + if ((battle_config.song_timer_reset && sce) // athena style + || (!battle_config.song_timer_reset && sce && sce->val4 != 1) + ) { + timer->delete(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 = timer->add(tick+skill->get_time2(skill_id,1), status->change_timer, bl->id, type); + } + break; + case PF_FOGWALL: + if (sce) { + status_change_end(bl, type, INVALID_TIMER); + if ((sce=sc->data[SC_BLIND])) { + if (bl->type == BL_PC) //Players get blind ended immediately, others have it still for 30 secs. [Skotlex] + status_change_end(bl, SC_BLIND, INVALID_TIMER); + else { + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(30000+tick, status->change_timer, bl->id, SC_BLIND); + } + } + } + break; + case GD_LEADERSHIP: + case GD_GLORYWOUNDS: + case GD_SOULCOLD: + case GD_HAWKEYES: + if( !(sce && sce->val4) ) + status_change_end(bl, type, INVALID_TIMER); + break; + } + + return skill_id; +} + +/*========================================== + * Invoked when a unit cell has been placed/removed/deleted. + * flag values: + * flag&1: Invoke onplace function (otherwise invoke onout) + * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) + *------------------------------------------*/ +int skill_unit_effect(struct block_list* bl, va_list ap) { + struct skill_unit* su = va_arg(ap,struct skill_unit*); + struct skill_unit_group* group = su->group; + int64 tick = va_arg(ap,int64); + unsigned int flag = va_arg(ap,unsigned int); + uint16 skill_id; + bool dissonance; + + if( (!su->alive && !(flag&4)) || bl->prev == NULL ) + return 0; + + nullpo_ret(group); + + dissonance = skill->dance_switch(su, 0); + + //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] + skill_id = group->skill_id; + //Target-type check. + if( !(group->bl_flag&bl->type && battle->check_target(&su->bl,bl,group->target_flag)>0) ) { + if( (flag&4) && ( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) ) + skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. + } else { + if( flag&1 ) + skill->unit_onplace(su,bl,tick); + else if (skill->unit_onout(su,bl,tick) == -1) + return 0; // Don't let a Bard/Dancer update their own song timer + + if( flag&4 ) + skill->unit_onleft(skill_id, bl, tick); + } + + if( dissonance ) skill->dance_switch(su, 1); + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int64 damage, int64 tick) { + struct skill_unit_group *sg; + + nullpo_ret(src); + nullpo_ret(sg=src->group); + + switch( sg->unit_id ) { + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_CLAYMORETRAP: + case UNT_FREEZINGTRAP: + case UNT_TALKIEBOX: + case UNT_ANKLESNARE: + case UNT_ICEWALL: + case UNT_WALLOFTHORN: + src->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX); + break; + case UNT_REVERBERATION: + src->val1--; + break; + default: + damage = 0; + break; + } + return (int)cap_value(damage,INT_MIN,INT_MAX); +} + +/*========================================== + * + *------------------------------------------*/ +int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { + int *c, skill_id; + struct block_list *src; + struct map_session_data *sd; + struct map_session_data *tsd; + int *p_sd; //Contains the list of characters found. + + nullpo_ret(bl); + nullpo_ret(tsd=(struct map_session_data*)bl); + nullpo_ret(src=va_arg(ap,struct block_list *)); + nullpo_ret(sd=(struct map_session_data*)src); + + c=va_arg(ap,int *); + p_sd = va_arg(ap, int *); + skill_id = va_arg(ap,int); + + if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill->get_inf2(skill_id)&INF2_CHORUS_SKILL) ) + return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex] + + if (bl == src) + return 0; + + if(pc_isdead(tsd)) + return 0; + + if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING )) + return 0; + + if( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ) { + if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + } else { + + switch(skill_id) { + case PR_BENEDICTIO: { + uint8 dir = map->calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); + dir = (unit->getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. + if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. + && sd->status.sp >= 10) + p_sd[(*c)++]=tsd->bl.id; + return 1; + } + case AB_ADORAMUS: + // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster + if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + case WL_COMET: + // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster + if( ( tsd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + case LG_RAYOFGENESIS: + if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD && + tsd->sc.data[SC_BANDING] ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] + { + uint16 skill_lv; + if(pc_issit(tsd) || !unit->can_move(&tsd->bl)) + return 0; + if (sd->status.sex != tsd->status.sex && + (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && + (skill_lv = pc->checkskill(tsd, skill_id)) > 0 && + (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && + sd->status.party_id && tsd->status.party_id && + sd->status.party_id == tsd->status.party_id && + !tsd->sc.data[SC_DANCING]) + { + p_sd[(*c)++]=tsd->bl.id; + return skill_lv; + } else { + return 0; + } + } + break; + } + + } + return 0; +} + +/*========================================== + * Checks and stores partners for ensemble skills [Skotlex] + *------------------------------------------*/ +int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16* skill_lv, int range, int cast_flag) { + static int c=0; + static int p_sd[2] = { 0, 0 }; + int i; + bool is_chorus = ( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ); + + if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) + return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners. + + if (cast_flag) { + //Execute the skill on the partners. + struct map_session_data* tsd; + switch (skill_id) { + case PR_BENEDICTIO: + for (i = 0; i < c; i++) { + if ((tsd = map->id2sd(p_sd[i])) != NULL) + status->charge(&tsd->bl, 0, 10); + } + return c; + case AB_ADORAMUS: + if( c > 0 && (tsd = map->id2sd(p_sd[0])) != NULL ) { + i = 2 * (*skill_lv); + status->charge(&tsd->bl, 0, i); + } + break; + default: //Warning: Assuming Ensemble skills here (for speed) + if( is_chorus ) + break;//Chorus skills are not to be parsed as ensambles + if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map->id2sd(p_sd[0])) != NULL) { + sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; + sc_start4(&tsd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000); + clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); + tsd->skill_id_dance = skill_id; + tsd->skill_lv_dance = *skill_lv; + } + return c; + } + } + + //Else: new search for partners. + c = 0; + memset (p_sd, 0, sizeof(p_sd)); + if( is_chorus ) + i = party->foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv); + else + i = map->foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id); + + if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills. + *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners. + return c; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) { + int *c,src_id,mob_class,skill_id; + struct mob_data *md; + + md=(struct mob_data*)bl; + src_id=va_arg(ap,int); + mob_class=va_arg(ap,int); + skill_id=va_arg(ap,int); + c=va_arg(ap,int *); + if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill_id == AM_SPHEREMINE?2:skill_id == KO_ZANZOU?4:skill_id == MH_SUMMON_LEGION?1:3) ) + return 0; //Non alchemist summoned mobs have nothing to do here. + if(md->class_==mob_class) + (*c)++; + + return 1; +} + +/*========================================== + * Determines if a given skill should be made to consume ammo + * when used by the player. [Skotlex] + *------------------------------------------*/ +int skill_isammotype (struct map_session_data *sd, int skill_id) +{ + return ( + battle_config.arrow_decrement==2 && + (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && + skill_id != HT_PHANTASMIC && + skill->get_type(skill_id) == BF_WEAPON && + !(skill->get_nk(skill_id)&NK_NO_DAMAGE) && + !skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead. + ); +} + +/** + * Checks whether a skill can be used in combos or not + **/ +bool skill_is_combo( int skill_id ) +{ + switch( skill_id ) + { + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + case MO_EXTREMITYFIST: + case TK_TURNKICK: + case TK_STORMKICK: + case TK_DOWNKICK: + case TK_COUNTER: + case TK_JUMPKICK: + case HT_POWER: + case GC_COUNTERSLASH: + case GC_WEAPONCRUSH: + case SR_FALLENEMPIRE: + case SR_DRAGONCOMBO: + case SR_TIGERCANNON: + case SR_GATEOFHELL: + return true; + } + return false; +} + +int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { + struct status_data *st; + struct status_change *sc; + struct skill_condition require; + + nullpo_ret(sd); + + if (sd->chatID) return 0; + + if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id) { + //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] + sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check. + sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. + return 1; + } + + switch( sd->menuskill_id ) { + case AM_PHARMACY: + switch( skill_id ) { + case AM_PHARMACY: + case AC_MAKINGARROW: + case BS_REPAIRWEAPON: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + return 0; + } + break; + case GN_MIX_COOKING: + case GN_MAKEBOMB: + case GN_S_PHARMACY: + case GN_CHANGEMATERIAL: + if( sd->menuskill_id != skill_id ) + return 0; + break; + } + st = &sd->battle_status; + sc = &sd->sc; + if( !sc->count ) + sc = NULL; + + if( sd->skillitem == skill_id ) { + if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish] + sd->state.abra_flag = 0; + else { + int i; + // When a target was selected, consume items that were skipped in pc_use_item [Skotlex] + if( (i = sd->itemindex) == -1 || + sd->status.inventory[i].nameid != sd->itemid || + sd->inventory_data[i] == NULL || + !sd->inventory_data[i]->flag.delay_consume || + sd->status.inventory[i].amount < 1 + ) { + //Something went wrong, item exploit? + sd->itemid = sd->itemindex = -1; + return 0; + } + //Consume + sd->itemid = sd->itemindex = -1; + if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007] + ; //Do not consume item. + else if( sd->status.inventory[i].expire_time == 0 ) + pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration + } + return 1; + } + + if( pc_is90overweight(sd) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); + return 0; + } + + if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) ) + return 0; + + switch( skill_id ) { // Turn off check. + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case TF_HIDING: + case AS_CLOAKING: + case CR_AUTOGUARD: + case ML_AUTOGUARD: + case CR_DEFENDER: + case ML_DEFENDER: + case ST_CHASEWALK: + case PA_GOSPEL: + case CR_SHRINK: + case TK_RUN: + case GS_GATLINGFEVER: + case TK_READYCOUNTER: + case TK_READYDOWN: + case TK_READYSTORM: + case TK_READYTURN: + case SG_FUSION: + case RA_WUGDASH: + case KO_YAMIKUMO: + if( sc && sc->data[status->skill2sc(skill_id)] ) + return 1; + } + + // Check the skills that can be used while mounted on a warg + if( pc_isridingwug(sd) ) { + switch( skill_id ) { + // Hunter skills + case HT_SKIDTRAP: + case HT_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HT_TALKIEBOX: + // Ranger skills + case RA_DETONATOR: + case RA_ELECTRICSHOCKER: + case RA_CLUSTERBOMB: + case RA_MAGENTATRAP: + case RA_COBALTTRAP: + case RA_MAIZETRAP: + case RA_VERDURETRAP: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case RA_WUGDASH: + case RA_WUGRIDER: + case RA_WUGSTRIKE: + // Other + case BS_GREED: + case ALL_FULL_THROTTLE: + break; + default: // in official there is no message. + return 0; + } + + } + + // Check the skills that can be used whiled using mado + if( pc_ismadogear(sd) ) { + switch ( skill_id ) { + case BS_GREED: + case NC_BOOSTKNUCKLE: + case NC_PILEBUNKER: + case NC_VULCANARM: + case NC_FLAMELAUNCHER: + case NC_COLDSLOWER: + case NC_ARMSCANNON: + case NC_ACCELERATION: + case NC_HOVERING: + case NC_F_SIDESLIDE: + case NC_B_SIDESLIDE: + case NC_SELFDESTRUCTION: + case NC_SHAPESHIFT: + case NC_EMERGENCYCOOL: + case NC_INFRAREDSCAN: + case NC_ANALYZE: + case NC_MAGNETICFIELD: + case NC_NEUTRALBARRIER: + case NC_STEALTHFIELD: + case NC_REPAIR: + case NC_AXEBOOMERANG: + case NC_POWERSWING: + case NC_AXETORNADO: + case NC_SILVERSNIPER: + case NC_MAGICDECOY: + case NC_DISJOINT: + case NC_MAGMA_ERUPTION: + case ALL_FULL_THROTTLE: + case NC_MAGMA_ERUPTION_DOTDAMAGE: + break; + default: + return 0; + } + } + + if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) + return 0; + + require = skill->get_requirement(sd,skill_id,skill_lv); + + //Can only update state when weapon/arrow info is checked. + sd->state.arrow_atk = require.ammo?1:0; + + // perform skill-specific checks (and actions) + switch( skill_id ) { + case SO_SPELLFIST: + if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case SA_CASTCANCEL: + if(sd->ud.skilltimer == INVALID_TIMER) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AL_WARP: + if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] + char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_WARP)); + clif->message(sd->fd, output); //"Duel: Can't use %s in duel." + return 0; + } + break; + case MO_CALLSPIRITS: + if(sc && sc->data[SC_RAISINGDRAGON]) + skill_lv += sc->data[SC_RAISINGDRAGON]->val1; + if(sd->spiritball >= skill_lv) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case MO_FINGEROFFENSIVE: + case GS_FLING: + case SR_RAMPAGEBLASTER: + case SR_RIDEINLIGHTNING: + if( sd->spiritball > 0 && sd->spiritball < require.spiritball ) + sd->spiritball_old = require.spiritball = sd->spiritball; + else + sd->spiritball_old = require.spiritball; + break; + case MO_CHAINCOMBO: + if(!sc) + return 0; + if(sc->data[SC_BLADESTOP]) + break; + if( sc && sc->data[SC_COMBOATTACK] ) { + if( sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK ) + break; + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK); + } + return 0; + case MO_COMBOFINISH: + if(!sc) + return 0; + if( sc && sc->data[SC_COMBOATTACK] ) { + if ( sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO ) + break; + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_CHAINCOMBO); + } + return 0; + case CH_TIGERFIST: + if(!sc) + return 0; + if( sc && sc->data[SC_COMBOATTACK] ) { + if ( sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH ) + break; + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_COMBOFINISH); + } + return 0; + case CH_CHAINCRUSH: + if(!sc) + return 0; + if( sc && sc->data[SC_COMBOATTACK] ) { + if( sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST ) + break; + clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, CH_TIGERFIST); + } + return 0; + case MO_EXTREMITYFIST: +#if 0 //To disable Asura during the 5 min skill block uncomment this block... + if(sc && sc->data[SC_EXTREMITYFIST]) + return 0; +#endif // 0 + if (sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER])) + break; + if (sc && sc->data[SC_COMBOATTACK]) { + switch(sc->data[SC_COMBOATTACK]->val1) { + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + break; + default: + return 0; + } + } else if (!unit->can_move(&sd->bl)) { + //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case TK_MISSION: + if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { + // Cannot be used by Non-Taekwon classes + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case TK_READYCOUNTER: + case TK_READYDOWN: + case TK_READYSTORM: + case TK_READYTURN: + case TK_JUMPKICK: + if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { + // Soul Linkers cannot use this skill + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case TK_TURNKICK: + case TK_STORMKICK: + case TK_DOWNKICK: + case TK_COUNTER: + if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) + return 0; //Anti-Soul Linker check in case you job-changed with Stances active. + if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK) + return 0; //Combo needs to be ready + + if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain + //Do not repeat a kick. + if (sc->data[SC_COMBOATTACK]->val3 != skill_id) + break; + status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER); + return 0; + } + 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; + } + break; //Combo ready. + case BD_ADAPTATION: + { + int time; + if(!(sc && sc->data[SC_DANCING])) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + time = 1000*(sc->data[SC_DANCING]->val3>>16); + if (skill->get_time( + (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID + (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV + - time < skill->get_time2(skill_id,skill_lv)) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + + case PR_BENEDICTIO: + if (skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case SL_SMA: + if(!(sc && sc->data[SC_SMA_READY])) + return 0; + break; + + case HT_POWER: + if(!(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)) + return 0; + break; + + case CG_HERMODE: + if(!npc->check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill->get_splash(skill_id, skill_lv))) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex] + { + int i,x,y,range = skill->get_splash(skill_id, skill_lv)+1; + int size = range*2+1; + for (i=0;ibl.x+(i%size-range); + y = sd->bl.y+(i/size-range); + if (map->getcell(sd->bl.m,x,y,CELL_CHKWALL)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + } + break; + case PR_REDEMPTIO: + { + int exp; + if( ((exp = pc->nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) || + ((exp = pc->nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp. + return 0; + } + break; + } + case AM_TWILIGHT2: + case AM_TWILIGHT3: + if (!party->skill_check(sd, sd->status.party_id, skill_id, skill_lv)) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + if (sc && sc->data[SC_MIRACLE]) + break; + if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_WARM].m) + break; + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + break; + case SG_SUN_COMFORT: + case SG_MOON_COMFORT: + case SG_STAR_COMFORT: + if (sc && sc->data[SC_MIRACLE]) + break; + if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_COMFORT].m && + (battle_config.allow_skill_without_day || pc->sg_info[skill_id-SG_SUN_COMFORT].day_func())) + break; + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + case SG_FUSION: + 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] + if( require.sp > 0 ) { + if (st->sp < (unsigned int)require.sp) + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); + else + status_zap(&sd->bl, 0, require.sp); + } + return 0; + case GD_BATTLEORDER: + case GD_REGENERATION: + case GD_RESTORE: + if (!map_flag_gvg2(sd->bl.m)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case GD_EMERGENCYCALL: + // other checks were already done in skillnotok() + if (!sd->status.guild_id || !sd->state.gmaster_flag) + return 0; + break; + + case GS_GLITTERING: + if(sd->spiritball >= 10) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case NJ_ISSEN: +#ifdef RENEWAL + if (st->hp < (st->hp/100)) { +#else + if (st->hp < 2) { +#endif + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case NJ_BUNSINJYUTSU: + if (!(sc && sc->data[SC_NJ_NEN])) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + + case NJ_ZENYNAGE: + case KO_MUCHANAGE: + if(sd->status.zeny < require.zeny) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); + return 0; + } + break; + case PF_HPCONVERSION: + if (st->sp == st->max_sp) + return 0; //Unusable when at full SP. + break; + case AM_CALLHOMUN: //Can't summon if a hom is already out + if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case AM_REST: //Can't vapo homun if you don't have an active homun or it's hp is < 80% + if (!homun_alive(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) + { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + /** + * Arch Bishop + **/ + case AB_ANCILLA: + { + int count = 0, i; + for( i = 0; i < MAX_INVENTORY; i ++ ) + if( sd->status.inventory[i].nameid == ITEMID_ANCILLA ) + count += sd->status.inventory[i].amount; + if( count >= 3 ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0); + return 0; + } + } + break; + + case AB_ADORAMUS: + /** + * Warlock + **/ + case WL_COMET: + { + int idx; + + if( !require.itemid[0] ) // issue: 7935 + break; + if (skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 + && ((idx = pc->search_inventory(sd,require.itemid[0])) == INDEX_NOT_FOUND + || sd->status.inventory[idx].amount < require.amount[0]) + ) { + //clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]); + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + } + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: + case WL_TETRAVORTEX: + case WL_RELEASE: + { + int j, i = 0; + for(j = SC_SUMMON1; j <= SC_SUMMON5; j++) + if( sc && sc->data[j] ) + 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(j = SC_SPELLBOOK7; j >= SC_SPELLBOOK1; j--) + if( sc && sc->data[j] ) + 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; + /** + * Guilotine Cross + **/ + case GC_HALLUCINATIONWALK: + if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case GC_COUNTERSLASH: + case GC_WEAPONCRUSH: + if( !(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING) ) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0); + return 0; + } + break; + /** + * Ranger + **/ + case RA_WUGMASTERY: + if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY] ) { + clif->skill_fail(sd,skill_id,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_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_CONDITION,0); + return 0; + } + break; + case RA_WUGDASH: + if(!pc_isridingwug(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); + return 0; + } + break; + /** + * Royal Guard + **/ + case LG_BANDING: + if( sc && sc->data[SC_INSPIRATION] ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case LG_PRESTIGE: + if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case LG_RAYOFGENESIS: + case LG_HESPERUSLIT: + if( sc && sc->data[SC_INSPIRATION] ) + return 1; // Don't check for partner. + if( !(sc && sc->data[SC_BANDING]) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); + return 0; + } + if( sc->data[SC_BANDING] && + sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3) ) + return 0; // Just fails, no msg here. + break; + case SR_FALLENEMPIRE: + if( sc && sc->data[SC_COMBOATTACK] ) { + if( sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO ) + break; + 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); + return 0; + } + break; + case SR_CURSEDCIRCLE: + if (map_flag_gvg2(sd->bl.m)) { + if (map->foreachinrange(mob->count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB, + MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) { + char output[128]; + sprintf(output, "You're too close to a stone or emperium to do this skill"); /* TODO official response? or message.conf it */ + clif->colormes(sd->fd, COLOR_RED, output); + return 0; + } + } + if( sd->spiritball > 0 ) + sd->spiritball_old = require.spiritball = sd->spiritball; + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SR_GATEOFHELL: + if( sd->spiritball > 0 ) + sd->spiritball_old = require.spiritball; + break; + case SC_MANHOLE: + case SC_DIMENSIONDOOR: + if( sc && sc->data[SC_MAGNETICFIELD] ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case WM_GREAT_ECHO: { + int count; + count = skill->check_pc_partner(sd, skill_id, &skill_lv, skill->get_splash(skill_id,skill_lv), 0); + if( count < 1 ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); + return 0; + } else + require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. + } + break; + case NC_PILEBUNKER: + if ( sd->equip_index[EQI_HAND_R] < 0 || sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid != ITEMID_PILEBUNCKER ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case NC_HOVERING: + if (( sd->equip_index[EQI_ACC_L] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_L]].nameid == ITEMID_HOVERING_BOOSTER ) || + ( sd->equip_index[EQI_ACC_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_R]].nameid == ITEMID_HOVERING_BOOSTER )); + else { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SO_FIREWALK: + case SO_ELECTRICWALK: // Can't be casted until you've walked all cells. + if( sc && sc->data[SC_PROPERTYWALK] && + sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case SO_EL_CONTROL: + if( !sd->status.ele_id || !sd->ed ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); + return 0; + } + break; + case RETURN_TO_ELDICASTES: + if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped. + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case CR_REFLECTSHIELD: + if( sc && sc->data[SC_KYOMU] && rnd()%100 < 5 * sc->data[SC_KYOMU]->val1 ){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case KO_KAHU_ENTEN: + case KO_HYOUHU_HUBUKI: + case KO_KAZEHU_SEIRAN: + case KO_DOHU_KOUKAI: + { + int ttype = skill->get_ele(skill_id, skill_lv); + if( sd->spiritcharm[ttype] >= MAX_SPIRITCHARM ){ + clif->skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0); + return 0; + } + } + break; + case KO_KAIHOU: + case KO_ZENKAI: + { + int i; + ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0); + if( i >= SPIRITS_TYPE_SPHERE ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); + return 0; + } + } + break; + } + + switch(require.state) { + case ST_HIDING: + if(!(sc && sc->option&OPTION_HIDE)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_CLOAKING: + if(!pc_iscloaking(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_HIDDEN: + if(!pc_ishiding(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_RIDING: + if (!pc_isridingpeco(sd) && !pc_isridingdragon(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_FALCON: + if(!pc_isfalcon(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_CARTBOOST: + if(!(sc && sc->data[SC_CARTBOOST])) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case ST_CART: + if(!pc_iscarton(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_CART,0); + return 0; + } + break; + case ST_SHIELD: + if(sd->status.shield <= 0) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_SIGHT: + if(!(sc && sc->data[SC_SIGHT])) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_EXPLOSIONSPIRITS: + if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_EXPLOSIONSPIRITS,0); + return 0; + } + break; + case ST_RECOV_WEIGHT_RATE: + if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_MOVE_ENABLE: + if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) + sd->ud.canmove_tick = timer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] + + if (!unit->can_move(&sd->bl)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_WATER: + if (sc && (sc->data[SC_DELUGE] || sc->data[SC_NJ_SUITON])) + break; + if (map->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) + break; + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + case ST_RIDINGDRAGON: + if( !pc_isridingdragon(sd) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0); + return 0; + } + break; + case ST_WUG: + if( !pc_iswug(sd) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_RIDINGWUG: + if( !pc_isridingwug(sd) ){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case ST_MADO: + if( !pc_ismadogear(sd) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); + return 0; + } + break; + case ST_ELEMENTALSPIRIT: + if(!sd->ed) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); + return 0; + } + break; + case ST_POISONINGWEAPON: + if (!(sc && sc->data[SC_POISONINGWEAPON])) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0); + return 0; + } + break; + case ST_ROLLINGCUTTER: + if (!(sc && sc->data[SC_ROLLINGCUTTER])) { + clif->skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0); + return 0; + } + break; + case ST_MH_FIGHTING: + if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_FIGHTING)){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case ST_MH_GRAPPLING: + if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_GRAPPLING)){ + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + case ST_PECO: + if (!pc_isridingpeco(sd)) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + } + + if(require.mhp > 0 && get_percentage(st->hp, st->max_hp) > require.mhp) { + //mhp is the max-hp-requirement, that is, + //you must have this % or less of HP to cast it. + clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + return 0; + } + + if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); + return 0; + } + + if( require.sp > 0 && st->sp < (unsigned int)require.sp) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); + return 0; + } + + if( require.zeny > 0 && sd->status.zeny < require.zeny ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); + return 0; + } + + if( require.spiritball > 0 && sd->spiritball < require.spiritball) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball); + return 0; + } + +#if 0 + // There's no need to check if the skill is part of a combo if it's + // already been checked before, see unit_skilluse_id2 [Panikon] + // Note that if this check is read part of issue:8047 will reappear! + if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) ) + return 0; +#endif // 0 + + return 1; +} + +int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { + struct skill_condition require; + struct status_data *st; + int i; + int index[MAX_SKILL_ITEM_REQUIRE]; + + nullpo_ret(sd); + + if( sd->chatID ) + return 0; + + if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) { + //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] + sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check. + sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. + return 1; + } + + switch( sd->menuskill_id ) { // Cast start or cast end?? + case AM_PHARMACY: + switch( skill_id ) { + case AM_PHARMACY: + case AC_MAKINGARROW: + case BS_REPAIRWEAPON: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + return 0; + } + break; + case GN_MIX_COOKING: + case GN_MAKEBOMB: + case GN_S_PHARMACY: + case GN_CHANGEMATERIAL: + if( sd->menuskill_id != skill_id ) + return 0; + break; + } + /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ +#if 0 + if( sd->state.abra_flag ) // Casting finished (Hocus-Pocus) + return 1; +#endif + if( sd->skillitem == skill_id ) + return 1; + if( pc_is90overweight(sd) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); + return 0; + } + + // perform skill-specific checks (and actions) + switch( skill_id ) { + case PR_BENEDICTIO: + skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1); + break; + case AM_CANNIBALIZE: + case AM_SPHEREMINE: { + int c=0; + int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; + //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; + int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv); + int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142; + if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { + i = map->foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); + if( c >= maxcount + || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2) + ) { + //Fails when: exceed max limit. There are other plant types already out. + clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + break; + } + case NC_SILVERSNIPER: + case NC_MAGICDECOY: { + int c = 0, j; + int maxcount = skill->get_maxcount(skill_id,skill_lv); + int mob_class = 2042; + if( skill_id == NC_MAGICDECOY ) + mob_class = 2043; + + if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { + if( skill_id == NC_MAGICDECOY ) { + for( j = mob_class; j <= 2046; j++ ) + map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); + } else + map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); + if( c >= maxcount ) { + clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); + return 0; + } + } + } + break; + case KO_ZANZOU: { + int c = 0; + i = map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c); + if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) { + clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); + return 0; + } + } + break; + } + + st = &sd->battle_status; + + require = skill->get_requirement(sd,skill_id,skill_lv); + + if( require.hp > 0 && st->hp <= (unsigned int)require.hp) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); + return 0; + } + + if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { + clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); + return 0; + } + + if( require.ammo ) { //Skill requires stuff equipped in the arrow slot. + if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) { + 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]; + sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.", + skill->get_desc(skill_id), + require.ammo_qty, + itemdb_jname(sd->status.inventory[i].nameid)); + clif->colormes(sd->fd,COLOR_RED,e_msg); + return 0; + } + if (!(require.ammo&1<inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message + //which is the closest we have to wrong ammo type. [Skotlex] + clif->arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] + //clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); + return 0; + } + } + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) { + if( !require.itemid[i] ) + continue; + index[i] = pc->search_inventory(sd,require.itemid[i]); + if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < require.amount[i]) { + 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; + } + } + + return 1; +} + +// type&2: consume items (after skill was used) +// type&1: consume the others (before skill was used) +int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) { + struct skill_condition req; + + nullpo_ret(sd); + + req = skill->get_requirement(sd,skill_id,skill_lv); + + if( type&1 ) { + + 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); + + if(req.zeny > 0) + { + if( skill_id == NJ_ZENYNAGE ) + req.zeny = 0; //Zeny is reduced on skill->attack. + if( sd->status.zeny < req.zeny ) + req.zeny = sd->status.zeny; + pc->payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL); + } + } + + if( type&2 ) + { + struct status_change *sc = &sd->sc; + int n,i; + + if( !sc->count ) + sc = NULL; + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) + { + if( !req.itemid[i] ) + continue; + + if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) + continue; //Gemstones are checked, but not subtracted from inventory. + + switch( skill_id ){ + case SA_SEISMICWEAPON: + if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 ) + continue; + break; + case SA_FLAMELAUNCHER: + case SA_VOLCANO: + if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 ) + continue; + break; + case SA_FROSTWEAPON: + case SA_DELUGE: + if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 ) + continue; + break; + case SA_LIGHTNINGLOADER: + case SA_VIOLENTGALE: + if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 ) + continue; + break; + } + + if ((n = pc->search_inventory(sd,req.itemid[i])) != INDEX_NOT_FOUND) + pc->delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME); + } + } + + return 1; +} + +struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { + struct skill_condition req; + struct status_data *st; + struct status_change *sc; + int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100; + uint16 idx; + + memset(&req,0,sizeof(req)); + + if( !sd ) + return req; +#if 0 /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ + if( sd->state.abra_flag ) +#else // not 0 + if( sd->skillitem == skill_id ) +#endif // 0 + return req; // Hocus-Pocus don't have requirements. + + sc = &sd->sc; + if( !sc->count ) + sc = NULL; + + switch( skill_id ) { // Turn off check. + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case TF_HIDING: + case AS_CLOAKING: + case CR_AUTOGUARD: + case ML_AUTOGUARD: + case CR_DEFENDER: + case ML_DEFENDER: + case ST_CHASEWALK: + case PA_GOSPEL: + case CR_SHRINK: + case TK_RUN: + case GS_GATLINGFEVER: + case TK_READYCOUNTER: + case TK_READYDOWN: + case TK_READYSTORM: + case TK_READYTURN: + case SG_FUSION: + case KO_YAMIKUMO: + if( sc && sc->data[status->skill2sc(skill_id)] ) + return req; + } + + idx = skill->get_index(skill_id); + if( idx == 0 ) // invalid skill id + return req; + if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) + return req; + + st = &sd->battle_status; + + req.hp = skill->db[idx].hp[skill_lv-1]; + hp_rate = skill->db[idx].hp_rate[skill_lv-1]; + if(hp_rate > 0) + req.hp += (st->hp * hp_rate)/100; + else + req.hp += (st->max_hp * (-hp_rate))/100; + + req.sp = skill->db[idx].sp[skill_lv-1]; + if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance) + req.sp /= 2; + sp_rate = skill->db[idx].sp_rate[skill_lv-1]; + if(sp_rate > 0) + req.sp += (st->sp * sp_rate)/100; + else + req.sp += (st->max_sp * (-sp_rate))/100; + if( sd->dsprate != 100 ) + req.sp = req.sp * sd->dsprate / 100; + + ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id); + if( i < ARRAYLENGTH(sd->skillusesprate) ) + sp_skill_rate_bonus += sd->skillusesprate[i].val; + ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id); + if( i < ARRAYLENGTH(sd->skillusesp) ) + req.sp -= sd->skillusesp[i].val; + + req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX); + + if( sc ) { + if( sc->data[SC__LAZINESS] ) + req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; + if( sc->data[SC_UNLIMITED_HUMMING_VOICE] ) + req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val3 / 100; + if( sc->data[SC_RECOGNIZEDSPELL] ) + req.sp += req.sp / 4; + if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) + req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100; + } + + req.zeny = skill->db[idx].zeny[skill_lv-1]; + + if( sc && sc->data[SC__UNLUCKY] ) + req.zeny += sc->data[SC__UNLUCKY]->val1 * 500; + + req.spiritball = skill->db[idx].spiritball[skill_lv-1]; + + req.state = skill->db[idx].state; + + req.mhp = skill->db[idx].mhp[skill_lv-1]; + + req.weapon = skill->db[idx].weapon; + + req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1]; + if (req.ammo_qty) + req.ammo = skill->db[idx].ammo; + + if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) { + //Assume this skill is using the weapon, therefore it requires arrows. + req.ammo = 0xFFFFFFFF; //Enable use on all ammo types. + req.ammo_qty = 1; + } + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) { + if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 ) + continue; + + switch( skill_id ) { + case AM_CALLHOMUN: + if (sd->status.hom_id) //Don't delete items when hom is already out. + continue; + break; + case NC_SHAPESHIFT: + if( i < 4 ) + continue; + break; + case WZ_FIREPILLAR: // celest + if (skill_lv <= 5) // no gems required at level 1-5 + continue; + break; + case AB_ADORAMUS: + if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) ) + continue; + break; + case WL_COMET: + if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) + continue; + break; + case GN_FIRE_EXPANSION: + if( i < 5 ) + continue; + break; + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + case SO_WATER_INSIGNIA: + case SO_FIRE_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + if( i < 3 ) + continue; + break; + } + + req.itemid[i] = skill->db[idx].itemid[i]; + req.amount[i] = skill->db[idx].amount[i]; + + if (itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN) { + if (sd->special_state.no_gemstone) { + // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica] + if( skill_id != SA_ABRACADABRA ) + req.itemid[i] = req.amount[i] = 0; + else if( --req.amount[i] < 1 ) + req.amount[i] = 1; // Hocus Pocus always use at least 1 gem + } + if(sc && sc->data[SC_INTOABYSS]) + { + if( skill_id != SA_ABRACADABRA ) + req.itemid[i] = req.amount[i] = 0; + else if( --req.amount[i] < 1 ) + req.amount[i] = 1; // Hocus Pocus always use at least 1 gem + } + } + if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc->checkskill(sd, RA_RESEARCHTRAP) > 0){ + int16 item_index; + if ((item_index = pc->search_inventory(sd,req.itemid[i])) == INDEX_NOT_FOUND + || sd->status.inventory[item_index].amount < req.amount[i] + ) { + req.itemid[i] = ITEMID_TRAP_ALLOY; + req.amount[i] = 1; + } + break; + } + } + + /* requirements are level-dependent */ + switch( skill_id ) { + case NC_SHAPESHIFT: + case GN_FIRE_EXPANSION: + case SO_SUMMON_AGNI: + case SO_SUMMON_AQUA: + case SO_SUMMON_VENTUS: + case SO_SUMMON_TERA: + case SO_WATER_INSIGNIA: + case SO_FIRE_INSIGNIA: + case SO_WIND_INSIGNIA: + case SO_EARTH_INSIGNIA: + req.itemid[skill_lv-1] = skill->db[idx].itemid[skill_lv-1]; + req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1]; + break; + } + if (skill_id == NC_REPAIR) { + switch(skill_lv) { + case 1: + case 2: + req.itemid[1] = ITEMID_REPAIR_A; + break; + case 3: + case 4: + req.itemid[1] = ITEMID_REPAIR_B; + break; + case 5: + req.itemid[1] = ITEMID_REPAIR_C; + break; + } + req.amount[1] = 1; + } + + // Check for cost reductions due to skills & SCs + switch(skill_id) { + case MC_MAMMONITE: + if(pc->checkskill(sd,BS_UNFAIRLYTRICK)>0) + req.zeny -= req.zeny*10/100; + break; + case AL_HOLYLIGHT: + if(sc && sc->data[SC_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); + + if(kaina_lv==0 || sd->status.base_level<70) + break; + if(sd->status.base_level>=90) + req.sp -= req.sp*7*kaina_lv/100; + else if(sd->status.base_level>=80) + req.sp -= req.sp*5*kaina_lv/100; + else if(sd->status.base_level>=70) + req.sp -= req.sp*3*kaina_lv/100; + } + break; + case MO_TRIPLEATTACK: + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + if(sc && sc->data[SC_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: + if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) + req.spiritball = 0; + break; + case MO_EXTREMITYFIST: + if( sc ) + { + if( sc->data[SC_BLADESTOP] ) + req.spiritball--; + else if( sc->data[SC_COMBOATTACK] ) + { + switch( sc->data[SC_COMBOATTACK]->val1 ) + { + case MO_COMBOFINISH: + req.spiritball = 4; + break; + case CH_TIGERFIST: + req.spiritball = 3; + break; + case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. + req.spiritball = sd->spiritball?sd->spiritball:1; + break; + } + }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5) + req.spiritball = sd->spiritball; // must consume all regardless of the amount required + } + break; + case SR_RAMPAGEBLASTER: + req.spiritball = sd->spiritball?sd->spiritball:15; + break; + case SR_GATEOFHELL: + if( sc && sc->data[SC_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: + { + int spirit_sympathy = pc->checkskill(sd,SO_EL_SYMPATHY); + if (spirit_sympathy) + req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100; + } + break; + case SO_PSYCHIC_WAVE: + if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] )) + req.sp += req.sp * 150 / 100; + break; + } + + return req; +} + +/*========================================== + * Does cast-time reductions based on dex, item bonuses and config setting + *------------------------------------------*/ +int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { + int time = skill->get_cast(skill_id, skill_lv); + + nullpo_ret(bl); +#ifndef RENEWAL_CAST + { + struct map_session_data *sd; + + sd = BL_CAST(BL_PC, bl); + + // calculate base cast time (reduced by dex) + if( !(skill->get_castnodex(skill_id, skill_lv)&1) ) { + int scale = battle_config.castrate_dex_scale - status_get_dex(bl); + if( scale > 0 ) // not instant cast + time = time * scale / battle_config.castrate_dex_scale; + else + return 0; // instant cast + } + + // calculate cast time reduced by item/card bonuses + if( !(skill->get_castnodex(skill_id, skill_lv)&4) && sd ) + { + int i; + if( sd->castrate != 100 ) + time = time * sd->castrate / 100; + for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) + { + if( sd->skillcast[i].id == skill_id ) + { + time+= time * sd->skillcast[i].val / 100; + break; + } + } + } + + } +#endif + // config cast time multiplier + if (battle_config.cast_rate != 100) + time = time * battle_config.cast_rate / 100; + // return final cast time + time = max(time, 0); + + //ShowInfo("Castime castfix = %d\n",time); + return time; +} + +/*========================================== + * Does cast-time reductions based on sc data. + *------------------------------------------*/ +int skill_castfix_sc (struct block_list *bl, int time) { + struct status_change *sc = status->get_sc(bl); + + if( time < 0 ) + return 0; + + if( 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_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); + } + if (sc->data[SC_MEMORIZE]) { + time>>=1; + if ((--sc->data[SC_MEMORIZE]->val2) <= 0) + status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); + } + if (sc->data[SC_POEMBRAGI]) + time -= time * sc->data[SC_POEMBRAGI]->val2 / 100; + if (sc->data[SC_IZAYOI]) + time -= time * 50 / 100; + } + time = max(time, 0); + + //ShowInfo("Castime castfix_sc = %d\n",time); + return time; +} +int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) { +#ifdef RENEWAL_CAST + struct status_change *sc = status->get_sc(bl); + struct map_session_data *sd = BL_CAST(BL_PC,bl); + int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; + + if( time < 0 ) + return 0; + + if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter. + return (int)time; + + if( fixed == 0 ){ + fixed = (int)time * 20 / 100; // fixed time + time = time * 80 / 100; // variable time + }else if( fixed < 0 ) // no fixed cast time + fixed = 0; + + if(sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses. + if( sd->bonus.varcastrate < 0 ) + VARCAST_REDUCTION(sd->bonus.varcastrate); + if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast + time += sd->bonus.add_varcast; + if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast + fixed += sd->bonus.add_fixcast; + for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) + if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast + fixed += sd->skillfixcast[i].val; + break; + } + for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ ) + if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast + time += sd->skillvarcast[i].val; + break; + } + for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) + if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate + if( (i=sd->skillcast[i].val) < 0) + VARCAST_REDUCTION(i); + break; + } + for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ ) + if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate + fixcast_r = sd->skillfixcastrate[i].val; + break; + } + } + + if (sc && sc->count && !(skill->get_castnodex(skill_id, skill_lv)&2) ) { + // All variable cast additive bonuses must come first + if (sc->data[SC_SLOWCAST]) + VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); + if (sc->data[SC_FROSTMISTY]) + VARCAST_REDUCTION(-15); + + // Variable cast reduction bonuses + if (sc->data[SC_SUFFRAGIUM]) { + VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2); + status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); + } + if (sc->data[SC_MEMORIZE]) { + VARCAST_REDUCTION(50); + if ((--sc->data[SC_MEMORIZE]->val2) <= 0) + status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); + } + if (sc->data[SC_POEMBRAGI]) + VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2); + if (sc->data[SC_IZAYOI]) + VARCAST_REDUCTION(50); + if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WATER)) + VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells. + 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_DANCE_WITH_WUG]) + fixcast_r = max(fixcast_r, sc->data[SC_DANCE_WITH_WUG]->val4); + if( sc->data[SC_SECRAMENT] ) + fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); + if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) ) + fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % + // Fixed cast non percentage bonuses + if( sc->data[SC_MANDRAGORA] ) + fixed += sc->data[SC_MANDRAGORA]->val1 * 500; + if( sc->data[SC_IZAYOI] ) + fixed = 0; + if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] ) + fixed -= 1000; + } + + if( sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ + VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) ); + fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); + for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) + if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate + if( (i=sd->skillcast[i].val) > 0) + VARCAST_REDUCTION(i); + break; + } + } + + if( varcast_r < 0 ) // now compute overall factors + time = time * (1 - (float)varcast_r / 100); + if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point + time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time; + // underflow checking/capping + time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0); +#endif + return (int)time; +} + +/*========================================== + * Does delay reductions based on dex/agi, sc data, item bonuses, ... + *------------------------------------------*/ +int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { + int delaynodex = skill->get_delaynodex(skill_id, skill_lv); + int time = skill->get_delay(skill_id, skill_lv); + struct map_session_data *sd; + struct status_change *sc = status->get_sc(bl); + + nullpo_ret(bl); + sd = BL_CAST(BL_PC, bl); + + if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL) + return 0; //Will use picked skill's delay. + + if (bl->type&battle_config.no_skill_delay) + return battle_config.min_skill_delay_limit; + + if (time < 0) + time = -time + status_get_amotion(bl); // If set to <0, add to attack motion. + + // Delay reductions + switch (skill_id) { + //Monk combo skills have their delay reduced by agi/dex. + case MO_TRIPLEATTACK: + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + case SR_DRAGONCOMBO: + case SR_FALLENEMPIRE: + time -= 4*status_get_agi(bl) - 2*status_get_dex(bl); + break; + case HP_BASILICA: + if( sc && !sc->data[SC_BASILICA] ) + time = 0; // There is no Delay on Basilica creation, only on cancel + break; + default: + if (battle_config.delay_dependon_dex && !(delaynodex&1)) { + // if skill delay is allowed to be reduced by dex + int scale = battle_config.castrate_dex_scale - status_get_dex(bl); + if (scale > 0) + time = time * scale / battle_config.castrate_dex_scale; + else //To be capped later to minimum. + time = 0; + } + if (battle_config.delay_dependon_agi && !(delaynodex&1)) { + // if skill delay is allowed to be reduced by agi + int scale = battle_config.castrate_dex_scale - status_get_agi(bl); + if (scale > 0) + time = time * scale / battle_config.castrate_dex_scale; + else //To be capped later to minimum. + time = 0; + } + } + + if ( sc && sc->data[SC_SOULLINK] ) { + switch (skill_id) { + case CR_SHIELDBOOMERANG: + if (sc->data[SC_SOULLINK]->val2 == SL_CRUSADER) + time /= 2; + break; + case AS_SONICBLOW: + if (!map_flag_gvg2(bl->m) && !map->list[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN) + time /= 2; + break; + } + } + + if (!(delaynodex&2)) + { + if (sc && sc->count) { + if (sc->data[SC_POEMBRAGI]) + time -= time * sc->data[SC_POEMBRAGI]->val3 / 100; + if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WIND)) + time /= 2; // After Delay of Wind element spells reduced by 50%. + } + + } + + if( !(delaynodex&4) && sd && sd->delayrate != 100 ) + time = time * sd->delayrate / 100; + + if (battle_config.delay_rate != 100) + time = time * battle_config.delay_rate / 100; + + //min delay + time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester] + time = max(time, battle_config.min_skill_delay_limit); + +// ShowInfo("Delay delayfix = %d\n",time); + return time; +} + +/*========================================= + * + *-----------------------------------------*/ +struct square { + int val1[5]; + int val2[5]; +}; + +void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) { + nullpo_retv(tc); + + if(dir == 0){ + tc->val1[0]=x-2; + tc->val1[1]=x-1; + tc->val1[2]=x; + tc->val1[3]=x+1; + tc->val1[4]=x+2; + tc->val2[0]= + tc->val2[1]= + tc->val2[2]= + tc->val2[3]= + tc->val2[4]=y-1; + } else if(dir==2){ + tc->val1[0]= + tc->val1[1]= + tc->val1[2]= + tc->val1[3]= + tc->val1[4]=x+1; + tc->val2[0]=y+2; + tc->val2[1]=y+1; + tc->val2[2]=y; + tc->val2[3]=y-1; + tc->val2[4]=y-2; + } else if(dir==4){ + tc->val1[0]=x-2; + tc->val1[1]=x-1; + tc->val1[2]=x; + tc->val1[3]=x+1; + tc->val1[4]=x+2; + tc->val2[0]= + tc->val2[1]= + tc->val2[2]= + tc->val2[3]= + tc->val2[4]=y+1; + } else if(dir==6){ + tc->val1[0]= + tc->val1[1]= + tc->val1[2]= + tc->val1[3]= + tc->val1[4]=x-1; + tc->val2[0]=y+2; + tc->val2[1]=y+1; + tc->val2[2]=y; + tc->val2[3]=y-1; + tc->val2[4]=y-2; + } else if(dir==1){ + tc->val1[0]=x-1; + tc->val1[1]=x; + tc->val1[2]=x+1; + tc->val1[3]=x+2; + tc->val1[4]=x+3; + tc->val2[0]=y-4; + tc->val2[1]=y-3; + tc->val2[2]=y-1; + tc->val2[3]=y; + tc->val2[4]=y+1; + } else if(dir==3){ + tc->val1[0]=x+3; + tc->val1[1]=x+2; + tc->val1[2]=x+1; + tc->val1[3]=x; + tc->val1[4]=x-1; + tc->val2[0]=y-1; + tc->val2[1]=y; + tc->val2[2]=y+1; + tc->val2[3]=y+2; + tc->val2[4]=y+3; + } else if(dir==5){ + tc->val1[0]=x+1; + tc->val1[1]=x; + tc->val1[2]=x-1; + tc->val1[3]=x-2; + tc->val1[4]=x-3; + tc->val2[0]=y+3; + tc->val2[1]=y+2; + tc->val2[2]=y+1; + tc->val2[3]=y; + tc->val2[4]=y-1; + } else if(dir==7){ + tc->val1[0]=x-3; + tc->val1[1]=x-2; + tc->val1[2]=x-1; + tc->val1[3]=x; + tc->val1[4]=x+1; + tc->val2[1]=y; + tc->val2[0]=y+1; + tc->val2[2]=y-1; + tc->val2[3]=y-2; + tc->val2[4]=y-3; + } + +} + +void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) { + int c; + nullpo_retv(tc); + + for( c = 0; c < 5; c++ ) { + switch( dir ) { + case 0: tc->val2[c]+=are; break; + case 1: tc->val1[c]-=are; tc->val2[c]+=are; break; + case 2: tc->val1[c]-=are; break; + case 3: tc->val1[c]-=are; tc->val2[c]-=are; break; + case 4: tc->val2[c]-=are; break; + case 5: tc->val1[c]+=are; tc->val2[c]-=are; break; + case 6: tc->val1[c]+=are; break; + case 7: tc->val1[c]+=are; tc->val2[c]+=are; break; + } + } +} + +void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { + int c,n=4; + uint8 dir = map->calc_dir(src,bl->x,bl->y); + struct square tc; + int x=bl->x,y=bl->y; + skill->brandishspear_first(&tc,dir,x,y); + skill->brandishspear_dir(&tc,dir,4); + skill->area_temp[1] = bl->id; + + if(skill_lv > 9){ + for(c=1;c<4;c++){ + map->foreachincell(skill->area_sub, + bl->m,tc.val1[c],tc.val2[c],BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, + skill->castend_damage_id); + } + } + if(skill_lv > 6){ + skill->brandishspear_dir(&tc,dir,-1); + n--; + } else { + skill->brandishspear_dir(&tc,dir,-2); + n-=2; + } + + if(skill_lv > 3){ + for(c=0;c<5;c++){ + map->foreachincell(skill->area_sub, + bl->m,tc.val1[c],tc.val2[c],BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, + skill->castend_damage_id); + if(skill_lv > 6 && n==3 && c==4) { + skill->brandishspear_dir(&tc,dir,-1); + n--;c=-1; + } + } + } + for(c=0;c<10;c++){ + if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1); + map->foreachincell(skill->area_sub, + bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, + src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, + skill->castend_damage_id); + } +} + +/*========================================== + * Weapon Repair [Celest/DracoRPG] + *------------------------------------------*/ +void skill_repairweapon (struct map_session_data *sd, int idx) { + int material; + int materials[4] = { + ITEMID_IRON_ORE, + ITEMID_IRON, + ITEMID_STEEL, + ITEMID_ORIDECON_STONE, + }; + struct item *item; + struct map_session_data *target_sd; + + nullpo_retv(sd); + + if ( !( target_sd = map->id2sd(sd->menuskill_val) ) ) //Failed.... + return; + + if( idx == 0xFFFF ) // No item selected ('Cancel' clicked) + return; + if( idx < 0 || idx >= MAX_INVENTORY ) + return; //Invalid index?? + + item = &target_sd->status.inventory[idx]; + if( item->nameid <= 0 || item->attribute == 0 ) + return; //Again invalid item.... + + if( sd != target_sd && !battle->check_range(&sd->bl,&target_sd->bl, skill->get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){ + clif->item_repaireffect(sd,idx,1); + return; + } + + if ( target_sd->inventory_data[idx]->type == IT_WEAPON ) + material = materials[ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon + else + material = materials[2]; // Armors consume 1 Steel + if (pc->search_inventory(sd,material) == INDEX_NOT_FOUND) { + clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); + return; + } + + clif->skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); + + item->attribute = 0;/* clear broken state */ + + clif->equiplist(target_sd); + + pc->delitem(sd,pc->search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME); + + clif->item_repaireffect(sd,idx,0); + + if( sd != target_sd ) + clif->item_repaireffect(target_sd,idx,0); +} + +/*========================================== + * Item Appraisal + *------------------------------------------*/ +void skill_identify (struct map_session_data *sd, int idx) +{ + int flag=1; + + nullpo_retv(sd); + 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; + sd->status.inventory[idx].identify=1; + } + } + clif->item_identified(sd,idx,flag); +} + +/*========================================== + * Weapon Refine [Celest] + *------------------------------------------*/ +void skill_weaponrefine (struct map_session_data *sd, int idx) +{ + nullpo_retv(sd); + + if (idx >= 0 && idx < MAX_INVENTORY) + { + int i = 0, ep = 0, per; + int material[5] = { + 0, + ITEMID_PHRACON, + ITEMID_EMVERETARCON, + ITEMID_ORIDECON, + ITEMID_ORIDECON, + }; + struct item *item; + struct item_data *ditem = sd->inventory_data[idx]; + item = &sd->status.inventory[idx]; + + if(item->nameid > 0 && ditem->type == IT_WEAPON) + { + if( 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])) == INDEX_NOT_FOUND) { + clif->upgrademessage(sd->fd, 3, material[ditem->wlv]); + return; + } + + 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); + } + clif->delitem(sd,idx,1,0); + clif->upgrademessage(sd->fd, 0,item->nameid); + clif->inventorylist(sd); + clif->refine(sd->fd,0,idx,item->refine); + if (ep) + pc->equipitem(sd,idx,ep); + clif->misceffect(&sd->bl,3); + if(item->refine == 10 && + item->card[0] == CARD0_FORGE && + (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id) + { // Fame point system [DracoRPG] + switch(ditem->wlv){ + case 1: + pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point + break; + case 2: + pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point + break; + case 3: + pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point + break; + } + } + } else { + item->refine = 0; + if(item->equip) + pc->unequipitem(sd,idx,3); + clif->refine(sd->fd,1,idx,item->refine); + pc->delitem(sd,idx,1,0,0, LOG_TYPE_OTHER); + clif->misceffect(&sd->bl,2); + clif->emotion(&sd->bl, E_OMG); + } + } + } +} + +/*========================================== + * + *------------------------------------------*/ +int skill_autospell (struct map_session_data *sd, uint16 skill_id) +{ + uint16 skill_lv; + int maxlv=1,lv; + + nullpo_ret(sd); + + skill_lv = sd->menuskill_val; + lv=pc->checkskill(sd,skill_id); + + if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] + + if(skill_id==MG_NAPALMBEAT) maxlv=3; + else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){ + if (sd->sc.data[SC_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; + else if(skill_lv>=4) maxlv=3; + } + else if(skill_id==MG_SOULSTRIKE){ + if(skill_lv==5) maxlv=1; + else if(skill_lv==6) maxlv=2; + else if(skill_lv>=7) maxlv=3; + } + else if(skill_id==MG_FIREBALL){ + if(skill_lv==8) maxlv=1; + else if(skill_lv>=9) maxlv=2; + } + else if(skill_id==MG_FROSTDIVER) maxlv=1; + else return 0; + + if(maxlv > lv) + maxlv = lv; + + sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, + skill->get_time(SA_AUTOSPELL,skill_lv)); + return 0; +} + +/*========================================== + * Sitting skills functions. + *------------------------------------------*/ +int skill_sit_count (struct block_list *bl, va_list ap) { + struct map_session_data *sd; + int type =va_arg(ap,int); + sd=(struct map_session_data*)bl; + + if(!pc_issit(sd)) + return 0; + + if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0) + return 1; + + if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0)) + return 1; + + return 0; +} + +int skill_sit_in (struct block_list *bl, va_list ap) { + struct map_session_data *sd; + int type =va_arg(ap,int); + + sd=(struct map_session_data*)bl; + + if(!pc_issit(sd)) + return 0; + + if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0) + sd->state.gangsterparadise=1; + + if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) { + sd->state.rest=1; + status->calc_regen(bl, &sd->battle_status, &sd->regen); + status->calc_regen_rate(bl, &sd->regen, &sd->sc); + } + + return 0; +} + +int skill_sit_out (struct block_list *bl, va_list ap) { + struct map_session_data *sd; + int type =va_arg(ap,int); + sd=(struct map_session_data*)bl; + if(sd->state.gangsterparadise && type&1) + sd->state.gangsterparadise=0; + if(sd->state.rest && type&2) { + sd->state.rest=0; + status->calc_regen(bl, &sd->battle_status, &sd->regen); + status->calc_regen_rate(bl, &sd->regen, &sd->sc); + } + return 0; +} + +int skill_sit (struct map_session_data *sd, int type) +{ + int flag = 0; + int range = 0, lv; + nullpo_ret(sd); + + + if((lv = pc->checkskill(sd,RG_GANGSTER)) > 0) { + flag|=1; + range = skill->get_splash(RG_GANGSTER, lv); + } + if((lv = pc->checkskill(sd,TK_HPTIME)) > 0) { + flag|=2; + range = skill->get_splash(TK_HPTIME, lv); + } + else if ((lv = pc->checkskill(sd,TK_SPTIME)) > 0) { + flag|=2; + range = skill->get_splash(TK_SPTIME, lv); + } + + if( type ) { + clif->sc_load(&sd->bl,sd->bl.id,SELF,SI_SIT,0,0,0); + } else { + clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT); + } + + if (!flag) return 0; + + if(type) { + if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1) + map->foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag); + } else { + if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) < 2) + map->foreachinrange(skill->sit_out,&sd->bl, range, BL_PC, flag); + } + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_frostjoke_scream(struct block_list *bl, va_list ap) { + struct block_list *src; + uint16 skill_id,skill_lv; + int64 tick; + + nullpo_ret(bl); + nullpo_ret(src=va_arg(ap,struct block_list*)); + + skill_id=va_arg(ap,int); + skill_lv=va_arg(ap,int); + if(!skill_lv) return 0; + tick=va_arg(ap,int64); + + if (src == bl || status->isdead(bl)) + return 0; + if (bl->type == BL_PC) { + struct map_session_data *sd = (struct map_session_data *)bl; + if (sd && (pc_isinvisible(sd) || pc_ismadogear(sd))) + return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind] + } + //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex] + if(battle->check_target(src,bl,BCT_ENEMY) > 0) + skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); + else if(battle->check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10) + skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) { + int range = skill->get_unit_range(skill_id,skill_lv); + int x,y; + + for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) + for( x = src->bl.x - range; x <= src->bl.x + range; ++x ) + map->list[src->bl.m].setcell(src->bl.m, x, y, cell, flag); +} + +/*========================================== + * + *------------------------------------------*/ +int skill_attack_area(struct block_list *bl, va_list ap) { + struct block_list *src,*dsrc; + int atk_type,skill_id,skill_lv,flag,type; + int64 tick; + + if(status->isdead(bl)) + return 0; + + atk_type = va_arg(ap,int); + src = va_arg(ap,struct block_list*); + dsrc = va_arg(ap,struct block_list*); + skill_id = va_arg(ap,int); + skill_lv = va_arg(ap,int); + tick = va_arg(ap,int64); + flag = va_arg(ap,int); + type = va_arg(ap,int); + + + if (skill->area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. + return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); + + if( battle->check_target(dsrc,bl,type) <= 0 + || !status->check_skilluse(NULL, bl, skill_id, 2)) + return 0; + + + switch (skill_id) { + case WZ_FROSTNOVA: //Skills that don't require the animation to be removed + case NPC_ACIDBREATH: + case NPC_DARKNESSBREATH: + case NPC_FIREBREATH: + case NPC_ICEBREATH: + case NPC_THUNDERBREATH: + return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); + default: + //Area-splash, disable skill animation. + return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); + } +} +/*========================================== + * + *------------------------------------------*/ +int skill_clear_group (struct block_list *bl, int flag) +{ + struct unit_data *ud = unit->bl2ud(bl); + struct skill_unit_group *group[MAX_SKILLUNITGROUP]; + int i, count=0; + + nullpo_ret(bl); + if (!ud) return 0; + + //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex] + for (i=0;iskillunit[i];i++) { + switch (ud->skillunit[i]->skill_id) { + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case NJ_SUITON: + case NJ_KAENSIN: + if (flag&1) + group[count++]= ud->skillunit[i]; + break; + case SO_CLOUD_KILL: + if( flag&4 ) + group[count++]= ud->skillunit[i]; + break; + case SO_WARMER: + if( flag&8 ) + group[count++]= ud->skillunit[i]; + break; + default: + if (flag&2 && skill->get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) + group[count++]= ud->skillunit[i]; + break; + } + + } + for (i=0;idel_unitgroup(group[i],ALC_MARK); + return count; +} + +/*========================================== + * Returns the first element field found [Skotlex] + *------------------------------------------*/ +struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { + struct unit_data *ud = unit->bl2ud(bl); + int i; + nullpo_ret(bl); + if (!ud) return NULL; + + for (i=0;iskillunit[i];i++) { + switch (ud->skillunit[i]->skill_id) { + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case NJ_SUITON: + case SO_CLOUD_KILL: + case SO_WARMER: + return ud->skillunit[i]; + } + } + return NULL; +} + +// for graffiti cleaner [Valaris] +int skill_graffitiremover (struct block_list *bl, va_list ap) { + struct skill_unit *su=NULL; + + nullpo_ret(bl); + nullpo_ret(ap); + + if(bl->type!=BL_SKILL || (su=(struct skill_unit *)bl) == NULL) + return 0; + + if((su->group) && (su->group->unit_id == UNT_GRAFFITI)) + skill->delunit(su); + + return 0; +} + +int skill_greed (struct block_list *bl, va_list ap) { + struct block_list *src; + struct map_session_data *sd=NULL; + struct flooritem_data *fitem=NULL; + + nullpo_ret(bl); + nullpo_ret(src = va_arg(ap, struct block_list *)); + + if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl)) + pc->takeitem(sd, fitem); + + return 0; +} +//For Ranger's Detonator [Jobbie/3CeAM] +int skill_detonator(struct block_list *bl, va_list ap) { + struct skill_unit *su=NULL; + struct block_list *src; + int unit_id; + + nullpo_ret(bl); + nullpo_ret(ap); + src = va_arg(ap,struct block_list *); + + if( bl->type != BL_SKILL || (su = (struct skill_unit *)bl) == NULL || !su->group ) + return 0; + if( su->group->src_id != src->id ) + return 0; + + unit_id = su->group->unit_id; + switch( unit_id ) { + //List of Hunter and Ranger Traps that can be detonate. + case UNT_BLASTMINE: + case UNT_SANDMAN: + case UNT_CLAYMORETRAP: + case UNT_TALKIEBOX: + case UNT_CLUSTERBOMB: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + switch(unit_id) { + case UNT_TALKIEBOX: + clif->talkiebox(bl,su->group->valstr); + su->group->val2 = -1; + break; + case UNT_CLAYMORETRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag|BL_SKILL|~BCT_SELF,bl,su->group->tick); + break; + default: + map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag,bl,su->group->tick); + } + clif->changetraplook(bl, UNT_USED_TRAPS); + su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + + (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) ); + su->group->unit_id = UNT_USED_TRAPS; + break; + } + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_cell_overlap(struct block_list *bl, va_list ap) { + uint16 skill_id; + int *alive; + struct skill_unit *su; + + skill_id = va_arg(ap,int); + alive = va_arg(ap,int *); + su = (struct skill_unit *)bl; + + if( su == NULL || su->group == NULL || (*alive) == 0 ) + return 0; + + if( su->group->state.guildaura ) /* guild auras are not canceled! */ + return 0; + + switch (skill_id) { + case SA_LANDPROTECTOR: + if( su->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] + (*alive) = 0; + skill->delunit(su); + return 1; + } + if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR || su->group->skill_id == GN_HELLS_PLANT) { //It deletes everything except songs/dances and traps + skill->delunit(su); + return 1; + } + break; + case HW_GANBANTEIN: + case LG_EARTHDRIVE: + case GN_CRAZYWEED_ATK: + if( !(su->group->state.song_dance&0x1) ) {// Don't touch song/dance. + skill->delunit(su); + return 1; + } + break; + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: +// The official implementation makes them fail to appear when casted on top of ANYTHING +// but I wonder if they didn't actually meant to fail when casted on top of each other? +// hence, I leave the alternate implementation here, commented. [Skotlex] + if (su->range <= 0) { + (*alive) = 0; + return 1; + } +/* + switch (su->group->skill_id) { + //These cannot override each other. + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + (*alive) = 0; + return 1; + } +*/ + break; + case PF_FOGWALL: + switch(su->group->skill_id) { + case SA_VOLCANO: //Can't be placed on top of these + case SA_VIOLENTGALE: + (*alive) = 0; + return 1; + case SA_DELUGE: + case NJ_SUITON: + //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex] + (*alive) = 2; + break; + } + break; + case WZ_ICEWALL: + case HP_BASILICA: + if (su->group->skill_id == skill_id) { + //These can't be placed on top of themselves (duration can't be refreshed) + (*alive) = 0; + return 1; + } + break; + } + + if (su->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { + //It deletes everything except songs/dances/traps + (*alive) = 0; + return 1; + } + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) +{ + struct mob_data* md; + struct unit_data*ud = unit->bl2ud(bl); + struct block_list *from_bl; + struct block_list *to_bl; + md = (struct mob_data*)bl; + from_bl = va_arg(ap,struct block_list *); + to_bl = va_arg(ap,struct block_list *); + + if(ud && ud->target == from_bl->id) + ud->target = to_bl->id; + + if(md->bl.type == BL_MOB && md->target_id == from_bl->id) + md->target_id = to_bl->id; + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_trap_splash(struct block_list *bl, va_list ap) { + struct block_list *src; + int64 tick; + struct skill_unit *src_su; + struct skill_unit_group *sg; + struct block_list *ss; + src = va_arg(ap,struct block_list *); + src_su = (struct skill_unit *)src; + tick = va_arg(ap,int64); + + if( !src_su->alive || bl->prev == NULL ) + return 0; + + nullpo_ret(sg = src_su->group); + nullpo_ret(ss = map->id2bl(sg->src_id)); + + if(battle->check_target(src,bl,sg->target_flag) <= 0) + return 0; + + switch(sg->unit_id){ + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + skill->additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick); + break; + case UNT_GROUNDDRIFT_WIND: + if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(src,bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_DARK: + if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(src,bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_POISON: + if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(src,bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_WATER: + if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(src,bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_FIRE: + if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + skill->blown(src,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),-1,0); + break; + case UNT_ELECTRICSHOCKER: + clif->skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5); + break; + case UNT_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + if( bl->type != BL_PC && !is_boss(bl) ) + sc_start2(ss,bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); + break; + case UNT_REVERBERATION: + if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) { + skill->attack(BF_WEAPON,ss,src,bl,WM_REVERBERATION_MELEE,sg->skill_lv,tick,0); + skill->addtimerskill(ss,tick+200,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL); + } + break; + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + if( src->id == bl->id ) break; + if( bl->type == BL_SKILL ){ + struct skill_unit *su = (struct skill_unit *)bl; + if( su->group->unit_id == UNT_USED_TRAPS ) + break; + } + case UNT_CLUSTERBOMB: + if( ss != bl ) + skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL); + break; + case UNT_CLAYMORETRAP: + if( src->id == bl->id ) break; + if( bl->type == BL_SKILL ){ + struct skill_unit *su = (struct skill_unit *)bl; + switch( su->group->unit_id ){ + case UNT_CLAYMORETRAP: + case UNT_LANDMINE: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + clif->changetraplook(bl, UNT_USED_TRAPS); + su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + 1500; + su->group->unit_id = UNT_USED_TRAPS; + } + break; + } + default: + skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + } + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_enchant_elemental_end (struct block_list *bl, int type) { + struct status_change *sc; + const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS }; + int i; + nullpo_ret(bl); + nullpo_ret(sc = status->get_sc(bl)); + + if (!sc->count) return 0; + + for (i = 0; i < ARRAYLENGTH(scs); i++) + if (type != scs[i] && sc->data[scs[i]]) + status_change_end(bl, scs[i], INVALID_TIMER); + + return 0; +} + +bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce) +{ + static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; + static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; + bool wall = true; + + if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1) + || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) + ) { + //Check for walls. + int i; + ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); + if( i == 8 ) + wall = false; + } + + if( sce ) { + if( !wall ) { + if( sce->val1 < 3 ) //End cloaking. + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + else if( sce->val4&1 ) { //Remove wall bonus + sce->val4&=~1; + status_calc_bl(bl,SCB_SPEED); + } + } else { + if( !(sce->val4&1) ) { //Add wall speed bonus + sce->val4|=1; + status_calc_bl(bl,SCB_SPEED); + } + } + } + + return wall; +} + +/** + * Verifies if an user can use SC_CLOAKING + **/ +bool skill_can_cloak(struct map_session_data *sd) { + nullpo_retr(false, sd); + + //Avoid cloaking with no wall and low skill level. [Skotlex] + //Due to the cloaking card, we have to check the wall versus to known + //skill level rather than the used one. [Skotlex] + //if (sd && val1 < 3 && skill->check_cloaking(bl,NULL)) + if (pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(&sd->bl,NULL)) + return false; + + return true; +} + +/** + * Verifies if an user can still be cloaked (AS_CLOAKING) + * Is called via map->foreachinrange when any kind of wall disapears + **/ +int skill_check_cloaking_end(struct block_list *bl, va_list ap) { + TBL_PC *sd = BL_CAST(BL_PC, bl); + + if (sd && sd->sc.data[SC_CLOAKING] && !skill->can_cloak(sd)) + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + + return 0; +} + +bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce) +{ + static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; + static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; + bool wall = true; + + if( bl->type == BL_PC ) { //Check for walls. + int i; + ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); + if( i == 8 ) + wall = false; + } + + if( sce ) { + if( !wall ) { + if( sce->val1 < 3 ) //End camouflage. + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + else if( sce->val3&1 ) { //Remove wall bonus + sce->val3&=~1; + status_calc_bl(bl,SCB_SPEED); + } + } + } + + return wall; +} + +bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit){ + struct status_change *sc; + struct block_list *src; + + nullpo_retr(false, bl); + + sc = status->get_sc(bl); + + if( sc && sc->data[SC__SHADOWFORM] && damage ) { + src = map->id2bl(sc->data[SC__SHADOWFORM]->val2); + + if( !src || src->m != bl->m ) { + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + return false; + } + + if( src && (status->isdead(src) || !battle->check_target(bl,src,BCT_ENEMY)) ){ + if( src->type == BL_PC ) + ((TBL_PC*)src)->shadowform_id = 0; + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + return false; + } + + status->damage(bl, src, damage, 0, clif->damage(src, src, 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0); + + /* because damage can cancel it */ + if( sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) { + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + if( src->type == BL_PC ) + ((TBL_PC*)src)->shadowform_id = 0; + } + return true; + } + return false; +} +/*========================================== + * + *------------------------------------------*/ +struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { + struct skill_unit *su; + + nullpo_retr(NULL, group); + nullpo_retr(NULL, group->unit); // crash-protection against poor coding + nullpo_retr(NULL, su=&group->unit[idx]); + + if(!su->alive) + group->alive_count++; + + su->bl.id=map->get_new_object_id(); + su->bl.type=BL_SKILL; + su->bl.m=group->map; + su->bl.x=x; + su->bl.y=y; + su->group=group; + su->alive=1; + su->val1=val1; + su->val2=val2; + + idb_put(skill->unit_db, su->bl.id, su); + map->addiddb(&su->bl); + map->addblock(&su->bl); + + // perform oninit actions + switch (group->skill_id) { + case WZ_ICEWALL: + map->setgatcell(su->bl.m,su->bl.x,su->bl.y,5); + clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA); + skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); + break; + case SA_LANDPROTECTOR: + skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); + break; + case HP_BASILICA: + skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); + break; + default: + if (group->state.song_dance&0x1) //Check for dissonance. + skill->dance_overlap(su, 1); + break; + } + + clif->getareachar_skillunit(&su->bl,su,AREA); + + return su; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_delunit (struct skill_unit* su) { + struct skill_unit_group *group; + + nullpo_ret(su); + if( !su->alive ) + return 0; + su->alive=0; + + nullpo_ret(group=su->group); + + if( group->state.song_dance&0x1 ) //Cancel dissonance effect. + skill->dance_overlap(su, 0); + + // invoke onout event + if( !su->range ) + map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),4); + + // perform ondelete actions + switch (group->skill_id) { + case HT_ANKLESNARE: + { + struct block_list* target = map->id2bl(group->val2); + if( target ) + status_change_end(target, SC_ANKLESNARE, INVALID_TIMER); + } + break; + case WZ_ICEWALL: + map->list[su->bl.m].setcell(su->bl.m, su->bl.x, su->bl.y, CELL_NOICEWALL, false); + map->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2); + clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug + skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); + // AS_CLOAKING in low levels requires a wall to be cast, thus it needs to be + // checked again when a wall disapears! issue:8182 [Panikon] + map->foreachinarea(skill->check_cloaking_end, su->bl.m, + // Use 3x3 area to check for users near cell + su->bl.x - 1, su->bl.y - 1, + su->bl.x + 1, su->bl.x + 1, + BL_PC); + break; + case SA_LANDPROTECTOR: + skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); + break; + case HP_BASILICA: + skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); + break; + case RA_ELECTRICSHOCKER: { + struct block_list* target = map->id2bl(group->val2); + if( target ) + status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER); + } + break; + case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) + if( group->val2 ) { // Someone Trapped + struct status_change *tsc = status->get_sc(map->id2bl(group->val2)); + if( tsc && tsc->data[SC__MANHOLE] ) + tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID + } + break; + } + + clif->skill_delunit(su); + + su->group=NULL; + map->delblock(&su->bl); // don't free yet + map->deliddb(&su->bl); + idb_remove(skill->unit_db, su->bl.id); + if(--group->alive_count==0) + skill->del_unitgroup(group,ALC_MARK); + + return 0; +} +/*========================================== + * + *------------------------------------------*/ +/// Returns the target skill_unit_group or NULL if not found. +struct skill_unit_group* skill_id2group(int group_id) +{ + return (struct skill_unit_group*)idb_get(skill->group_db, group_id); +} + +/// Returns a new group_id that isn't being used in skill->group_db. +/// Fatal error if nothing is available. +int skill_get_new_group_id(void) +{ + if( skill->unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill->unit_group_newid) == NULL ) + return skill->unit_group_newid++;// available + {// find next id + int base_id = skill->unit_group_newid; + while( base_id != ++skill->unit_group_newid ) + { + if( skill->unit_group_newid < MAX_SKILL_DB ) + skill->unit_group_newid = MAX_SKILL_DB; + if( skill->id2group(skill->unit_group_newid) == NULL ) + return skill->unit_group_newid++;// available + } + // full loop, nothing available + ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting..."); + exit(1); + } +} + +struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval) +{ + struct unit_data* ud = unit->bl2ud( src ); + struct skill_unit_group* group; + int i; + + if(!(skill_id && skill_lv)) return 0; + + nullpo_retr(NULL, src); + nullpo_retr(NULL, ud); + + // find a free spot to store the new unit group + ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL ); + if(i == MAX_SKILLUNITGROUP) { + // array is full, make room by discarding oldest group + int j=0; + int64 maxdiff = 0, x, tick = timer->gettick(); + for(i=0;iskillunit[i];i++) + if( (x=DIFF_TICK(tick,ud->skillunit[i]->tick)) > maxdiff ) { + maxdiff = x; + j = i; + } + skill->del_unitgroup(ud->skillunit[j],ALC_MARK); + //Since elements must have shifted, we use the last slot. + i = MAX_SKILLUNITGROUP-1; + } + + group = ers_alloc(skill->unit_ers, struct skill_unit_group); + group->src_id = src->id; + group->party_id = status->get_party_id(src); + group->guild_id = status->get_guild_id(src); + group->bg_id = bg->team_get_id(src); + group->group_id = skill->get_new_group_id(); + group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); + group->unit_count = count; + group->alive_count = 0; + group->val1 = 0; + group->val2 = 0; + group->val3 = 0; + group->skill_id = skill_id; + group->skill_lv = skill_lv; + group->unit_id = unit_id; + group->map = src->m; + group->limit = limit; + group->interval = interval; + group->tick = timer->gettick(); + group->valstr = NULL; + + ud->skillunit[i] = group; + + if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] + group->tick += 1500; + + idb_put(skill->group_db, group->group_id, group); + return group; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_delunitgroup(struct skill_unit_group *group, const char* file, int line, const char* func) { + struct block_list* src; + struct unit_data *ud; + int i,j; + + if( group == NULL ) { + ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func); + return 0; + } + + src=map->id2bl(group->src_id); + ud = unit->bl2ud(src); + if(!src || !ud) { + ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); + return 0; + } + + if( src->type == BL_PC && !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { + switch( group->skill_id ) { + case BA_DISSONANCE: + case BA_POEMBRAGI: + case BA_WHISTLE: + case BA_ASSASSINCROSS: + case BA_APPLEIDUN: + case DC_UGLYDANCE: + case DC_HUMMING: + case DC_DONTFORGETME: + case DC_FORTUNEKISS: + case DC_SERVICEFORYOU: + skill->usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv); + break; + } + } + + if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { + struct status_change* sc = status->get_sc(src); + if (sc && sc->data[SC_DANCING]) + { + sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to re-delete the group. [Skotlex] + status_change_end(src, SC_DANCING, INVALID_TIMER); + } + } + + // end Gospel's status change on 'src' + // (needs to be done when the group is deleted by other means than skill deactivation) + if (group->unit_id == UNT_GOSPEL) { + struct status_change *sc = status->get_sc(src); + if(sc && sc->data[SC_GOSPEL]) { + sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex] + status_change_end(src, SC_GOSPEL, INVALID_TIMER); + } + } + + switch( group->skill_id ) { + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) != NULL && sc->data[SC_WARM] ) { + sc->data[SC_WARM]->val4 = 0; + status_change_end(src, SC_WARM, INVALID_TIMER); + } + } + break; + case NC_NEUTRALBARRIER: + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) { + sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0; + status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER); + } + } + break; + case NC_STEALTHFIELD: + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) { + sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0; + status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER); + } + } + break; + case LG_BANDING: + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) && sc->data[SC_BANDING] ) { + sc->data[SC_BANDING]->val4 = 0; + status_change_end(src,SC_BANDING,INVALID_TIMER); + } + } + break; + } + + if (src->type==BL_PC && group->state.ammo_consume) + battle->consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv); + + group->alive_count=0; + + // remove all unit cells + if(group->unit != NULL) + for( i = 0; i < group->unit_count; i++ ) + skill->delunit(&group->unit[i]); + + // clear Talkie-box string + if( group->valstr != NULL ) { + aFree(group->valstr); + group->valstr = NULL; + } + + idb_remove(skill->group_db, group->group_id); + map->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK) + group->unit=NULL; + group->group_id=0; + group->unit_count=0; + + // locate this group, swap with the last entry and delete it + ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group ); + ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--; + if( i < MAX_SKILLUNITGROUP ) { + ud->skillunit[i] = ud->skillunit[j]; + ud->skillunit[j] = NULL; + ers_free(skill->unit_ers, group); + } else + ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); + + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_clear_unitgroup (struct block_list *src) +{ + struct unit_data *ud = unit->bl2ud(src); + + nullpo_ret(ud); + + while (ud->skillunit[0]) + skill->del_unitgroup(ud->skillunit[0],ALC_MARK); + + return 1; +} + +/*========================================== + * + *------------------------------------------*/ +struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int64 tick) { + int i,j=-1,k,s,id; + struct unit_data *ud; + struct skill_unit_group_tickset *set; + + nullpo_ret(bl); + if (group->interval==-1) + return NULL; + + ud = unit->bl2ud(bl); + if (!ud) return NULL; + + set = ud->skillunittick; + + if (skill->get_unit_flag(group->skill_id)&UF_NOOVERLAP) + id = s = group->skill_id; + else + id = s = group->group_id; + + for (i=0; i0 || set[k].id==0)) + j=k; + } + + if (j == -1) { + 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; + } + + set[j].id = id; + set[j].tick = tick; + return &set[j]; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap) { + struct skill_unit* su = va_arg(ap,struct skill_unit *); + struct skill_unit_group* group = su->group; + int64 tick = va_arg(ap,int64); + + if( !su->alive || bl->prev == NULL ) + return 0; + + nullpo_ret(group); + + if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(su->bl.m, su->bl.x, su->bl.y, CELL_CHKLANDPROTECTOR) ) + return 0; //AoE skills are ineffective. [Skotlex] + + if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 ) + return 0; + + skill->unit_onplace_timer(su,bl,tick); + + return 1; +} + +/** + * @see DBApply + */ +int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { + struct skill_unit* su = DB->data2ptr(data); + struct skill_unit_group* group = su->group; + int64 tick = va_arg(ap,int64); + bool dissonance; + struct block_list* bl = &su->bl; + + if( !su->alive ) + return 0; + + nullpo_ret(group); + + // check for expiration + if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= su->limit) ) { + // skill unit expired (inlined from skill_unit_onlimit()) + switch( group->unit_id ) { + case UNT_BLASTMINE: +#ifdef RENEWAL + case UNT_CLAYMORETRAP: +#endif + case UNT_GROUNDDRIFT_WIND: + case UNT_GROUNDDRIFT_DARK: + case UNT_GROUNDDRIFT_POISON: + case UNT_GROUNDDRIFT_WATER: + case UNT_GROUNDDRIFT_FIRE: + group->unit_id = UNT_USED_TRAPS; + //clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE); + group->limit=DIFF_TICK32(tick+1500,group->tick); + su->limit=DIFF_TICK32(tick+1500,group->tick); + break; + + case UNT_ANKLESNARE: + case UNT_ELECTRICSHOCKER: + if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { + // Used Trap don't returns back to item + skill->delunit(su); + break; + } + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: +#ifndef RENEWAL + case UNT_CLAYMORETRAP: +#endif + case UNT_TALKIEBOX: + case UNT_CLUSTERBOMB: + case UNT_MAGENTATRAP: + case UNT_COBALTTRAP: + case UNT_MAIZETRAP: + case UNT_VERDURETRAP: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + + { + struct block_list* src; + if( su->val1 > 0 && (src = map->id2bl(group->src_id)) != NULL && src->type == BL_PC ) { + // revert unit back into a trap + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP; + item_tmp.identify = 1; + map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); + } + skill->delunit(su); + } + break; + + case UNT_WARP_ACTIVE: + // warp portal opens (morph to a UNT_WARP_WAITING cell) + group->unit_id = skill->get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING + clif->changelook(&su->bl, LOOK_BASE, group->unit_id); + // restart timers + group->limit = skill->get_time(group->skill_id,group->skill_lv); + su->limit = skill->get_time(group->skill_id,group->skill_lv); + // apply effect to all units standing on it + map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); + break; + + case UNT_CALLFAMILY: + { + struct map_session_data *sd = NULL; + if(group->val1) { + sd = map->charid2sd(group->val1); + group->val1 = 0; + if (sd && !map->list[sd->bl.m].flag.nowarp) + pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); + } + if(group->val2) { + sd = map->charid2sd(group->val2); + group->val2 = 0; + if (sd && !map->list[sd->bl.m].flag.nowarp) + pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); + } + skill->delunit(su); + } + break; + + case UNT_REVERBERATION: + if( su->val1 <= 0 ) { // If it was deactivated. + skill->delunit(su); + break; + } + clif->changetraplook(bl,UNT_USED_TRAPS); + map->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); + group->limit = DIFF_TICK32(tick,group->tick)+1500; + su->limit = DIFF_TICK32(tick,group->tick)+1500; + group->unit_id = UNT_USED_TRAPS; + break; + + case UNT_FEINTBOMB: { + struct block_list *src = map->id2bl(group->src_id); + if( src ) { + map->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); + status_change_end(src, SC__FEINTBOMB_MASTER, INVALID_TIMER); + } + skill->delunit(su); + break; + } + + case UNT_BANDING: + { + struct block_list *src = map->id2bl(group->src_id); + struct status_change *sc; + if( !src || (sc = status->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) { + skill->delunit(su); + break; + } + // This unit isn't removed while SC_BANDING is active. + group->limit = DIFF_TICK32(tick+group->interval,group->tick); + su->limit = DIFF_TICK32(tick+group->interval,group->tick); + } + break; + + default: + skill->delunit(su); + } + } else {// skill unit is still active + switch( group->unit_id ) { + case UNT_ICEWALL: + // icewall loses 50 hp every second + su->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp + if( su->val1 <= 0 && su->limit + group->tick > tick + 700 ) + su->limit = DIFF_TICK32(tick+700,group->tick); + break; + case UNT_BLASTMINE: + case UNT_SKIDTRAP: + case UNT_LANDMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_CLAYMORETRAP: + case UNT_FREEZINGTRAP: + case UNT_TALKIEBOX: + case UNT_ANKLESNARE: + if( su->val1 <= 0 ) { + if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 ) + skill->delunit(su); + else { + clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); + group->limit = DIFF_TICK32(tick, group->tick) + 1500; + group->unit_id = UNT_USED_TRAPS; + } + } + break; + case UNT_REVERBERATION: + if( su->val1 <= 0 ) + su->limit = DIFF_TICK32(tick + 700,group->tick); + break; + case UNT_WALLOFTHORN: + if( su->val1 <= 0 ) { + group->unit_id = UNT_USED_TRAPS; + group->limit = DIFF_TICK32(tick, group->tick) + 1500; + } + break; + } + } + + // useless check for !group ? + //Don't continue if unit or even group is expired and has been deleted. + if( !group || !su->alive ) + return 0; + + dissonance = skill->dance_switch(su, 0); + + if( su->range >= 0 && group->interval != -1 ) { + if( battle_config.skill_wall_check ) + map->foreachinshootrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); + else + map->foreachinrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); + + if(su->range == -1) //Unit disabled, but it should not be deleted yet. + group->unit_id = UNT_USED_TRAPS; + else if( group->unit_id == UNT_TATAMIGAESHI ) { + su->range = -1; //Disable processed cell. + if (--group->val1 <= 0) { // number of live cells + //All tiles were processed, disable skill. + group->target_flag=BCT_NOONE; + group->bl_flag= BL_NUL; + } + } + } + + if( dissonance ) skill->dance_switch(su, 1); + + return 0; +} +/*========================================== + * Executes on all skill units every SKILLUNITTIMER_INTERVAL milliseconds. + *------------------------------------------*/ +int skill_unit_timer(int tid, int64 tick, int id, intptr_t data) { + map->freeblock_lock(); + + skill->unit_db->foreach(skill->unit_db, skill->unit_timer_sub, tick); + + map->freeblock_unlock(); + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_move_sub(struct block_list* bl, va_list ap) { + struct skill_unit* su = (struct skill_unit *)bl; + struct skill_unit_group* group = su->group; + + struct block_list* target = va_arg(ap,struct block_list*); + int64 tick = va_arg(ap,int64); + int flag = va_arg(ap,int); + + bool dissonance; + uint16 skill_id; + int i; + + nullpo_ret(group); + + if( !su->alive || target->prev == NULL ) + return 0; + + if( flag&1 && ( su->group->skill_id == PF_SPIDERWEB || su->group->skill_id == GN_THORNS_TRAP ) ) + return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish] + + dissonance = skill->dance_switch(su, 0); + + //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] + skill_id = su->group->skill_id; + + if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) { //Lullaby is the exception, bugreport:411 + //Non-dualmode unit skills with a timer don't trigger when walking, so just return + if( dissonance ) skill->dance_switch(su, 1); + return 0; + } + + //Target-type check. + if( !(group->bl_flag&target->type && battle->check_target(&su->bl,target,group->target_flag) > 0) ) { + if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex] + if( flag&1 ) { + if( flag&2 ) { //Clear this skill id. + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == skill_id ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = 0; + } + } else { + if( flag&2 ) { //Store this skill id. + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = skill_id; + else + ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); + } + + } + + if( flag&4 ) + skill->unit_onleft(skill_id,target,tick); + } + + if( dissonance ) skill->dance_switch(su, 1); + + return 0; + } else { + if( flag&1 ) { + int result = skill->unit_onplace(su,target,tick); + if( flag&2 && result ) { //Clear skill ids we have stored in onout. + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == result ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = 0; + } + } else { + int result = skill->unit_onout(su,target,tick); + if( flag&2 && result ) { //Store this unit id. + ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); + if( i < ARRAYLENGTH(skill->unit_temp) ) + skill->unit_temp[i] = skill_id; + else + ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); + } + } + + if( dissonance ) skill->dance_switch(su, 1); + + if( flag&4 ) + skill->unit_onleft(skill_id,target,tick); + + return 1; + } +} + +/*========================================== + * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft) + * Flag values: + * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout) + * flag&2: this function is being invoked twice as a bl moves, store in memory the affected + * units to figure out when they have left a group. + * flag&4: Force a onleft event (triggered when the bl is killed, for example) + *------------------------------------------*/ +int skill_unit_move(struct block_list *bl, int64 tick, int flag) { + nullpo_ret(bl); + + if( bl->prev == NULL ) + return 0; + + if( flag&2 && !(flag&1) ) { //Onout, clear data + memset(skill->unit_temp, 0, sizeof(skill->unit_temp)); + } + + map->foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag); + + if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left. + int i; + for( i = 0; i < ARRAYLENGTH(skill->unit_temp); i++ ) + if( skill->unit_temp[i] ) + skill->unit_onleft(skill->unit_temp[i], bl, tick); + } + + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy) { + int i,j; + int64 tick = timer->gettick(); + int *m_flag; + struct skill_unit *su1; + struct skill_unit *su2; + + if (group == NULL) + return 0; + if (group->unit_count<=0) + return 0; + if (group->unit==NULL) + return 0; + + if (skill->get_unit_flag(group->skill_id)&UF_ENSEMBLE) + return 0; //Ensembles may not be moved around. + + if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN ) + return 0; //Icewalls and Wall of Thorns don't get knocked back + + m_flag = (int *) aCalloc(group->unit_count, sizeof(int)); + // m_flag: + // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) + // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) + // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) + // 3: Both 1+2. + for(i=0;iunit_count;i++) { + su1=&group->unit[i]; + if (!su1->alive || su1->bl.m!=m) + continue; + for(j=0;junit_count;j++) { + su2=&group->unit[j]; + if (!su2->alive) + continue; + if (su1->bl.x+dx==su2->bl.x && su1->bl.y+dy==su2->bl.y) { + m_flag[i] |= 0x1; + } + if (su1->bl.x-dx==su2->bl.x && su1->bl.y-dy==su2->bl.y) { + m_flag[i] |= 0x2; + } + } + } + j = 0; + for (i=0;iunit_count;i++) { + su1=&group->unit[i]; + if (!su1->alive) + continue; + if (!(m_flag[i]&0x2)) { + if (group->state.song_dance&0x1) //Cancel dissonance effect. + skill->dance_overlap(su1, 0); + map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->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(&su1->bl, su1->bl.x+dx, su1->bl.y+dy, tick); + break; + case 1: + //Cell moves unto another cell, look for a replacement cell that won't collide + //and has no cell moving into it (flag == 2) + for(;junit_count;j++) { + if(m_flag[j]!=2 || !group->unit[j].alive) + continue; + //Move to where this cell would had moved. + su2 = &group->unit[j]; + map->moveblock(&su1->bl, su2->bl.x+dx, su2->bl.y+dy, tick); + j++; //Skip this cell as we have used it. + break; + } + break; + case 2: + case 3: + break; //Don't move the cell as a cell will end on this tile anyway. + } + if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 + if (group->state.song_dance&0x1) //Check for dissonance effect. + skill->dance_overlap(su1, 1); + clif->getareachar_skillunit(&su1->bl,su1,AREA); + map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,1); + } + } + aFree(m_flag); + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty) +{ + int i,j; + + nullpo_ret(sd); + + if(nameid<=0) + return 0; + + for(i=0;iproduce_db[i].nameid == nameid ){ + if((j=skill->produce_db[i].req_skill)>0 && + pc->checkskill(sd,j) < skill->produce_db[i].req_skill_lv) + continue; // must iterate again to check other skills that produce it. [malufett] + if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j ) + continue; // special case + break; + } + } + + if( i >= MAX_SKILL_PRODUCE_DB ) + return 0; + + if( pc->checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT ) + {// cannot carry the produced stuff + return 0; + } + + if(trigger>=0){ + if(trigger>20) { // Non-weapon, non-food item (itemlv must match) + if(skill->produce_db[i].itemlv!=trigger) + return 0; + } else if(trigger>10) { // Food (any item level between 10 and 20 will do) + if(skill->produce_db[i].itemlv<=10 || skill->produce_db[i].itemlv>20) + return 0; + } else { // Weapon (itemlv must be higher or equal) + if(skill->produce_db[i].itemlv>trigger) + return 0; + } + } + + for(j=0;jproduce_db[i].mat_id[j]) <= 0 ) + continue; + if (skill->produce_db[i].mat_amount[j] <= 0) { + if (pc->search_inventory(sd,id) == INDEX_NOT_FOUND) + return 0; + } else { + for(y=0,x=0;ystatus.inventory[y].nameid == id ) + x+=sd->status.inventory[y].amount; + if(xproduce_db[i].mat_amount[j]) + return 0; + } + } + return i+1; +} + +/*========================================== + * + *------------------------------------------*/ +int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty) { + int slot[3]; + int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0; + int num = -1; // exclude the recipe + struct status_data *st; + struct item_data* data; + + nullpo_ret(sd); + st = status->get_status_data(&sd->bl); + + if( sd->skill_id_old == skill_id ) + skill_lv = sd->skill_lv_old; + + if( !(idx=skill->can_produce_mix(sd,nameid,-1, qty)) ) + return 0; + idx--; + + if (qty < 1) + qty = 1; + + if (!skill_id) //A skill can be specified for some override cases. + skill_id = skill->produce_db[idx].req_skill; + + if( skill_id == GC_RESEARCHNEWPOISON ) + skill_id = GC_CREATENEWPOISON; + + slot[0]=slot1; + slot[1]=slot2; + slot[2]=slot3; + + for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these! + int j; + if( slot[i]<=0 ) + continue; + j = pc->search_inventory(sd,slot[i]); + if (j == INDEX_NOT_FOUND) + continue; + if( slot[i]==ITEMID_STAR_CRUMB ) { + pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); + sc++; + } + if( slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0 ) { + static const int ele_table[4]={3,1,4,2}; + pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); + ele=ele_table[slot[i]-994]; + } + } + + if( skill_id == RK_RUNEMASTERY ) { + int temp_qty, rune_skill_lv = pc->checkskill(sd,skill_id); + data = itemdb->search(nameid); + + if( rune_skill_lv == 10 ) temp_qty = 1 + rnd()%3; + else if( rune_skill_lv > 5 ) temp_qty = 1 + rnd()%2; + else temp_qty = 1; + + if (data->stack.inventory) { + for( i = 0; i < MAX_INVENTORY; i++ ) { + if( sd->status.inventory[i].nameid == nameid ) { + if( sd->status.inventory[i].amount >= data->stack.amount ) { + clif->msgtable(sd->fd,0x61b); + return 0; + } else { + /** + * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1. + **/ + if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount ) + temp_qty = data->stack.amount - sd->status.inventory[i].amount; + } + break; + } + } + } + qty = temp_qty; + } + + for(i=0;iproduce_db[idx].mat_id[i]) <= 0 ) + continue; + num++; + x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill->produce_db[idx].mat_amount[i]; + do{ + int y=0; + j = pc->search_inventory(sd,id); + + if (j != INDEX_NOT_FOUND) { + y = sd->status.inventory[j].amount; + if(y>x)y=x; + pc->delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE); + } else + ShowError("skill_produce_mix: material item error\n"); + + x-=y; + }while( j>=0 && x>0 ); + } + + if( (equip = (itemdb->isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) ) + wlv = itemdb_wlv(nameid); + if(!equip) { + switch(skill_id){ + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG] + i = pc->checkskill(sd,skill_id); + make_per = sd->status.job_level*20 + st->dex*10 + st->luk*10; //Base chance + switch(nameid){ + case ITEMID_IRON: + make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 + break; + case ITEMID_STEEL: + make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 + break; + case ITEMID_STAR_CRUMB: + make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] + break; + default: // Enchanted Stones + make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35 + break; + } + break; + case ASC_CDP: + make_per = (2000 + 40*st->dex + 20*st->luk); + break; + case AL_HOLYWATER: + /** + * Arch Bishop + **/ + case AB_ANCILLA: + make_per = 100000; //100% success + break; + case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG] + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + make_per = pc->checkskill(sd,AM_LEARNINGPOTION)*50 + + pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 + + (st->int_/2)*10 + st->dex*10+st->luk*10; + if(homun_alive(sd->hd)) {//Player got a homun + int skill2_lv; + if((skill2_lv=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change + make_per += skill2_lv*100; //+1% bonus per level + } + switch(nameid){ + case ITEMID_RED_POTION: + case ITEMID_YELLOW_POTION: + case ITEMID_WHITE_POTION: + make_per += (1+rnd()%100)*10 + 2000; + break; + case ITEMID_ALCHOL: + make_per += (1+rnd()%100)*10 + 1000; + break; + case ITEMID_FIRE_BOTTLE: + case ITEMID_ACID_BOTTLE: + case ITEMID_MENEATER_PLANT_BOTTLE: + case ITEMID_MINI_BOTTLE: + make_per += (1+rnd()%100)*10; + break; + case ITEMID_YELLOW_SLIM_POTION: + make_per -= (1+rnd()%50)*10; + break; + case ITEMID_WHITE_SLIM_POTION: + case ITEMID_COATING_BOTTLE: + make_per -= (1+rnd()%100)*10; + break; + //Common items, receive no bonus or penalty, listed just because they are commonly produced + case ITEMID_BLUE_POTION: + case ITEMID_RED_SLIM_POTION: + case ITEMID_ANODYNE: + case ITEMID_ALOEBERA: + default: + break; + } + if(battle_config.pp_rate != 100) + make_per = make_per * battle_config.pp_rate / 100; + break; + case SA_CREATECON: // Elemental Converter Creation + make_per = 100000; // should be 100% success rate + break; + /** + * Rune Knight + **/ + case RK_RUNEMASTERY: + { + int A = 5100 + 200 * pc->checkskill(sd, skill_id); + int B = 10 * st->dex / 3 + (st->luk + sd->status.job_level); + int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune() + int D = 2500; + switch (nameid) { //rune rank it_diff 9 craftable rune + case ITEMID_RAIDO: + case ITEMID_THURISAZ: + case ITEMID_HAGALAZ: + case ITEMID_OTHILA: + 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: + case ITEMID_LUX_ANIMA: + D -= 500; //Rank S + } + make_per = A + B + C - D; + break; + } + /** + * Guilotine Cross + **/ + case GC_CREATENEWPOISON: + { + const int min[10] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6}; + const int max[10] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9}; + int lv = max(0, pc->checkskill(sd,GC_RESEARCHNEWPOISON) - 1); + qty = min[lv] + rnd()%(max[lv] - min[lv]); + make_per = 3000 + 500 * lv + st->dex / 3 * 10 + st->luk * 10 + sd->status.job_level * 10; + } + break; + case GN_CHANGEMATERIAL: + for(i=0; ichangematerial_db[i].itemid == nameid ){ + make_per = skill->changematerial_db[i].rate * 10; + break; + } + break; + case GN_S_PHARMACY: + { + int difficulty = 0; + + difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level) + + make_per = st->int_ + st->dex/2 + st->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) + + (sd->status.base_level-100) + pc->checkskill(sd, AM_LEARNINGPOTION) + pc->checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) + + switch(nameid){// difficulty factor + case ITEMID_HP_INCREASE_POTIONS: + case ITEMID_SP_INCREASE_POTIONS: + case ITEMID_ENRICH_WHITE_POTIONZ: + difficulty += 10; + break; + case ITEMID_BOMB_MUSHROOM_SPORE: + case ITEMID_SP_INCREASE_POTIONM: + difficulty += 15; + break; + case ITEMID_BANANA_BOMB: + case ITEMID_HP_INCREASE_POTIONM: + case ITEMID_SP_INCREASE_POTIONL: + case ITEMID_VITATA500: + difficulty += 20; + break; + case ITEMID_SEED_OF_HORNY_PLANT: + case ITEMID_BLOODSUCK_PLANT_SEED: + case ITEMID_ENRICH_CELERMINE_JUICE: + difficulty += 30; + break; + case ITEMID_HP_INCREASE_POTIONL: + case ITEMID_CURE_FREE: + difficulty += 40; + break; + } + + if( make_per >= 400 && make_per > difficulty) + qty = 10; + else if( make_per >= 300 && make_per > difficulty) + qty = 7; + else if( make_per >= 100 && make_per > difficulty) + qty = 6; + else if( make_per >= 1 && make_per > difficulty) + qty = 5; + else + qty = 4; + make_per = 10000; + } + break; + case GN_MAKEBOMB: + case GN_MIX_COOKING: + { + int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) + + make_per = sd->status.job_level / 4 + st->luk / 2 + st->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) + qty = ~(5 + rnd()%5) + 1; + + switch(nameid){// difficulty factor + case ITEMID_APPLE_BOMB: + difficulty += 5; + break; + case ITEMID_COCONUT_BOMB: + case ITEMID_MELON_BOMB: + difficulty += 10; + break; + case ITEMID_SAVAGE_BBQ: + case ITEMID_WUG_BLOOD_COCKTAIL: + case ITEMID_MINOR_BRISKET: + case ITEMID_SIROMA_ICETEA: + case ITEMID_DROCERA_HERB_STEW: + case ITEMID_PETTI_TAIL_NOODLE: + case ITEMID_PINEAPPLE_BOMB: + difficulty += 15; + break; + case ITEMID_BANANA_BOMB: + difficulty += 20; + break; + } + + if( make_per >= 30 && make_per > difficulty) + qty = 10 + rnd()%2; + else if( make_per >= 10 && make_per > difficulty) + qty = 10; + else if( make_per == 10 && make_per > difficulty) + qty = 8; + else if( (make_per >= 50 || make_per < 30) && make_per < difficulty) + ;// Food/Bomb creation fails. + else if( make_per >= 30 && make_per < difficulty) + qty = 5; + + if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){ + qty = ~qty + 1; + make_per = 0; + }else + make_per = 10000; + qty = (skill_lv > 1 ? qty : 1); + } + break; + default: + if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) { + //Assume Cooking Dish + if (sd->menuskill_val >= 15) //Legendary Cooking Set. + make_per = 10000; //100% Success + else + make_per = 1200 * (sd->menuskill_val - 10) + + 20 * (sd->status.base_level + 1) + + 20 * (st->dex + 1) + + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80)) + - 400 * (skill->produce_db[idx].itemlv - 11 + 1) + - 10 * (100 - st->luk + 1) + - 500 * (num - 1) + - 100 * (rnd()%4 + 1); + break; + } + make_per = 5000; + break; + } + } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG] + make_per = 5000 + sd->status.job_level*20 + st->dex*10 + st->luk*10; // Base + make_per += pc->checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15 + make_per += pc->checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc->checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5 + make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30 + if (pc->search_inventory(sd,ITEMID_EMPERIUM_ANVIL) != INDEX_NOT_FOUND) + make_per+= 1000; // +10 + else if(pc->search_inventory(sd,ITEMID_GOLDEN_ANVIL) != INDEX_NOT_FOUND) + make_per+= 500; // +5 + else if(pc->search_inventory(sd,ITEMID_ORIDECON_ANVIL) != INDEX_NOT_FOUND) + make_per+= 300; // +3 + else if(pc->search_inventory(sd,ITEMID_ANVIL) != INDEX_NOT_FOUND) + make_per+= 0; // +0? + if(battle_config.wp_rate != 100) + make_per = make_per * battle_config.wp_rate / 100; + } + + if (sd->class_&JOBL_BABY) //if it's a Baby Class + make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847) + + if(make_per < 1) make_per = 1; + + + if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items. + struct item tmp_item; + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.nameid=nameid; + tmp_item.amount=1; + tmp_item.identify=1; + if(equip){ + tmp_item.card[0]=CARD0_FORGE; + tmp_item.card[1]=((sc*5)<<8)+ele; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } else { + //Flag is only used on the end, so it can be used here. [Skotlex] + switch (skill_id) { + case BS_DAGGER: + case BS_SWORD: + case BS_TWOHANDSWORD: + case BS_AXE: + case BS_MACE: + case BS_KNUCKLE: + case BS_SPEAR: + flag = battle_config.produce_item_name_input&0x1; + break; + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + flag = battle_config.produce_item_name_input&0x2; + break; + case AL_HOLYWATER: + /** + * Arch Bishop + **/ + case AB_ANCILLA: + flag = battle_config.produce_item_name_input&0x8; + break; + case ASC_CDP: + flag = battle_config.produce_item_name_input&0x10; + break; + default: + flag = battle_config.produce_item_name_input&0x80; + break; + } + if (flag) { + tmp_item.card[0]=CARD0_CREATE; + tmp_item.card[1]=0; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } + } + +#if 0 // TODO: update PICKLOG + if(log_config.produce > 0) + log_produce(sd,nameid,slot1,slot2,slot3,1); +#endif // 0 + + if(equip){ + clif->produce_effect(sd,0,nameid); + clif->misceffect(&sd->bl,3); + if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] + pc->addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point + } else { + int fame = 0; + tmp_item.amount = 0; + + for (i=0; i< qty; i++) { + //Apply quantity modifiers. + if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){ + tmp_item.amount = qty; + break; + } + if (rnd()%10000 < make_per || qty == 1) { //Success + tmp_item.amount++; + if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION) + continue; + if( skill_id != AM_PHARMACY && + skill_id != AM_TWILIGHT1 && + skill_id != AM_TWILIGHT2 && + skill_id != AM_TWILIGHT3 ) + continue; + //Add fame as needed. + switch(++sd->potion_success_counter) { + case 3: + fame+=1; // Success to prepare 3 Condensed Potions in a row + break; + case 5: + fame+=3; // Success to prepare 5 Condensed Potions in a row + break; + case 7: + fame+=10; // Success to prepare 7 Condensed Potions in a row + break; + case 10: + fame+=50; // Success to prepare 10 Condensed Potions in a row + sd->potion_success_counter = 0; + break; + } + } else //Failure + sd->potion_success_counter = 0; + } + + if (fame) + pc->addfame(sd,fame); + //Visual effects and the like. + switch (skill_id) { + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + case ASC_CDP: + clif->produce_effect(sd,2,nameid); + clif->misceffect(&sd->bl,5); + break; + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + clif->produce_effect(sd,0,nameid); + clif->misceffect(&sd->bl,3); + break; + case RK_RUNEMASTERY: + case GC_CREATENEWPOISON: + clif->produce_effect(sd,2,nameid); + clif->misceffect(&sd->bl,5); + break; + default: //Those that don't require a skill? + if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20) + { //Cooking items. + clif->specialeffect(&sd->bl, 608, AREA); + if( sd->cook_mastery < 1999 ) + pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5); + } + break; + } + } + if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success + int j, k = 0; + for(i=0; ichangematerial_db[i].itemid == nameid ){ + for(j=0; j<5; j++){ + if( rnd()%1000 < skill->changematerial_db[i].qty_rate[j] ){ + tmp_item.amount = qty * skill->changematerial_db[i].qty[j]; + if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif->additem(sd,0,0,flag); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + k++; + } + } + break; + } + if( k ){ + clif->msg_skill(sd,skill_id,0x627); + return 1; + } + } else if (tmp_item.amount) { //Success + if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif->additem(sd,0,0,flag); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY ) + clif->msg_skill(sd,skill_id,0x627); + return 1; + } + } + //Failure +#if 0 // TODO: update PICKLOG + if(log_config.produce) + log_produce(sd,nameid,slot1,slot2,slot3,0); +#endif // 0 + + if(equip){ + clif->produce_effect(sd,1,nameid); + clif->misceffect(&sd->bl,2); + } else { + switch (skill_id) { + case ASC_CDP: //25% Damage yourself, and display same effect as failed potion. + status_percent_damage(NULL, &sd->bl, -25, 0, true); + case AM_PHARMACY: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + clif->produce_effect(sd,3,nameid); + clif->misceffect(&sd->bl,6); + sd->potion_success_counter = 0; // Fame point system [DracoRPG] + break; + case BS_IRON: + case BS_STEEL: + case BS_ENCHANTEDSTONE: + clif->produce_effect(sd,1,nameid); + clif->misceffect(&sd->bl,2); + break; + case RK_RUNEMASTERY: + case GC_CREATENEWPOISON: + clif->produce_effect(sd,3,nameid); + clif->misceffect(&sd->bl,6); + break; + case GN_MIX_COOKING: { + struct item tmp_item; + const int compensation[5] = { + ITEMID_BLACK_LUMP, + ITEMID_BLACK_HARD_LUMP, + ITEMID_VERY_HARD_LUMP, + ITEMID_BLACK_THING, + ITEMID_MYSTERIOUS_POWDER, + }; + int rate = rnd()%500; + memset(&tmp_item,0,sizeof(tmp_item)); + if( rate < 50) i = 4; + else if( rate < 100) i = 2+rnd()%1; + else if( rate < 250 ) i = 1; + else if( rate < 500 ) i = 0; + tmp_item.nameid = compensation[i]; + tmp_item.amount = qty; + tmp_item.identify = 1; + if( pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) { + clif->additem(sd,0,0,flag); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + clif->msg_skill(sd,skill_id,0x628); + } + break; + case GN_MAKEBOMB: + case GN_S_PHARMACY: + case GN_CHANGEMATERIAL: + clif->msg_skill(sd,skill_id,0x628); + break; + default: + if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 ) + { //Cooking items. + clif->specialeffect(&sd->bl, 609, AREA); + if( sd->cook_mastery > 0 ) + pc_setglobalreg(sd, script->add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); + } + } + } + return 0; +} + +int skill_arrow_create (struct map_session_data *sd, int nameid) +{ + int i,j,flag,index=-1; + struct item tmp_item; + + nullpo_ret(sd); + + if(nameid <= 0) + return 1; + + for(i=0;iarrow_db[i].nameid) { + index = i; + break; + } + + if(index < 0 || (j = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND) + return 1; + + pc->delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE); + for(i=0;iarrow_db[index].cre_id[i]; + tmp_item.amount = skill->arrow_db[index].cre_amount[i]; + if(battle_config.produce_item_name_input&0x4) { + tmp_item.card[0]=CARD0_CREATE; + tmp_item.card[1]=0; + tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId + tmp_item.card[3]=GetWord(sd->status.char_id,1); + } + if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) + continue; + if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { + clif->additem(sd,0,0,flag); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + + return 0; +} +int skill_poisoningweapon( struct map_session_data *sd, int nameid) { + sc_type type; + int chance, i; + nullpo_ret(sd); + if( nameid <= 0 || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) { + clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); + return 0; + } + switch( nameid ) + { // t_lv used to take duration from skill->get_time2 + case ITEMID_POISON_PARALYSIS: type = SC_PARALYSE; break; + case ITEMID_POISON_FEVER: type = SC_PYREXIA; break; + case ITEMID_POISON_CONTAMINATION: type = SC_DEATHHURT; break; + case ITEMID_POISON_LEECH: type = SC_LEECHESEND; break; + case ITEMID_POISON_FATIGUE: type = SC_VENOMBLEED; break; + case ITEMID_POISON_NUMB: type = SC_TOXIN; break; + case ITEMID_POISON_LAUGHING: type = SC_MAGICMUSHROOM; break; + case ITEMID_POISON_OBLIVION: type = SC_OBLIVIONCURSE; break; + default: + clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); + return 0; + } + + status_change_end(&sd->bl, SC_POISONINGWEAPON, -1);//Status must be forced to end so that a new poison will be applied if a player decides to change poisons. [Rytech] + chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv + sc_start4(&sd->bl, &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; +} + +void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { + struct status_change *sc = status->get_sc(bl); + + // non-offensive and non-magic skills do not affect the status + if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC)) + return; + + if (sc && sc->count && sc->data[SC_MAGICPOWER]) { + if (sc->data[SC_MAGICPOWER]->val4) { + status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER); + } else { + sc->data[SC_MAGICPOWER]->val4 = 1; + status_calc_bl(bl, status->sc2scb_flag(SC_MAGICPOWER)); +#ifndef RENEWAL + if(bl->type == BL_PC){// update current display. + clif->updatestatus(((TBL_PC *)bl),SP_MATK1); + clif->updatestatus(((TBL_PC *)bl),SP_MATK2); + } +#endif + } + } +} + + +int skill_magicdecoy(struct map_session_data *sd, int nameid) { + int x, y, i, class_, skill_id; + struct mob_data *md; + nullpo_ret(sd); + skill_id = sd->menuskill_val; + + if (nameid <= 0 || !itemdb_is_element(nameid) || (i = pc->search_inventory(sd,nameid)) == INDEX_NOT_FOUND + || !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); + x = sd->sc.comet_x; + y = sd->sc.comet_y; + sd->sc.comet_x = sd->sc.comet_y = 0; + sd->menuskill_val = 0; + + class_ = (nameid == ITEMID_BOODY_RED || nameid == ITEMID_CRYSTAL_BLUE) ? 2043 + nameid - ITEMID_BOODY_RED : (nameid == ITEMID_WIND_OF_VERDURE) ? 2046 : 2045; + + + md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE); + if( md ) { + md->master_id = sd->bl.id; + md->special_state.ai = AI_FLORA; + if( md->deletetimer != INVALID_TIMER ) + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(timer->gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob->timer_delete, md->bl.id, 0); + mob->spawn(md); + md->status.matk_min = md->status.matk_max = 250 + (50 * skill_id); + } + + return 0; +} + +// Warlock Spellbooks. [LimitLine/3CeAM] +int skill_spellbook (struct map_session_data *sd, int nameid) { + int i, max_preserve, skill_id, point; + struct status_change *sc; + + nullpo_ret(sd); + + sc = status->get_sc(&sd->bl); + status_change_end(&sd->bl, SC_STOP, INVALID_TIMER); + + for(i=SC_SPELLBOOK1; i <= SC_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; + } + + ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill->spellbook_db[i].nameid == nameid); // Search for information of this item + if( i == MAX_SKILL_SPELLBOOK_DB ) return 0; + + if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) ) + { // User don't know the skill + sc_start(&sd->bl, &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) + sd->status.base_level) / 10; + point = skill->spellbook_db[i].point; + + if( sc && sc->data[SC_READING_SB] ) { + if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) { + clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0); + return 0; + } + for(i = SC_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,&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); + break; + } + } + }else{ + sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); + sc_start4(&sd->bl,&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); + } + + return 1; +} +int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { + int id, lv, prob, aslvl = 0, idx = 0; + nullpo_ret(sd); + + if (sd->sc.data[SC_STOP]) { + aslvl = sd->sc.data[SC_STOP]->val1; + status_change_end(&sd->bl,SC_STOP,INVALID_TIMER); + } + + idx = skill->get_index(skill_id); + + if( skill_id >= GS_GLITTERING || skill->get_type(skill_id) != BF_MAGIC || + (id = sd->status.skill[idx].id) == 0 || sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) { + clif->skill_fail(sd,SC_AUTOSHADOWSPELL,0,0); + return 0; + } + + lv = (aslvl + 1) / 2; // The level the skill will be autocasted + lv = min(lv,sd->status.skill[idx].lv); + prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. + sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); + return 0; +} +int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) { + int i; + + nullpo_ret(sd); + nullpo_ret(item_list); + + if( n <= 0 ) + return 1; + + for( i = 0; i < n; i++ ) { + int nameid, add_amount, del_amount, idx, product, flag; + struct item tmp_item; + + idx = item_list[i*2+0]-2; + del_amount = item_list[i*2+1]; + + if( skill_lv == 2 ) + del_amount -= (del_amount % 10); + add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ; + + if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) { + clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + switch( nameid ) { + // Level 1 + case ITEMID_FLAME_HEART: product = ITEMID_BOODY_RED; break; + case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break; + case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break; + case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break; + // Level 2 + case ITEMID_BOODY_RED: product = ITEMID_FLAME_HEART; break; + case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break; + case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break; + case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break; + default: + clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + if( pc->delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) { + clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + if( skill_lv == 2 && rnd()%100 < 25 ) { + // At level 2 have a fail chance. You loose your items if it fails. + clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); + return 1; + } + + + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.nameid = product; + tmp_item.amount = add_amount; + tmp_item.identify = 1; + + if( tmp_item.amount ) { + if( (flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) { + clif->additem(sd,0,0,flag); + map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); + } + } + + } + + return 0; +} + +int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) { + int i, j, k, c, p = 0, nameid, amount; + + nullpo_ret(sd); + nullpo_ret(item_list); + + // Search for objects that can be created. + for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) { + if( skill->produce_db[i].itemlv == 26 ) { + p = 0; + do { + c = 0; + // Verification of overlap between the objects required and the list submitted. + for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) { + if( skill->produce_db[i].mat_id[j] > 0 ) { + for( k = 0; k < n; k++ ) { + int idx = item_list[k*2+0]-2; + nameid = sd->status.inventory[idx].nameid; + amount = item_list[k*2+1]; + if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){ + clif->msg_skill(sd,GN_CHANGEMATERIAL,0x62D); + return 0; + } + if( nameid == skill->produce_db[i].mat_id[j] && (amount-p*skill->produce_db[i].mat_amount[j]) >= skill->produce_db[i].mat_amount[j] + && (amount-p*skill->produce_db[i].mat_amount[j])%skill->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount + c++; // match + } + } + else + break; // No more items required + } + p++; + } while(n == j && c == n); + p--; + if ( p > 0 ) { + skill->produce_mix(sd,GN_CHANGEMATERIAL,skill->produce_db[i].nameid,0,0,0,p); + return 1; + } + } + } + + if( p == 0) + clif->msg_skill(sd,GN_CHANGEMATERIAL,0x623); + + return 0; +} +/** + * for Royal Guard's LG_TRAMPLE + **/ +int skill_destroy_trap(struct block_list *bl, va_list ap) { + struct skill_unit *su = (struct skill_unit *)bl; + struct skill_unit_group *sg; + int64 tick; + + nullpo_ret(su); + tick = va_arg(ap, int64); + + if (su->alive && (sg = su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP) { + switch( sg->unit_id ) { + case UNT_CLAYMORETRAP: + 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|BL_SKILL|~BCT_SELF, &su->bl,tick); + break; + case UNT_LANDMINE: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_CLUSTERBOMB: + map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); + break; + } + // Traps aren't recovered. + skill->delunit(su); + } + return 0; +} +/*========================================== + * + *------------------------------------------*/ +int skill_blockpc_end(int tid, int64 tick, int id, intptr_t data) { + struct map_session_data *sd = map->id2sd(id); + struct skill_cd * cd = NULL; + + if (data <= 0 || data >= MAX_SKILL) + return 0; + if (!sd || !sd->blockskill[data]) + return 0; + + if( ( cd = idb_get(skill->cd_db,sd->status.char_id) ) ) { + int i; + + for( i = 0; i < cd->cursor; i++ ) { + if( cd->entry[i]->skidx == data ) + break; + } + + if (i == cd->cursor) { + ShowError("skill_blockpc_end: '%s': no data found for '%"PRIdPTR"'\n", sd->status.name, data); + } else { + int cursor = 0; + + ers_free(skill->cd_entry_ers, cd->entry[i]); + + cd->entry[i] = NULL; + + for( i = 0, cursor = 0; i < cd->cursor; i++ ) { + if( !cd->entry[i] ) + continue; + if( cursor != i ) + cd->entry[cursor] = cd->entry[i]; + cursor++; + } + + if( (cd->cursor = cursor) == 0 ) { + idb_remove(skill->cd_db,sd->status.char_id); + ers_free(skill->cd_ers, cd); + } + } + } + + sd->blockskill[data] = false; + return 1; +} + +/** + * flags a singular skill as being blocked from persistent usage. + * @param sd the player the skill delay affects + * @param skill_id the skill which should be delayed + * @param tick the length of time the delay should last + * @return 0 if successful, -1 otherwise + */ +int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) { + struct skill_cd* cd = NULL; + uint16 idx = skill->get_index(skill_id); + int64 now = timer->gettick(); + + nullpo_retr (-1, sd); + + if (idx == 0) + return -1; + + if (tick < 1) { + sd->blockskill[idx] = false; + return -1; + } + + if( battle_config.display_status_timers ) + clif->skill_cooldown(sd, skill_id, tick); + + if( !(cd = idb_get(skill->cd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage + cd = ers_alloc(skill->cd_ers, struct skill_cd); + + idb_put( skill->cd_db, sd->status.char_id, cd ); + } else { + int i; + + for(i = 0; i < cd->cursor; i++) { + if( cd->entry[i] && cd->entry[i]->skidx == idx ) + break; + } + + if( i != cd->cursor ) {/* duplicate, update necessary */ + cd->entry[i]->duration = tick; +#if PACKETVER >= 20120604 + cd->entry[i]->total = tick; +#endif + cd->entry[i]->started = now; + timer->settick(cd->entry[i]->timer,now+tick); + return 0; + } + + } + + if( cd->cursor == MAX_SKILL_TREE ) { + ShowError("skill_blockpc_start: '%s' got over '%d' skill cooldowns, no room to save!\n",sd->status.name,MAX_SKILL_TREE); + return -1; + } + + cd->entry[cd->cursor] = ers_alloc(skill->cd_entry_ers,struct skill_cd_entry); + + cd->entry[cd->cursor]->duration = tick; +#if PACKETVER >= 20120604 + cd->entry[cd->cursor]->total = tick; +#endif + cd->entry[cd->cursor]->skidx = idx; + cd->entry[cd->cursor]->skill_id = skill_id; + cd->entry[cd->cursor]->started = now; + cd->entry[cd->cursor]->timer = timer->add(now+tick,skill->blockpc_end,sd->bl.id,idx); + + cd->cursor++; + + sd->blockskill[idx] = true; + return 0; +} + +int skill_blockhomun_end(int tid, int64 tick, int id, intptr_t data) { // [orn] + struct homun_data *hd = (TBL_HOM*)map->id2bl(id); + if (data <= 0 || data >= MAX_SKILL) + return 0; + if (hd) hd->blockskill[data] = 0; + + return 1; +} + +int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { // [orn] + uint16 idx = skill->get_index(skill_id); + nullpo_retr (-1, hd); + + + if (idx == 0) + return -1; + + if (tick < 1) { + hd->blockskill[idx] = 0; + return -1; + } + hd->blockskill[idx] = 1; + return timer->add(timer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx); +} + +int skill_blockmerc_end(int tid, int64 tick, int id, intptr_t data) {// [orn] + struct mercenary_data *md = (TBL_MER*)map->id2bl(id); + if( data <= 0 || data >= MAX_SKILL ) + return 0; + if( md ) md->blockskill[data] = 0; + + return 1; +} + +int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick) +{ + uint16 idx = skill->get_index(skill_id); + nullpo_retr (-1, md); + + if (idx == 0) + return -1; + if( tick < 1 ) + { + md->blockskill[idx] = 0; + return -1; + } + md->blockskill[idx] = 1; + return timer->add(timer->gettick() + tick, skill->blockmerc_end, md->bl.id, idx); +} +/** + * Adds a new skill unit entry for this player to recast after map load + **/ +void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) { + struct skill_unit_save * sus = NULL; + + if( idb_exists(skill->usave_db,sd->status.char_id) ) { + idb_remove(skill->usave_db,sd->status.char_id); + } + + CREATE( sus, struct skill_unit_save, 1 ); + idb_put( skill->usave_db, sd->status.char_id, sus ); + + sus->skill_id = skill_id; + sus->skill_lv = skill_lv; + + return; +} +void skill_usave_trigger(struct map_session_data *sd) { + struct skill_unit_save * sus = NULL; + + if( ! (sus = idb_get(skill->usave_db,sd->status.char_id)) ) { + return; + } + + skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0); + + idb_remove(skill->usave_db,sd->status.char_id); + + return; +} +/* + * + */ +int skill_split_str (char *str, char **val, int num) { + int i; + + for( i = 0; i < num && str; i++ ) { + val[i] = str; + str = strchr(str,','); + if( str ) + *str++=0; + } + + return i; +} +/* + * + */ +int skill_split_atoi (char *str, int *val) { + int i, j, diff, step = 1; + + for (i=0; i= step; j--) + if ((val[j]-val[j-step]) != diff) + break; + + if (j>=step) //No match, try next step. + continue; + + for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase + val[i] = val[i-step]+diff; + if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases. + { val[i] = 1; diff = 0; step = 1; } + } + return i; + } + //Okay.. we can't figure this one out, just fill out the stuff with the previous value. + for (;iunit_layout,0,sizeof(skill->unit_layout)); + + // standard square layouts go first + for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { + size = i*2+1; + skill->unit_layout[i].count = size*size; + for (j=0; junit_layout[i].dx[j] = (j%size-i); + skill->unit_layout[i].dy[j] = (j/size-i); + } + } + + // afterwards add special ones + pos = i; + for (i=0;idb[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1) + continue; + + switch (skill->db[i].nameid) { + case MG_FIREWALL: + case WZ_ICEWALL: + case WL_EARTHSTRAIN://Warlock + // these will be handled later + break; + case PR_SANCTUARY: + case NPC_EVILLAND: { + static const int dx[] = { + -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, + 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1}; + static const int dy[]={ + -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, + 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2}; + skill->unit_layout[pos].count = 21; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PR_MAGNUS: { + static const int dx[] = { + -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, + 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, + -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1}; + static const int dy[] = { + -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, + -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, + 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; + skill->unit_layout[pos].count = 33; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case MH_POISON_MIST: + case AS_VENOMDUST: { + static const int dx[] = {-1, 0, 0, 0, 1}; + static const int dy[] = { 0,-1, 0, 1, 0}; + skill->unit_layout[pos].count = 5; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: { + static const int dx[] = { + 0, 0,-1, 0, 1,-2,-1, 0, 1, 2, + -4,-3,-2,-1, 0, 1, 2, 3, 4,-2, + -1, 0, 1, 2,-1, 0, 1, 0, 0}; + static const int dy[] = { + -4,-3,-2,-2,-2,-1,-1,-1,-1,-1, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, + 1, 1, 1, 1, 2, 2, 2, 3, 4}; + skill->unit_layout[pos].count = 29; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PF_FOGWALL: { + static const int dx[] = { + -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; + static const int dy[] = { + -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1}; + skill->unit_layout[pos].count = 15; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case PA_GOSPEL: { + static const int dx[] = { + -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, + 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, + -3,-2,-1, 0, 1, 2, 3,-1, 0, 1, + -1, 0, 1}; + static const int dy[] = { + -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, + -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, + 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, + 3, 3, 3}; + skill->unit_layout[pos].count = 33; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case NJ_KAENSIN: { + static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; + static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2}; + skill->unit_layout[pos].count = 24; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case NJ_TATAMIGAESHI: { + //Level 1 (count 4, cross of 3x3) + static const int dx1[] = {-1, 1, 0, 0}; + static const int dy1[] = { 0, 0,-1, 1}; + //Level 2-3 (count 8, cross of 5x5) + static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0}; + static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2}; + //Level 4-5 (count 12, cross of 7x7 + static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0}; + static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3}; + //lv1 + j = 0; + skill->unit_layout[pos].count = 4; + memcpy(skill->unit_layout[pos].dx,dx1,sizeof(dx1)); + memcpy(skill->unit_layout[pos].dy,dy1,sizeof(dy1)); + skill->db[i].unit_layout_type[j] = pos; + //lv2/3 + j++; + pos++; + skill->unit_layout[pos].count = 8; + memcpy(skill->unit_layout[pos].dx,dx2,sizeof(dx2)); + memcpy(skill->unit_layout[pos].dy,dy2,sizeof(dy2)); + skill->db[i].unit_layout_type[j] = pos; + skill->db[i].unit_layout_type[++j] = pos; + //lv4/5 + j++; + pos++; + skill->unit_layout[pos].count = 12; + memcpy(skill->unit_layout[pos].dx,dx3,sizeof(dx3)); + memcpy(skill->unit_layout[pos].dy,dy3,sizeof(dy3)); + skill->db[i].unit_layout_type[j] = pos; + skill->db[i].unit_layout_type[++j] = pos; + //Fill in the rest using lv 5. + for (;jdb[i].unit_layout_type[j] = pos; + //Skip, this way the check below will fail and continue to the next skill. + pos++; + } + break; + case GN_WALLOFTHORN: { + static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; + static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; + skill->unit_layout[pos].count = 16; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case EL_FIRE_MANTLE: { + static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1}; + static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0}; + skill->unit_layout[pos].count = 8; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + default: + ShowError("unknown unit layout at skill %d\n",i); + break; + } + if (!skill->unit_layout[pos].count) + continue; + for (j=0;jdb[i].unit_layout_type[j] = pos; + pos++; + } + + // firewall and icewall have 8 layouts (direction-dependent) + skill->firewall_unit_pos = pos; + for (i=0;i<8;i++) { + if (i&1) { + skill->unit_layout[pos].count = 5; + if (i&0x2) { + int dx[] = {-1,-1, 0, 0, 1}; + int dy[] = { 1, 0, 0,-1,-1}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 1, 1 ,0, 0,-1}; + int dy[] = { 1, 0, 0,-1,-1}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + } else { + skill->unit_layout[pos].count = 3; + if (i%4==0) { + int dx[] = {-1, 0, 1}; + int dy[] = { 0, 0, 0}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 0, 0, 0}; + int dy[] = {-1, 0, 1}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + } + pos++; + } + skill->icewall_unit_pos = pos; + for (i=0;i<8;i++) { + skill->unit_layout[pos].count = 5; + if (i&1) { + if (i&0x2) { + int dx[] = {-2,-1, 0, 1, 2}; + int dy[] = { 2, 1, 0,-1,-2}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 2, 1 ,0,-1,-2}; + int dy[] = { 2, 1, 0,-1,-2}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + } else { + if (i%4==0) { + int dx[] = {-2,-1, 0, 1, 2}; + int dy[] = { 0, 0, 0, 0, 0}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } else { + int dx[] = { 0, 0, 0, 0, 0}; + int dy[] = {-2,-1, 0, 1, 2}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + } + pos++; + } + skill->earthstrain_unit_pos = pos; + for( i = 0; i < 8; i++ ) + { // For each Direction + skill->unit_layout[pos].count = 15; + switch( i ) + { + case 0: case 1: case 3: case 4: case 5: case 7: + { + int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; + int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + case 2: + case 6: + { + int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; + int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; + memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); + memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); + } + break; + } + pos++; + } + +} + +int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { + int inf = 0; + struct status_change *sc = status->get_sc(bl); + + if( !sc || !bl || !skill_id ) + return 0; // Can do it + + switch(type){ + case SC_STASIS: + inf = skill->get_inf2(skill_id); + if( inf == INF2_SONG_DANCE || skill->get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL ) + return 1; // Can't do it. + switch( skill_id ) { + case NV_FIRSTAID: + case TF_HIDING: + case AS_CLOAKING: + case WZ_SIGHTRASHER: + case RG_STRIPWEAPON: + case RG_STRIPSHIELD: + case RG_STRIPARMOR: + case WZ_METEOR: + case RG_STRIPHELM: + case SC_STRIPACCESSARY: + case ST_FULLSTRIP: + case WZ_SIGHTBLASTER: + case ST_CHASEWALK: + case SC_ENERVATION: + case SC_GROOMY: + case WZ_ICEWALL: + case SC_IGNORANCE: + case SC_LAZINESS: + case SC_UNLUCKY: + case WZ_STORMGUST: + case SC_WEAKNESS: + case AL_RUWACH: + case AL_PNEUMA: + case WZ_JUPITEL: + case AL_HEAL: + case AL_BLESSING: + case AL_INCAGI: + case WZ_VERMILION: + case AL_TELEPORT: + case AL_WARP: + case AL_HOLYWATER: + case WZ_EARTHSPIKE: + case AL_HOLYLIGHT: + case PR_IMPOSITIO: + case PR_ASPERSIO: + case WZ_HEAVENDRIVE: + case PR_SANCTUARY: + case PR_STRECOVERY: + case PR_MAGNIFICAT: + case WZ_QUAGMIRE: + case ALL_RESURRECTION: + case PR_LEXDIVINA: + case PR_LEXAETERNA: + case HW_GRAVITATION: + case PR_MAGNUS: + case PR_TURNUNDEAD: + case MG_SRECOVERY: + case HW_MAGICPOWER: + case MG_SIGHT: + case MG_NAPALMBEAT: + case MG_SAFETYWALL: + case HW_GANBANTEIN: + case MG_SOULSTRIKE: + case MG_COLDBOLT: + case MG_FROSTDIVER: + case WL_DRAINLIFE: + case MG_STONECURSE: + case MG_FIREBALL: + case MG_FIREWALL: + case WL_SOULEXPANSION: + case MG_FIREBOLT: + case MG_LIGHTNINGBOLT: + case MG_THUNDERSTORM: + case MG_ENERGYCOAT: + case WL_WHITEIMPRISON: + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: + case WL_SIENNAEXECRATE: + case WL_RELEASE: + case WL_EARTHSTRAIN: + case WL_RECOGNIZEDSPELL: + case WL_READING_SB: + case SA_MAGICROD: + case SA_SPELLBREAKER: + case SA_DISPELL: + case SA_FLAMELAUNCHER: + case SA_FROSTWEAPON: + case SA_LIGHTNINGLOADER: + case SA_SEISMICWEAPON: + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case PF_HPCONVERSION: + case PF_SOULCHANGE: + case PF_SPIDERWEB: + case PF_FOGWALL: + case TK_RUN: + case TK_HIGHJUMP: + case TK_SEVENWIND: + case SL_KAAHI: + case SL_KAUPE: + case SL_KAITE: + + // Skills that need to be confirmed. + case SO_FIREWALK: + case SO_ELECTRICWALK: + case SO_SPELLFIST: + case SO_EARTHGRAVE: + case SO_DIAMONDDUST: + case SO_POISON_BUSTER: + case SO_PSYCHIC_WAVE: + case SO_CLOUD_KILL: + case SO_STRIKING: + case SO_WARMER: + case SO_VACUUM_EXTREME: + case SO_VARETYR_SPEAR: + case SO_ARRULLO: + return 1; // Can't do it. + } + break; + case SC_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: + case RA_CAMOUFLAGE: + case ST_CHASEWALK: + case GD_EMERGENCYCALL: + return 1; // needs more info + } + break; + } + + return 0; +} + +int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) { + int type = 0; + + switch( skill_id ) { + case SO_SUMMON_AGNI: type = 2114; break; + case SO_SUMMON_AQUA: type = 2117; break; + case SO_SUMMON_VENTUS: type = 2120; break; + case SO_SUMMON_TERA: type = 2123; break; + } + + type += skill_lv - 1; + + return type; +} + +/** + * update stored skill cooldowns for player logout + * @param sd the affected player structure + */ +void skill_cooldown_save(struct map_session_data * sd) { + int i; + struct skill_cd* cd = NULL; + int64 now = 0; + + // always check to make sure the session properly exists + nullpo_retv(sd); + + if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character + return; + } + + now = timer->gettick(); + + // process each individual cooldown associated with the character + for( i = 0; i < cd->cursor; i++ ) { + cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started+cd->entry[i]->duration,now); + if( cd->entry[i]->timer != INVALID_TIMER ) { + timer->delete(cd->entry[i]->timer,skill->blockpc_end); + cd->entry[i]->timer = INVALID_TIMER; + } + } +} + +/** + * reload stored skill cooldowns when a player logs in. + * @param sd the affected player structure + */ +void skill_cooldown_load(struct map_session_data * sd) { + int i; + struct skill_cd* cd = NULL; + int64 now = 0; + + // always check to make sure the session properly exists + nullpo_retv(sd); + + if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character + return; + } + + clif->cooldown_list(sd->fd,cd); + + now = timer->gettick(); + + // process each individual cooldown associated with the character + for( i = 0; i < cd->cursor; i++ ) { + cd->entry[i]->started = now; + cd->entry[i]->timer = timer->add(timer->gettick()+cd->entry[i]->duration,skill->blockpc_end,sd->bl.id,cd->entry[i]->skidx); + sd->blockskill[cd->entry[i]->skidx] = true; + } +} + +/*========================================== + * sub-function of DB reading. + * skill_db.txt + *------------------------------------------*/ +bool skill_parse_row_skilldb(char* split[], int columns, int current) { +// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description + uint16 skill_id = atoi(split[0]); + uint16 idx; + if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) + || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) + || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) + || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) { + ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id); + return false; + } + + idx = skill->get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill->db[idx].nameid = skill_id; + skill->split_atoi(split[1],skill->db[idx].range); + skill->db[idx].hit = atoi(split[2]); + skill->db[idx].inf = atoi(split[3]); + skill->split_atoi(split[4],skill->db[idx].element); + skill->db[idx].nk = (int)strtol(split[5], NULL, 0); + skill->split_atoi(split[6],skill->db[idx].splash); + skill->db[idx].max = atoi(split[7]); + skill->split_atoi(split[8],skill->db[idx].num); + + if( strcmpi(split[9],"yes") == 0 ) + skill->db[idx].castcancel = 1; + else + skill->db[idx].castcancel = 0; + skill->db[idx].cast_def_rate = atoi(split[10]); + skill->db[idx].inf2 = (int)strtol(split[11], NULL, 0); + skill->split_atoi(split[12],skill->db[idx].maxcount); + if( strcmpi(split[13],"weapon") == 0 ) + skill->db[idx].skill_type = BF_WEAPON; + else if( strcmpi(split[13],"magic") == 0 ) + skill->db[idx].skill_type = BF_MAGIC; + else if( strcmpi(split[13],"misc") == 0 ) + skill->db[idx].skill_type = BF_MISC; + else + skill->db[idx].skill_type = 0; + skill->split_atoi(split[14],skill->db[idx].blewcount); + safestrncpy(skill->db[idx].name, trim(split[15]), sizeof(skill->db[idx].name)); + safestrncpy(skill->db[idx].desc, trim(split[16]), sizeof(skill->db[idx].desc)); + strdb_iput(skill->name2id_db, skill->db[idx].name, skill_id); + script->set_constant2(skill->db[idx].name,(int)skill_id,0); + + return true; +} + +bool skill_parse_row_requiredb(char* split[], int columns, int current) { +// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10 + char* p; + int j; + + uint16 skill_id = atoi(split[0]); + uint16 idx = skill->get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill->split_atoi(split[1],skill->db[idx].hp); + skill->split_atoi(split[2],skill->db[idx].mhp); + skill->split_atoi(split[3],skill->db[idx].sp); + skill->split_atoi(split[4],skill->db[idx].hp_rate); + skill->split_atoi(split[5],skill->db[idx].sp_rate); + skill->split_atoi(split[6],skill->db[idx].zeny); + + //Which weapon type are required, see doc/item_db for types + p = split[7]; + for( j = 0; j < 32; j++ ) { + int l = atoi(p); + if( l == 99 ) { // Any weapon + skill->db[idx].weapon = 0; + break; + } else + skill->db[idx].weapon |= 1<db[idx].ammo = 0xFFFFFFFF; + break; + } else if( l ) // 0 stands for no requirement + skill->db[idx].ammo |= 1<split_atoi(split[9],skill->db[idx].ammo_qty); + + if( strcmpi(split[10],"hiding") == 0 ) skill->db[idx].state = ST_HIDING; + else if( strcmpi(split[10],"cloaking") == 0 ) skill->db[idx].state = ST_CLOAKING; + else if( strcmpi(split[10],"hidden") == 0 ) skill->db[idx].state = ST_HIDDEN; + else if( strcmpi(split[10],"riding") == 0 ) skill->db[idx].state = ST_RIDING; + else if( strcmpi(split[10],"falcon") == 0 ) skill->db[idx].state = ST_FALCON; + else if( strcmpi(split[10],"cart") == 0 ) skill->db[idx].state = ST_CART; + else if( strcmpi(split[10],"shield") == 0 ) skill->db[idx].state = ST_SHIELD; + else if( strcmpi(split[10],"sight") == 0 ) skill->db[idx].state = ST_SIGHT; + else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->db[idx].state = ST_EXPLOSIONSPIRITS; + else if( strcmpi(split[10],"cartboost") == 0 ) skill->db[idx].state = ST_CARTBOOST; + else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->db[idx].state = ST_RECOV_WEIGHT_RATE; + else if( strcmpi(split[10],"move_enable") == 0 ) skill->db[idx].state = ST_MOVE_ENABLE; + else if( strcmpi(split[10],"water") == 0 ) skill->db[idx].state = ST_WATER; + else if( strcmpi(split[10],"dragon") == 0 ) skill->db[idx].state = ST_RIDINGDRAGON; + else if( strcmpi(split[10],"warg") == 0 ) skill->db[idx].state = ST_WUG; + else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->db[idx].state = ST_RIDINGWUG; + else if( strcmpi(split[10],"mado") == 0 ) skill->db[idx].state = ST_MADO; + else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->db[idx].state = ST_ELEMENTALSPIRIT; + else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->db[idx].state = ST_POISONINGWEAPON; + else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->db[idx].state = ST_ROLLINGCUTTER; + else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->db[idx].state = ST_MH_FIGHTING; + else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->db[idx].state = ST_MH_GRAPPLING; + else if( strcmpi(split[10],"peco") == 0 ) skill->db[idx].state = ST_PECO; + /** + * Unknown or no state + **/ + else skill->db[idx].state = ST_NONE; + + skill->split_atoi(split[11],skill->db[idx].spiritball); + for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) { + skill->db[idx].itemid[j] = atoi(split[12+ 2*j]); + skill->db[idx].amount[j] = atoi(split[13+ 2*j]); + } + + return true; +} + +bool skill_parse_row_castdb(char* split[], int columns, int current) { +// skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2 + uint16 skill_id = atoi(split[0]); + uint16 idx = skill->get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill->split_atoi(split[1],skill->db[idx].cast); + skill->split_atoi(split[2],skill->db[idx].delay); + skill->split_atoi(split[3],skill->db[idx].walkdelay); + skill->split_atoi(split[4],skill->db[idx].upkeep_time); + skill->split_atoi(split[5],skill->db[idx].upkeep_time2); + skill->split_atoi(split[6],skill->db[idx].cooldown); +#ifdef RENEWAL_CAST + skill->split_atoi(split[7],skill->db[idx].fixed_cast); +#endif + return true; +} + +bool skill_parse_row_castnodexdb(char* split[], int columns, int current) { +// Skill id,Cast,Delay (optional) + uint16 skill_id = atoi(split[0]); + uint16 idx = skill->get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill->split_atoi(split[1],skill->db[idx].castnodex); + if( split[2] ) // optional column + skill->split_atoi(split[2],skill->db[idx].delaynodex); + + return true; +} + +bool skill_parse_row_unitdb(char* split[], int columns, int current) { +// ID,unit ID,unit ID 2,layout,range,interval,target,flag + uint16 skill_id = atoi(split[0]); + uint16 idx = skill->get_index(skill_id); + if( !idx ) // invalid skill id + return false; + + skill->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16); + skill->db[idx].unit_id[1] = (int)strtol(split[2],NULL,16); + skill->split_atoi(split[3],skill->db[idx].unit_layout_type); + skill->split_atoi(split[4],skill->db[idx].unit_range); + skill->db[idx].unit_interval = atoi(split[5]); + + if( strcmpi(split[6],"noenemy")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"friend")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; + else if( strcmpi(split[6],"party")==0 ) skill->db[idx].unit_target = BCT_PARTY; + else if( strcmpi(split[6],"ally")==0 ) skill->db[idx].unit_target = BCT_PARTY|BCT_GUILD; + else if( strcmpi(split[6],"guild")==0 ) skill->db[idx].unit_target = BCT_GUILD; + else if( strcmpi(split[6],"all")==0 ) skill->db[idx].unit_target = BCT_ALL; + else if( strcmpi(split[6],"enemy")==0 ) skill->db[idx].unit_target = BCT_ENEMY; + else if( strcmpi(split[6],"self")==0 ) skill->db[idx].unit_target = BCT_SELF; + else if( strcmpi(split[6],"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 = (int)strtol(split[6],NULL,16); + + skill->db[idx].unit_flag = (int)strtol(split[7],NULL,16); + + if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) + skill->db[idx].unit_target = BCT_NOENEMY; + + //By default, target just characters. + skill->db[idx].unit_target |= BL_CHAR; + if (skill->db[idx].unit_flag&UF_NOPC) + skill->db[idx].unit_target &= ~BL_PC; + if (skill->db[idx].unit_flag&UF_NOMOB) + skill->db[idx].unit_target &= ~BL_MOB; + if (skill->db[idx].unit_flag&UF_SKILL) + skill->db[idx].unit_target |= BL_SKILL; + + return true; +} + +bool skill_parse_row_producedb(char* split[], int columns, int current) { +// ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...... + int x,y; + + int i = atoi(split[0]); + if( !i ) + return false; + + skill->produce_db[current].nameid = i; + skill->produce_db[current].itemlv = atoi(split[1]); + skill->produce_db[current].req_skill = atoi(split[2]); + skill->produce_db[current].req_skill_lv = atoi(split[3]); + + for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) { + skill->produce_db[current].mat_id[y] = atoi(split[x]); + skill->produce_db[current].mat_amount[y] = atoi(split[x+1]); + } + + return true; +} + +bool skill_parse_row_createarrowdb(char* split[], int columns, int current) { +// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 + int x,y; + + int i = atoi(split[0]); + if( !i ) + return false; + + skill->arrow_db[current].nameid = i; + + for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) { + skill->arrow_db[current].cre_id[y] = atoi(split[x]); + skill->arrow_db[current].cre_amount[y] = atoi(split[x+1]); + } + + return true; +} +bool skill_parse_row_spellbookdb(char* split[], int columns, int current) { +// skill_id,PreservePoints + + uint16 skill_id = atoi(split[0]); + int points = atoi(split[1]); + int nameid = atoi(split[2]); + + if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) + ShowError("spellbook_db: Invalid skill ID %d\n", skill_id); + if ( !skill->get_inf(skill_id) ) + ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill->get_name(skill_id)); + if( points < 1 ) + ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); + else { + skill->spellbook_db[current].skill_id = skill_id; + skill->spellbook_db[current].point = points; + skill->spellbook_db[current].nameid = nameid; + + return true; + } + + return false; +} +bool skill_parse_row_improvisedb(char* split[], int columns, int current) { +// SkillID,Rate + uint16 skill_id = atoi(split[0]); + short j = atoi(split[1]); + + if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { + ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id); + return false; + } + if ( !skill->get_inf(skill_id) ) { + ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); + return false; + } + if( j < 1 ) { + ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); + return false; + } + if( current >= MAX_SKILL_IMPROVISE_DB ) { + ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB); + } + skill->improvise_db[current].skill_id = skill_id; + skill->improvise_db[current].per = j; // Still need confirm it. + + return true; +} +bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { +// SkillID + uint16 skill_id = atoi(split[0]); + + if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { + ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id); + return false; + } + if ( !skill->get_inf(skill_id) ) { + ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); + return false; + } + + skill->magicmushroom_db[current].skill_id = skill_id; + + return true; +} + +bool skill_parse_row_reproducedb(char* split[], int column, int current) { + uint16 skill_id = atoi(split[0]); + uint16 idx = skill->get_index(skill_id); + if( !idx ) + return false; + + skill->reproduce_db[idx] = true; + + return true; +} + + +bool skill_parse_row_abradb(char* split[], int columns, int current) { +// skill_id,DummyName,RequiredHocusPocusLevel,Rate + uint16 skill_id = atoi(split[0]); + if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { + ShowError("abra_db: Invalid skill ID %d\n", skill_id); + return false; + } + if ( !skill->get_inf(skill_id) ) { + ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); + return false; + } + + skill->abra_db[current].skill_id = skill_id; + skill->abra_db[current].req_lv = atoi(split[2]); + skill->abra_db[current].per = atoi(split[3]); + + return true; +} + +bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { +// ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5 + uint16 skill_id = atoi(split[0]); + short j = atoi(split[1]); + int x,y; + + for(x=0; xproduce_db[x].nameid == skill_id ) + if( skill->produce_db[x].req_skill == GN_CHANGEMATERIAL ) + break; + } + + if( x >= MAX_SKILL_PRODUCE_DB ){ + ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id); + return false; + } + + if( current >= MAX_SKILL_PRODUCE_DB ) { + ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB); + } + + skill->changematerial_db[current].itemid = skill_id; + skill->changematerial_db[current].rate = j; + + for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) { + skill->changematerial_db[current].qty[y] = atoi(split[x]); + skill->changematerial_db[current].qty_rate[y] = atoi(split[x+1]); + } + + return true; +} + +/*=============================== + * DB reading. + * skill_db.txt + * skill_require_db.txt + * skill_cast_db.txt + * skill_castnodex_db.txt + * skill_nocast_db.txt + * skill_unit_db.txt + * produce_db.txt + * create_arrow_db.txt + * abra_db.txt + *------------------------------*/ +void skill_readdb(bool minimal) { + // init skill db structures + db_clear(skill->name2id_db); + + /* when != it was called during init and this procedure was already performed by skill_defaults() */ + if( runflag == MAPSERVER_ST_RUNNING ) { + memset(skill->db,0,sizeof(skill->db) + + sizeof(skill->produce_db) + + sizeof(skill->arrow_db) + + sizeof(skill->abra_db) + + sizeof(skill->magicmushroom_db) + + sizeof(skill->improvise_db) + + sizeof(skill->changematerial_db) + + sizeof(skill->spellbook_db) + + sizeof(skill->reproduce_db) + ); + } + + // load skill databases + safestrncpy(skill->db[0].name, "UNKNOWN_SKILL", sizeof(skill->db[0].name)); + safestrncpy(skill->db[0].desc, "Unknown Skill", sizeof(skill->db[0].desc)); + +#ifdef ENABLE_CASE_CHECK + script->parser_current_file = DBPATH"skill_db.txt"; +#endif // ENABLE_CASE_CHECK + sv->readdb(map->db_path, DBPATH"skill_db.txt", ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb); +#ifdef ENABLE_CASE_CHECK + script->parser_current_file = NULL; +#endif // ENABLE_CASE_CHECK + + if (minimal) + return; + + sv->readdb(map->db_path, DBPATH"skill_require_db.txt", ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb); +#ifdef RENEWAL_CAST + sv->readdb(map->db_path, "re/skill_cast_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb); +#else + sv->readdb(map->db_path, "pre-re/skill_cast_db.txt", ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb); +#endif + sv->readdb(map->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb); + sv->readdb(map->db_path, DBPATH"skill_unit_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb); + + skill->init_unit_layout(); + sv->readdb(map->db_path, "produce_db.txt", ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb); + sv->readdb(map->db_path, "create_arrow_db.txt", ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb); + sv->readdb(map->db_path, "abra_db.txt", ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb); + //Warlock + sv->readdb(map->db_path, "spellbook_db.txt", ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb); + //Guillotine Cross + sv->readdb(map->db_path, "magicmushroom_db.txt", ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb); + sv->readdb(map->db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb); + sv->readdb(map->db_path, "skill_improvise_db.txt", ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb); + sv->readdb(map->db_path, "skill_changematerial_db.txt", ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb); +} + +void skill_reload (void) { + struct s_mapiterator *iter; + struct map_session_data *sd; + int i,c,k; + + skill->read_db(false); + + //[Ind/Hercules] refresh index cache + for(c = 0; c < CLASS_COUNT; c++) { + for( i = 0; i < MAX_SKILL_TREE; i++ ) { + if( pc->skill_tree[c][i].id ) { + pc->skill_tree[c][i].idx = skill->get_index(pc->skill_tree[c][i].id); + for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) { + if( pc->skill_tree[c][i].need[k].id ) + pc->skill_tree[c][i].need[k].idx = skill->get_index(pc->skill_tree[c][i].need[k].id); + } + } + } + } + chrif->skillid2idx(0); + /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */ + iter = mapit_getallusers(); + for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) ) + clif->skillinfoblock(sd); + mapit->free(iter); + +} + +/*========================================== + * + *------------------------------------------*/ +int do_init_skill(bool minimal) { + skill->name2id_db = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH); + skill->read_db(minimal); + + if (minimal) + return 0; + + skill->group_db = idb_alloc(DB_OPT_BASE); + skill->unit_db = idb_alloc(DB_OPT_BASE); + skill->cd_db = idb_alloc(DB_OPT_BASE); + skill->usave_db = idb_alloc(DB_OPT_RELEASE_DATA); + skill->bowling_db = idb_alloc(DB_OPT_BASE); + skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); + skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE|ERS_OPT_FLEX_CHUNK); + skill->cd_ers = ers_new(sizeof(struct skill_cd),"skill.c::skill_cd_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); + skill->cd_entry_ers = ers_new(sizeof(struct skill_cd_entry),"skill.c::skill_cd_entry_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); + + ers_chunk_size(skill->cd_ers, 25); + ers_chunk_size(skill->cd_entry_ers, 100); + ers_chunk_size(skill->unit_ers, 150); + ers_chunk_size(skill->timer_ers, 150); + + timer->add_func_list(skill->unit_timer,"skill_unit_timer"); + timer->add_func_list(skill->castend_id,"skill_castend_id"); + timer->add_func_list(skill->castend_pos,"skill_castend_pos"); + timer->add_func_list(skill->timerskill,"skill_timerskill"); + timer->add_func_list(skill->blockpc_end, "skill_blockpc_end"); + + timer->add_interval(timer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL); + + return 0; +} + +int do_final_skill(void) { + + db_destroy(skill->name2id_db); + db_destroy(skill->group_db); + db_destroy(skill->unit_db); + db_destroy(skill->cd_db); + db_destroy(skill->usave_db); + db_destroy(skill->bowling_db); + ers_destroy(skill->unit_ers); + ers_destroy(skill->timer_ers); + ers_destroy(skill->cd_ers); + ers_destroy(skill->cd_entry_ers); + return 0; +} +/* initialize the interface */ +void skill_defaults(void) { + const int skill_enchant_eff[5] = { 10, 14, 17, 19, 20 }; + const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 }; + + skill = &skill_s; + skill->init = do_init_skill; + skill->final = do_final_skill; + skill->reload = skill_reload; + skill->read_db = skill_readdb; + /* */ + skill->cd_db = NULL; + skill->name2id_db = NULL; + skill->unit_db = NULL; + skill->usave_db = NULL; + skill->bowling_db = NULL; + skill->group_db = NULL; + /* */ + skill->unit_ers = NULL; + skill->timer_ers = NULL; + skill->cd_ers = NULL; + skill->cd_entry_ers = NULL; + /* one huge 0, follows skill.h order */ + memset(skill->db,0,sizeof(skill->db) + + sizeof(skill->produce_db) + + sizeof(skill->arrow_db) + + sizeof(skill->abra_db) + + sizeof(skill->magicmushroom_db) + + sizeof(skill->improvise_db) + + sizeof(skill->changematerial_db) + + sizeof(skill->spellbook_db) + + sizeof(skill->reproduce_db) + + sizeof(skill->unit_layout) + ); + /* */ + memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff)); + memcpy(skill->deluge_eff, skill_deluge_eff, sizeof(skill->deluge_eff)); + skill->firewall_unit_pos = 0; + skill->icewall_unit_pos = 0; + skill->earthstrain_unit_pos = 0; + memset(&skill->area_temp,0,sizeof(skill->area_temp)); + memset(&skill->unit_temp,0,sizeof(skill->unit_temp)); + skill->unit_group_newid = 0; + /* accessors */ + skill->get_index = skill_get_index; + skill->get_type = skill_get_type; + skill->get_hit = skill_get_hit; + skill->get_inf = skill_get_inf; + skill->get_ele = skill_get_ele; + skill->get_nk = skill_get_nk; + skill->get_max = skill_get_max; + skill->get_range = skill_get_range; + skill->get_range2 = skill_get_range2; + skill->get_splash = skill_get_splash; + skill->get_hp = skill_get_hp; + skill->get_mhp = skill_get_mhp; + skill->get_sp = skill_get_sp; + skill->get_state = skill_get_state; + skill->get_spiritball = skill_get_spiritball; + skill->get_zeny = skill_get_zeny; + skill->get_num = skill_get_num; + skill->get_cast = skill_get_cast; + skill->get_delay = skill_get_delay; + skill->get_walkdelay = skill_get_walkdelay; + skill->get_time = skill_get_time; + skill->get_time2 = skill_get_time2; + skill->get_castnodex = skill_get_castnodex; + skill->get_delaynodex = skill_get_delaynodex; + skill->get_castdef = skill_get_castdef; + skill->get_weapontype = skill_get_weapontype; + skill->get_ammotype = skill_get_ammotype; + skill->get_ammo_qty = skill_get_ammo_qty; + skill->get_unit_id = skill_get_unit_id; + skill->get_inf2 = skill_get_inf2; + skill->get_castcancel = skill_get_castcancel; + skill->get_maxcount = skill_get_maxcount; + skill->get_blewcount = skill_get_blewcount; + skill->get_unit_flag = skill_get_unit_flag; + skill->get_unit_target = skill_get_unit_target; + skill->get_unit_interval = skill_get_unit_interval; + skill->get_unit_bl_target = skill_get_unit_bl_target; + skill->get_unit_layout_type = skill_get_unit_layout_type; + skill->get_unit_range = skill_get_unit_range; + skill->get_cooldown = skill_get_cooldown; + skill->tree_get_max = skill_tree_get_max; + skill->get_name = skill_get_name; + skill->get_desc = skill_get_desc; + skill->chk = skill_chk; + skill->get_casttype = skill_get_casttype; + skill->get_casttype2 = skill_get_casttype2; + skill->is_combo = skill_is_combo; + skill->name2id = skill_name2id; + skill->isammotype = skill_isammotype; + skill->castend_id = skill_castend_id; + skill->castend_pos = skill_castend_pos; + skill->castend_map = skill_castend_map; + skill->cleartimerskill = skill_cleartimerskill; + skill->addtimerskill = skill_addtimerskill; + skill->additional_effect = skill_additional_effect; + skill->counter_additional_effect = skill_counter_additional_effect; + skill->blown = skill_blown; + skill->break_equip = skill_break_equip; + skill->strip_equip = skill_strip_equip; + skill->id2group = skill_id2group; + skill->unitsetting = skill_unitsetting; + skill->initunit = skill_initunit; + skill->delunit = skill_delunit; + skill->init_unitgroup = skill_initunitgroup; + skill->del_unitgroup = skill_delunitgroup; + skill->clear_unitgroup = skill_clear_unitgroup; + skill->clear_group = skill_clear_group; + skill->unit_onplace = skill_unit_onplace; + skill->unit_ondamaged = skill_unit_ondamaged; + skill->cast_fix = skill_castfix; + skill->cast_fix_sc = skill_castfix_sc; + skill->vf_cast_fix = skill_vfcastfix; + skill->delay_fix = skill_delay_fix; + skill->check_condition_castbegin = skill_check_condition_castbegin; + skill->check_condition_castend = skill_check_condition_castend; + skill->consume_requirement = skill_consume_requirement; + skill->get_requirement = skill_get_requirement; + skill->check_pc_partner = skill_check_pc_partner; + skill->unit_move = skill_unit_move; + skill->unit_onleft = skill_unit_onleft; + skill->unit_onout = skill_unit_onout; + skill->unit_move_unit_group = skill_unit_move_unit_group; + skill->sit = skill_sit; + skill->brandishspear = skill_brandishspear; + skill->repairweapon = skill_repairweapon; + skill->identify = skill_identify; + skill->weaponrefine = skill_weaponrefine; + skill->autospell = skill_autospell; + skill->calc_heal = skill_calc_heal; + skill->check_cloaking = skill_check_cloaking; + skill->check_cloaking_end = skill_check_cloaking_end; + skill->can_cloak = skill_can_cloak; + skill->enchant_elemental_end = skill_enchant_elemental_end; + skill->not_ok = skillnotok; + skill->not_ok_hom = skillnotok_hom; + skill->not_ok_mercenary = skillnotok_mercenary; + skill->chastle_mob_changetarget = skill_chastle_mob_changetarget; + skill->can_produce_mix = skill_can_produce_mix; + skill->produce_mix = skill_produce_mix; + skill->arrow_create = skill_arrow_create; + skill->castend_nodamage_id = skill_castend_nodamage_id; + skill->castend_damage_id = skill_castend_damage_id; + skill->castend_pos2 = skill_castend_pos2; + skill->blockpc_start = skill_blockpc_start_; + skill->blockhomun_start = skill_blockhomun_start; + skill->blockmerc_start = skill_blockmerc_start; + skill->attack = skill_attack; + skill->attack_area = skill_attack_area; + skill->area_sub = skill_area_sub; + skill->area_sub_count = skill_area_sub_count; + skill->check_unit_range = skill_check_unit_range; + skill->check_unit_range_sub = skill_check_unit_range_sub; + skill->check_unit_range2 = skill_check_unit_range2; + skill->check_unit_range2_sub = skill_check_unit_range2_sub; + skill->toggle_magicpower = skill_toggle_magicpower; + skill->magic_reflect = skill_magic_reflect; + skill->onskillusage = skill_onskillusage; + skill->cell_overlap = skill_cell_overlap; + skill->timerskill = skill_timerskill; + skill->trap_splash = skill_trap_splash; + skill->check_condition_mercenary = skill_check_condition_mercenary; + skill->locate_element_field = skill_locate_element_field; + skill->graffitiremover = skill_graffitiremover; + skill->activate_reverberation = skill_activate_reverberation; + skill->dance_overlap = skill_dance_overlap; + skill->dance_overlap_sub = skill_dance_overlap_sub; + skill->get_unit_layout = skill_get_unit_layout; + skill->frostjoke_scream = skill_frostjoke_scream; + skill->greed = skill_greed; + skill->destroy_trap = skill_destroy_trap; + skill->unitgrouptickset_search = skill_unitgrouptickset_search; + skill->dance_switch = skill_dance_switch; + skill->check_condition_char_sub = skill_check_condition_char_sub; + skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub; + skill->brandishspear_first = skill_brandishspear_first; + skill->brandishspear_dir = skill_brandishspear_dir; + skill->get_fixed_cast = skill_get_fixed_cast; + skill->sit_count = skill_sit_count; + skill->sit_in = skill_sit_in; + skill->sit_out = skill_sit_out; + skill->unitsetmapcell = skill_unitsetmapcell; + skill->unit_onplace_timer = skill_unit_onplace_timer; + skill->unit_effect = skill_unit_effect; + skill->unit_timer_sub_onplace = skill_unit_timer_sub_onplace; + skill->unit_move_sub = skill_unit_move_sub; + skill->blockpc_end = skill_blockpc_end; + skill->blockhomun_end = skill_blockhomun_end; + skill->blockmerc_end = skill_blockmerc_end; + skill->split_atoi = skill_split_atoi; + skill->unit_timer = skill_unit_timer; + skill->unit_timer_sub = skill_unit_timer_sub; + skill->init_unit_layout = skill_init_unit_layout; + skill->parse_row_skilldb = skill_parse_row_skilldb; + skill->parse_row_requiredb = skill_parse_row_requiredb; + skill->parse_row_castdb = skill_parse_row_castdb; + skill->parse_row_castnodexdb = skill_parse_row_castnodexdb; + skill->parse_row_unitdb = skill_parse_row_unitdb; + skill->parse_row_producedb = skill_parse_row_producedb; + skill->parse_row_createarrowdb = skill_parse_row_createarrowdb; + skill->parse_row_abradb = skill_parse_row_abradb; + skill->parse_row_spellbookdb = skill_parse_row_spellbookdb; + skill->parse_row_magicmushroomdb = skill_parse_row_magicmushroomdb; + skill->parse_row_reproducedb = skill_parse_row_reproducedb; + skill->parse_row_improvisedb = skill_parse_row_improvisedb; + skill->parse_row_changematerialdb = skill_parse_row_changematerialdb; + skill->usave_add = skill_usave_add; + skill->usave_trigger = skill_usave_trigger; + skill->cooldown_load = skill_cooldown_load; + skill->spellbook = skill_spellbook; + skill->block_check = skill_block_check; + skill->detonator = skill_detonator; + skill->check_camouflage = skill_check_camouflage; + skill->magicdecoy = skill_magicdecoy; + skill->poisoningweapon = skill_poisoningweapon; + skill->select_menu = skill_select_menu; + skill->elementalanalysis = skill_elementalanalysis; + skill->changematerial = skill_changematerial; + skill->get_elemental_type = skill_get_elemental_type; + skill->cooldown_save = skill_cooldown_save; + skill->get_new_group_id = skill_get_new_group_id; + skill->check_shadowform = skill_check_shadowform; +} -- cgit v1.2.3-60-g2f50