// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "../common/cbasetypes.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/malloc.h" #include "../common/showmsg.h" #include "../common/strlib.h" #include "../common/utils.h" #include "../common/ers.h" #include "skill.h" #include "map.h" #include "path.h" #include "clif.h" #include "pc.h" #include "status.h" #include "pet.h" #include "mercenary.h" #include "mob.h" #include "npc.h" #include "battle.h" #include "party.h" #include "itemdb.h" #include "script.h" #include "intif.h" #include "log.h" #include "chrif.h" #include "guild.h" #include "date.h" #include "unit.h" #include #include #include #include #define SKILLUNITTIMER_INTERVAL 100 //Guild Skills are shifted to these to make them stick into the skill array. #define GD_SKILLRANGEMIN 900 #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL #define HM_SKILLRANGEMIN 800 #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex] static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex] DBMap* skilldb_name2id = NULL; struct s_skill_db skill_db[MAX_SKILL_DB]; struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; int firewall_unit_pos; int icewall_unit_pos; //Since only mob-casted splash skills can hit ice-walls #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR) /// Returns the id of the skill, or 0 if not found. int skill_name2id(const char* name) { if( name == NULL ) return 0; return (int)strdb_get(skilldb_name2id, name); } /// Maps skill ids to skill db offsets. /// Returns the skill's array index, or 0 (Unknown Skill). int skill_get_index( int id ) { // avoid ranges reserved for mapping guild/homun skills if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX ) return 0; if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX ) return 0; // map skill number to skill id if( id >= GD_SKILLBASE ) id = GD_SKILLRANGEMIN + id - GD_SKILLBASE; if( id >= HM_SKILLBASE ) id = HM_SKILLRANGEMIN + id - HM_SKILLBASE; // validate result if( id <= 0 || id >= MAX_SKILL_DB ) return 0; return id; } const char* skill_get_name( int id ) { return skill_db[skill_get_index(id)].name; } const char* skill_get_desc( int id ) { return skill_db[skill_get_index(id)].desc; } // out of bounds error checking [celest] static void skill_chk(int* id, int lv) { *id = skill_get_index(*id); // checks/adjusts id if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0; } #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; } // Skill DB int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); } int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); } int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); } int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); } int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); } int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); } int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); } int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); } int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); } int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); } int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); } int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); } int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); } int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); } int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); } int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); } int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); } int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); } int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); } int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); } int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); } int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); } int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); } int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); } int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); } int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); } int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); } int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); } int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); } int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); } int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); } int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); } int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); } int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); } int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); } int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); } int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); } int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); } int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); } int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); } int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); } int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); } int skill_tree_get_max(int id, int b_class) { int i; b_class = pc_class2idx(b_class); ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id ); if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id ) return skill_tree[b_class][i].max; else return skill_get_max(id); } int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); int skill_frostjoke_scream(struct block_list *bl,va_list ap); int status_change_timer_sub(struct block_list *bl, va_list ap); int skill_attack_area(struct block_list *bl,va_list ap); struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex] int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris] int skill_greed(struct block_list *bl, va_list ap); static int skill_cell_overlap(struct block_list *bl, va_list ap); static int skill_trap_splash(struct block_list *bl, va_list ap); struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick); static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick); static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick); static int skill_unit_effect(struct block_list *bl,va_list ap); int enchant_eff[5] = { 10, 14, 17, 19, 20 }; int deluge_eff[5] = { 5, 9, 12, 14, 15 }; int skill_get_casttype (int id) { int inf = skill_get_inf(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(id)&INF2_NO_TARGET_SELF) return CAST_DAMAGE; //Combo skill. return CAST_NODAMAGE; } if (skill_get_nk(id)&NK_NO_DAMAGE) return CAST_NODAMAGE; return CAST_DAMAGE; }; //Returns actual skill range taking into account attack range and AC_OWL [Skotlex] int skill_get_range2 (struct block_list *bl, int id, int 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(id, 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 (id) { case AC_SHOWER: case AC_DOUBLE: case HT_BLITZBEAT: case AC_CHARGEARROW: case SN_FALCONASSAULT: case SN_SHARPSHOOTING: case HT_POWER: 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; } 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, int skill_lv) { int skill, heal; struct status_change* sc; if (skill_lv >= battle_config.max_heal_lv) return battle_config.max_heal; heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8); if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0)) heal += heal * skill * 2 / 100; if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0) heal += heal * skill * 2 / 100; sc = status_get_sc(target); if( sc && sc->count ) { if( sc->data[SC_CRITICALWOUND] ) heal -= heal * sc->data[SC_CRITICALWOUND]->val2/100; if( sc->data[SC_INCHEALRATE] ) heal += heal * sc->data[SC_INCHEALRATE]->val1/100; } return heal; } // Making plagiarize check its own function [Aru] int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl) { struct status_change* sc; sc = status_get_sc(bl); // Never copy NPC/Wedding Skills if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) return 0; // High-class skills if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= 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 ((skillid == AL_INCAGI || skillid == AL_BLESSING)) return 0; return 1; } // [MouseJstr] - skill ok to cast? and when? int skillnotok (int skillid, struct map_session_data *sd) { int i,m; nullpo_retr (1, sd); m = sd->bl.m; i = skill_get_index(skillid); if (i == 0) return 1; // invalid skill id if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond) return 0; // GMs can do any damn thing they want if (sd->blockskill[i] > 0) return 1; // Check skill restrictions [Celest] if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1) return 1; if(map[m].flag.pvp && skill_get_nocast (skillid) & 2) return 1; if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4) return 1; if(agit_flag && skill_get_nocast (skillid) & 8) return 1; if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone)) return 1; switch (skillid) { case AL_WARP: if(map[m].flag.nowarp) { clif_skill_teleportmessage(sd,0); return 1; } return 0; break; case AL_TELEPORT: if(map[m].flag.noteleport) { clif_skill_teleportmessage(sd,0); return 1; } return 0; case WE_CALLPARTNER: case WE_CALLPARENT: case WE_CALLBABY: if (map[m].flag.nomemo) { clif_skill_teleportmessage(sd,1); return 1; } break; case MC_VENDING: case MC_IDENTIFY: return 0; // always allowed case WZ_ICEWALL: // noicewall flag [Valaris] if (map[m].flag.noicewall) { clif_skill_fail(sd,skillid,0,0); return 1; } break; case GD_EMERGENCYCALL: if ( !(battle_config.emergency_call&(agit_flag?2:1)) || !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) || (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle) ) { clif_skill_fail(sd,skillid,0,0); return 1; } break; } return (map[m].flag.noskill); } // [orn] - skill ok to cast? and when? //homunculus int skillnotok_hom (int skillid, struct homun_data *hd) { int i = skill_get_index(skillid); nullpo_retr (1, hd); if (i == 0) return 1; // invalid skill id if (hd->blockskill[i] > 0) return 1; //Use master's criteria. return skillnotok(skillid, hd->master); } struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y) { int pos = skill_get_unit_layout_type(skillid,skilllv); int 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, skillid, skilllv); 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 (skillid == MG_FIREWALL) return &skill_unit_layout [firewall_unit_pos + dir]; else if (skillid == WZ_ICEWALL) return &skill_unit_layout [icewall_unit_pos + dir]; ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv); return &skill_unit_layout[0]; // default 1x1 layout } /*========================================== * *------------------------------------------*/ int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) { struct map_session_data *sd, *dstsd; struct mob_data *md, *dstmd; struct status_data *sstatus, *tstatus; struct status_change *sc, *tsc; enum sc_type status; int skill; int rate; nullpo_retr(0, src); nullpo_retr(0, bl); if(skillid < 0) return 0; if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest 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; switch(skillid) { case 0: // Normal attacks (no skill used) { if(sd) { // Automatic trigger of Blitz Beat if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && rand()%1000 <= sstatus->luk*10/3+1 ) { rate=(sd->status.job_level+9)/10; skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skillstatus.weapon != W_BOW && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) { if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL))) clif_skill_nodamage(src,bl,TF_STEAL,skill,1); else clif_skill_fail(sd,RG_SNATCHER,0,0); } // Chance to trigger Taekwon kicks [Dralnu] if(sc && !sc->data[SC_COMBO]) { if(sc->data[SC_READYSTORM] && sc_start(src,SC_COMBO, 15, TK_STORMKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_READYDOWN] && sc_start(src,SC_COMBO, 15, TK_DOWNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_READYTURN] && sc_start(src,SC_COMBO, 15, TK_TURNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka] rate = 20; if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) { rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; status_change_end(src,SC_SKILLRATE_UP,-1); } sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0, (2000 - 4*sstatus->agi - 2*sstatus->dex)); } } if (sd->special_state.bonus_coma) { rate = sd->weapon_coma_ele[tstatus->def_ele]; rate += sd->weapon_coma_race[tstatus->race]; rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; if (rate) status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0); } } if (sc) { struct status_change_entry *sce; // Enchant Poison gives a chance to poison attacked enemies if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0, skill_get_time2(AS_ENCHANTPOISON,sce->val1),0); // Enchant Deadly Poison gives a chance to deadly poison attacked enemies if((sce=sc->data[SC_EDP])) sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0, skill_get_time2(ASC_EDP,sce->val1)); } } break; case SM_BASH: if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){ //TODO: How much % per base level it actually is? sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10), skilllv,skill_get_time2(SM_FATALBLOW,skilllv)); } break; case AS_VENOMKNIFE: if (sd) //Poison chance must be that of Envenom. [Skotlex] skilllv = pc_checkskill(sd, TF_POISON); case TF_POISON: case AS_SPLASHER: if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv)) && sd && skillid==TF_POISON ) clif_skill_fail(sd,skillid,0,0); break; case AS_SONICBLOW: sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv)); break; case AS_GRIMTOOTH: status = dstsd?SC_SLOWDOWN:SC_STOP; if (!tsc->data[status]) sc_start(bl,status,100,skilllv,skill_get_time2(skillid, skilllv)); break; case WZ_FIREPILLAR: unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1); break; case MG_FROSTDIVER: case WZ_FROSTNOVA: sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv)); break; case WZ_STORMGUST: //Tharis pointed out that this is normal freeze chance with a base of 300% if(tsc->sg_counter >= 3 && sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv))) tsc->sg_counter = 0; break; case WZ_METEOR: sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case WZ_VERMILION: sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case HT_FREEZINGTRAP: sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv)); break; case HT_FLASHER: sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); break; case HT_LANDMINE: sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); break; case HT_SHOCKWAVE: status_percent_damage(src, bl, 0, 15*skilllv+5, false); break; case HT_SANDMAN: sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv)); break; case TF_SPRINKLESAND: sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv)); break; case TF_THROWSTONE: sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv)); sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_DARKCROSS: case CR_HOLYCROSS: sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: if(tstatus->race == RC_UNDEAD || tstatus->race == RC_DEMON) sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv)); break; case AM_ACIDTERROR: sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY)) clif_emotion(bl,23); break; case AM_DEMONSTRATION: skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY); break; case CR_SHIELDCHARGE: sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)); break; case PA_PRESSURE: status_percent_damage(src, bl, 0, 15+5*skilllv, false); break; case RG_RAID: sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv)); sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case BA_FROSTJOKER: sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case DC_SCREAM: sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case BD_LULLABY: sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv)); break; case DC_UGLYDANCE: rate = 5+5*skilllv; if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON))) rate += 5+skill; status_zap(bl, 0, rate); break; case SL_STUN: if (tstatus->size==1) //Only stuns mid-sized mobs. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv)); break; case NPC_PETRIFYATTACK: sc_start4(bl,status_skill2sc(skillid),50+10*skilllv, skilllv,0,0,skill_get_time(skillid,skilllv), skill_get_time2(skillid,skilllv)); break; case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case NPC_BLINDATTACK: case NPC_POISON: case NPC_SILENCEATTACK: case NPC_STUNATTACK: sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_ACIDBREATH: case NPC_ICEBREATH: sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_BLEEDING: sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_MENTALBREAKER: { //Based on observations by Tharis, Mental Breaker should do SP damage //equal to Matk*skLevel. rate = sstatus->matk_min; if (rate < sstatus->matk_max) rate += rand()%(sstatus->matk_max - sstatus->matk_min); rate*=skilllv; status_zap(bl, 0, rate); break; } // Equipment breaking monster skills [Celest] case NPC_WEAPONBRAKER: skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY); break; case NPC_ARMORBRAKE: skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY); break; case NPC_HELMBRAKE: skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY); break; case NPC_SHIELDBRAKE: skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY); break; case CH_TIGERFIST: sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv)); break; case LK_SPIRALPIERCE: sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv)); break; case ST_REJECTSWORD: sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv)); break; case PF_FOGWALL: if (src != bl && !tsc->data[SC_DELUGE]) status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); break; case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv)); break; case LK_JOINTBEAT: status = status_skill2sc(skillid); if (tsc->jb_flag) { sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv)); 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*SkillLV% chance. switch(rand()%3) { case 0: sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1)); break; case 1: sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2)); break; default: sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3)); } break; case HW_NAPALMVULCAN: sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case WS_CARTTERMINATION: // Cart termination sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case CR_ACIDDEMONSTRATION: skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY); break; case TK_DOWNKICK: sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv)); break; case TK_JUMPKICK: //Cancel out Soul Linker status of the target. [Skotlex] if (tsc->count) { //Remove NORMAL potions effect. if (tsc->data[SC_ASPDPOTION0] && !tsc->data[SC_ASPDPOTION0]->val4) status_change_end(bl, SC_ASPDPOTION0, -1); if (tsc->data[SC_ASPDPOTION1] && !tsc->data[SC_ASPDPOTION1]->val4) status_change_end(bl, SC_ASPDPOTION1, -1); if (tsc->data[SC_ASPDPOTION2] && !tsc->data[SC_ASPDPOTION2]->val4) status_change_end(bl, SC_ASPDPOTION2, -1); if (tsc->data[SC_ASPDPOTION3] && !tsc->data[SC_ASPDPOTION3]->val4) status_change_end(bl, SC_ASPDPOTION3, -1); if (tsc->data[SC_SPEEDUP0] && !tsc->data[SC_SPEEDUP0]->val4) status_change_end(bl, SC_SPEEDUP0, -1); if (tsc->data[SC_SPEEDUP1] && !tsc->data[SC_SPEEDUP1]->val4) status_change_end(bl, SC_SPEEDUP1, -1); if (tsc->data[SC_SPIRIT]) status_change_end(bl, SC_SPIRIT, -1); if (tsc->data[SC_ONEHAND]) status_change_end(bl, SC_ONEHAND, -1); if (tsc->data[SC_ADRENALINE2]) status_change_end(bl, SC_ADRENALINE2, -1); } break; case TK_TURNKICK: case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. if(attack_type&BF_MISC) //70% base stun chance... sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv)); break; case GS_BULLSEYE: //0.1% coma rate. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0); break; case GS_PIERCINGSHOT: sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); break; case NJ_HYOUSYOURAKU: sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case GS_FLING: sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv)); break; case GS_DISARM: rate = 3*skilllv; if (sstatus->dex > tstatus->dex) rate += (sstatus->dex - tstatus->dex)/5; if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv))) clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case NPC_EVILLAND: sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_HELLJUDGEMENT: sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_CRITICALWOUND: sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv)); break; } if(sd && attack_type&BF_WEAPON && skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != 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_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) continue; //Range Failed. } type = sd->addeff[i].id; skill = skill_get_time2(status_sc2skill(type),7); if (sd->addeff[i].flag&ATF_TARGET) status_change_start(bl,type,rate,7,0,0,0,skill,0); if (sd->addeff[i].flag&ATF_SELF) status_change_start(src,type,rate,7,0,0,0,skill,0); } } if (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; } // Autospell when attacking if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) { struct block_list *tbl; struct unit_data *ud; int i, skilllv; for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) { if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK && sd->autospell[i].flag&attack_type&BF_RANGEMASK && sd->autospell[i].flag&attack_type&BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; if (skillnotok(skill, sd)) continue; skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1; if (skilllv < 0) skilllv = 1+rand()%(-skilllv); rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2; if (rand()%1000 > rate) continue; if (sd->autospell[i].id < 0) tbl = src; else tbl = bl; switch (skill_get_casttype(skill)) { case CAST_GROUND: skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0); break; } //Set canact delay. [Skotlex] ud = unit_bl2ud(src); if (ud) { rate = skill_delayfix(src, skill, skilllv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0) ud->canact_tick = tick+rate; } break; //Only one auto skill comes off at a time. } } //Auto-script when attacking if(sd && src != bl && sd->autoscript[0].script) { int i; for (i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++) { if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK && sd->autoscript[i].flag&attack_type&BF_RANGEMASK && sd->autoscript[i].flag&attack_type&BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled if (rand()%1000 > sd->autoscript[i].rate) continue; run_script(sd->autoscript[i].script,0,sd->bl.id,0); break; //Have only one script execute at a time. } } //Polymorph if(sd && sd->classchange && attack_type&BF_WEAPON && dstmd && !(tstatus->mode&MD_BOSS) && (rand()%10000 < sd->classchange)) { struct mob_db *mob; int class_; skill = 0; do { do { class_ = rand() % MAX_MOB_DB; } while (!mobdb_checkid(class_)); rate = rand() % 1000000; mob = mob_db(class_); } while ( (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) && (skill++) < 2000); if (skill < 2000) mob_class_change(dstmd,class_); } return 0; } /* Splitted off from skill_additional_effect, which is never called when the * attack skill kills the enemy. Place in this function counter status effects * when using skills (eg: Asura's sp regen penalty, or counter-status effects * from cards) that will take effect on the source, not the target. [Skotlex] * Note: Currently this function only applies to Extremity Fist and BF_WEAPON * type of skills, so not every instance of skill_additional_effect needs a call * to this one. */ int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) { int rate; struct map_session_data *sd=NULL; struct map_session_data *dstsd=NULL; struct status_change *tsc; nullpo_retr(0, src); nullpo_retr(0, bl); if(skillid < 0) return 0; if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest tsc = status_get_sc(bl); if (tsc && !tsc->count) tsc = NULL; sd = BL_CAST(BL_PC, src); dstsd = BL_CAST(BL_PC, bl); switch(skillid){ case 0: //Normal Attack if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1) tsc->data[SC_KAAHI]->val4 = add_timer( tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal. break; case MO_EXTREMITYFIST: sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv)); break; case GS_FULLBUSTER: sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv)); 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,0x100,hd->homunculus.intimacy/100); } break; } if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka] sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) && !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) && (rate=pc_checkskill(sd,HW_SOULDRAIN))>0 ){ //Soul Drain should only work on targetted spells [Skotlex] if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2); } if(dstsd && attack_type&BF_WEAPON) { //Counter effects. enum sc_type type; int i, time; for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) { rate = dstsd->addeff2[i].rate; if (attack_type&BF_LONG) rate+=dstsd->addeff2[i].arrow_rate; if (!rate) continue; if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) continue; //Range Failed. } type = dstsd->addeff2[i].id; time = skill_get_time2(status_sc2skill(type),7); if (dstsd->addeff2[i].flag&ATF_TARGET) status_change_start(src,type,rate,7,0,0,0,time,0); if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl)) status_change_start(bl,type,rate,7,0,0,0,time,0); } } // Trigger counter-spells to retaliate against damage causing skills. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) { struct block_list *tbl; struct unit_data *ud; int i, skillid, skilllv, rate; 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 skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; if (skilllv < 0) skilllv = 1+rand()%(-skilllv); rate = dstsd->autospell2[i].rate; if (attack_type&BF_LONG) rate>>=1; if (skillnotok(skillid, dstsd)) continue; if (rand()%1000 > rate) continue; if (dstsd->autospell2[i].id < 0) tbl = bl; else tbl = src; switch (skill_get_casttype(skillid)) { case CAST_GROUND: skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0); break; } //Set canact delay. [Skotlex] ud = unit_bl2ud(bl); if (ud) { rate = skill_delayfix(bl, skillid, skilllv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0) ud->canact_tick = tick+rate; } break; //trigger only one auto-spell per hit. } } //Auto-script when attacked if(dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) { int i; for (i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++) { if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK && dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK && dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled if (rand()%1000 > dstsd->autoscript2[i].rate) continue; run_script(dstsd->autoscript2[i].script,0,dstsd->bl.id,0); break; //Have only one script execute at a time. } } return 0; } /*========================================================================= Breaks equipment. On-non players causes the corresponding strip effect. - rate goes from 0 to 10000 (100.00%) - flag is a BCT_ flag to indicate which type of adjustment should be used (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. --------------------------------------------------------------------------*/ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) { const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM}; const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM}; struct status_change *sc = status_get_sc(bl); int i,j; TBL_PC *sd; sd = BL_CAST(BL_PC, bl); if (sc && !sc->count) sc = NULL; if (sd) { if (sd->unbreakable_equip) where &= ~sd->unbreakable_equip; if (sd->unbreakable) rate -= rate*sd->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 (rand()%10000 >= rate) where&=~where_list[i]; else if (!sd) //Cause Strip effect. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1)); } } if (!where) //Nothing to break. return 0; if (sd) { for (i = 0; i < EQI_MAX; i++) { j = sd->equip_index[i]; if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j]) continue; flag = 0; 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; 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[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM}; const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM}; const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM}; int i; if (rand()%100 >= rate) return 0; sc = status_get_sc(bl); if (!sc) return 0; for (i = 0; i < ARRAYLENGTH(pos); i++) { if (where&pos[i] && sc->data[sc_def[i]]) where&=~pos[i]; } if (!where) return 0; for (i = 0; i < ARRAYLENGTH(pos); i++) { if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time)) where&=~pos[i]; } return where?1:0; } /*========================================================================= 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. -------------------------------------------------------------------------*/ int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag) { int dx = 0, dy = 0, nx, ny; int ret; struct skill_unit* su = NULL; nullpo_retr(0, src); if (src != target && map_flag_gvg(target->m)) return 0; //No knocking back in WoE if (count == 0) return 0; //Actual knockback distance is 0. switch (target->type) { case BL_MOB: { struct mob_data* md = BL_CAST(BL_MOB, target); if( md->class_ == MOBID_EMPERIUM || md->barricade ) return 0; if(src != target && is_boss(target)) //Bosses can't be knocked-back return 0; } break; case BL_PC: if(src != target && ((TBL_PC*)target)->special_state.no_knockback) return 0; break; case BL_SKILL: su = (struct skill_unit *)target; break; } if (direction == -1) // : do the computation here instead of outside direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed if (direction >= 0 && direction < 8) { // take the reversed 'direction' and reverse it dx = -dirx[direction]; dy = -diry[direction]; } ret=path_blownpos(target->m,target->x,target->y,dx,dy,count); nx = ret>>16; ny = ret&0xffff; if (!su) unit_stop_walking(target,0); dx = nx - target->x; dy = ny - target->y; if (!dx && !dy) //Could not knockback. return 0; map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target); if(su) skill_unit_move_unit_group(su->group,target->m,dx,dy); else map_moveblock(target, nx, ny, gettick()); map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target); if(!(flag&0x1)) clif_blown(target); if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC)) npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC return count; //Return amount of knocked back cells. } //Checks if 'bl' should reflect back a spell cast by 'src'. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted) static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) { struct status_change *sc = status_get_sc(bl); struct map_session_data* sd = BL_CAST(BL_PC, bl); // item-based reflection if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return ) return 1; // status-based reflection if( !sc || sc->count == 0 ) return 0; if( sc->data[SC_MAGICMIRROR] && rand()%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, -1); return 1; } 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 skilllv should be passed as -1 to the * client (causes player characters to not scream skill name) *-------------------------------------------------------------------------*/ int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { struct Damage dmg; struct status_data *sstatus, *tstatus; struct status_change *sc; struct map_session_data *sd, *tsd; int type,damage,rdamage=0; if(skillid > 0 && skilllv <= 0) return 0; nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet) nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. nullpo_retr(0, 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, skillid, 2)) return 0; } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) { //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] if (!status_check_skilluse(src, bl, skillid, 2)) return 0; } sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); sstatus = status_get_status_data(src); tstatus = status_get_status_data(bl); sc= status_get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) return 0; //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS)) return 0; dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF); attack_type|=dmg.flag; //Add on the rest of attack properties. //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 == skillid) { int element = skill_get_ele(skillid, skilllv); if (skillid == -1) element = sstatus->rhw.ele; if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET)) dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv); else dmg.damage= skilllv; dmg.damage2=0; dmg.div_= pd->a_skill->div_; } } if (attack_type&BF_MAGIC) { if( !(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) && skill_magic_reflect(src, bl, src==dsrc) ) { //Magic reflection, switch caster/target struct block_list *tbl = bl; bl = src; src = tbl; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. //Spirit of Wizard blocks bounced back spells. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD) { //It should only consume once per skill casted. Val3 is the skill //id and val4 is the ID of the damage src, this should account for //ground spells (and single target spells will be completed on //castend_id) [Skotlex] if (tsd && !( sc->data[SC_SPIRIT]->val3 == skillid && sc->data[SC_SPIRIT]->val4 == dsrc->id) ) { //Check if you have stone to consume. type = pc_search_inventory (tsd, 7321); if (type >= 0) pc_delitem(tsd, type, 1, 0); } else type = 0; if (type >= 0) { dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_FLEE; sc->data[SC_SPIRIT]->val3 = skillid; sc->data[SC_SPIRIT]->val4 = dsrc->id; } } } if(sc && sc->data[SC_MAGICROD] && src == dsrc) { int sp = skill_get_sp(skillid,skilllv); dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex] sp = sp * sc->data[SC_MAGICROD]->val2 / 100; if(skillid == WZ_WATERBALL && skilllv > 1) sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball status_heal(bl, 0, sp, 2); clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1); } } damage = dmg.damage + dmg.damage2; if (skillid == AL_INCAGI || skillid == AL_BLESSING && tsd->sc.data[SC_CHANGEUNDEAD]) damage = 1; if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc && skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG] rdamage = battle_calc_return_damage(bl, damage, dmg.flag); //Skill hit type type=(skillid==0)?5:skill_get_hit(skillid); if(damage < dmg.div_ //Only skills that knockback even when they miss. [Skotlex] && skillid != CH_PALMSTRIKE) dmg.blewcount = 0; if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) { if(battle_config.gx_disptype) dsrc = src; if(src == bl) type = 4; else flag|=SD_ANIMATION; } if(skillid == NJ_TATAMIGAESHI) { dsrc = src; //For correct knockback. flag|=SD_ANIMATION; } if(sd) { int flag = 0; //Used to signal if this skill can be combo'ed later on. if (sd->sc.data[SC_COMBO]) { //End combo state after skill is invoked. [Skotlex] switch (skillid) { case TK_TURNKICK: case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) { //Extend combo time. sd->skillid_old = skillid; //Set as previous so you can't repeat sd->skilllv_old = skilllv; sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer); sd->sc.data[SC_COMBO]->timer = add_timer( tick+sd->sc.data[SC_COMBO]->val4, status_change_timer, src->id, SC_COMBO); break; } default: status_change_end(src,SC_COMBO,-1); } } switch(skillid) { case MO_TRIPLEATTACK: if (pc_checkskill(sd, MO_CHAINCOMBO) > 0) flag=1; break; case MO_CHAINCOMBO: if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) flag=1; break; case MO_COMBOFINISH: if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv); if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) flag=1; case CH_TIGERFIST: if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) flag=1; case CH_CHAINCRUSH: if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) flag=1; break; case AC_DOUBLE: if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER)) { //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex] sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000); 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 (skilllv >= 7 && !sd->sc.data[SC_SMA]) sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv)); 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; } //Switch End if (flag) { //Possible to chain flag = DIFF_TICK(sd->ud.canact_tick, tick); if (flag < 0) flag = 0; flag += 300 * battle_config.combo_delay_rate/100; sc_start(src,SC_COMBO,100,skillid,flag); clif_combo_delay(src, flag); } } //Display damage. switch( skillid ) { case PA_GOSPEL: //Should look like Holy Cross [Skotlex] dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); break; //Skills that need be passed as a normal attack for the client to display correctly. case HVAN_EXPLOSION: case NPC_SELFDESTRUCTION: if(src->type==BL_PC) dmg.blewcount = 10; dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] // fall through case KN_AUTOCOUNTER: case NPC_CRITICALSLASH: case TF_DOUBLE: case GS_CHAINACTION: dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); break; case AS_SPLASHER: if( flag&SD_ANIMATION ) // the surrounding targets dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -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_, skillid, -2, 5); // needs -2(!) as skill level break; default: if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit. type = 5; dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 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->status.hp) { //Updated to not be able to copy skills if the blow will kill you. [Skotlex] if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) && can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru] { int lv = skilllv; if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){ tsd->status.skill[tsd->cloneskill_id].id = 0; tsd->status.skill[tsd->cloneskill_id].lv = 0; tsd->status.skill[tsd->cloneskill_id].flag = 0; } if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv) lv = type; //kRO Update makes it impossible to copy skills beyond the skill_db max. if ((type = skill_get_max(skillid)) < lv) lv = type; tsd->cloneskill_id = skillid; tsd->status.skill[skillid].id = skillid; tsd->status.skill[skillid].lv = lv; tsd->status.skill[skillid].flag = 13;//cloneskill flag pc_setglobalreg(tsd, "CLONE_SKILL", skillid); pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv); clif_skillinfoblock(tsd); } } if (skillid != WZ_SIGHTRASHER && skillid != WZ_SIGHTBLASTER && skillid != AC_SHOWER && skillid != SM_MAGNUM && bl->type == BL_SKILL && damage > 0) { struct skill_unit* su = (struct skill_unit*)bl; if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin] } if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0) { //Skills with can't walk delay also stop normal attacking for that //duration when the attack connects. [Skotlex] struct unit_data *ud = unit_bl2ud(src); if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) ud->attackabletime = tick + type; } if (!dmg.amotion) { status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. if (damage > 0) { if (!status_isdead(bl)) skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick); //Counter status effects [Skotlex] skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick); } } //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)) { int direction = -1; // default switch(skillid) { case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards case WZ_STORMGUST: direction = rand()%8; break; // randomly case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards } skill_blown(dsrc,bl,dmg.blewcount,direction,0); } //Delayed damage must be dealt after the knockback (it needs to know actual position of target) if (dmg.amotion) battle_delay_damage(tick, dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion); if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) { int rate = 50 + skilllv * 5; rate = rate + (status_get_lv(src) - status_get_lv(bl)); if(rand()%100 < rate) skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag); } if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) { if (battle_config.left_cardfix_to_right) battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS); else battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); } if (rdamage>0) { if (dmg.amotion) battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0); else status_fix_damage(bl,src,rdamage,0); clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] if (tsd && src != bl) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); skill_additional_effect(bl,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick); } if (!(flag&2) && ( skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT ) && (sc = status_get_sc(src)) && sc->data[SC_DOUBLECAST] && rand() % 100 < sc->data[SC_DOUBLECAST]->val2) { // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2); skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2); } map_freeblock_unlock(); return damage; } /*========================================== * スキル範??U?用(map_foreachinareaから呼ばれる) * flagについて?F16?i?を確認 * MSB <- 00fTffff ->LSB * T =タ?ゲット選?用(BCT_*) * ffff=自由に使用可能 * 0 =予約?B0に固定 *------------------------------------------*/ static int skill_area_temp[8]; typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int); int skill_area_sub (struct block_list *bl, va_list ap) { struct block_list *src; int skill_id,skill_lv,flag; unsigned int tick; SkillFunc func; nullpo_retr(0, bl); nullpo_retr(0, ap); src=va_arg(ap,struct block_list *); skill_id=va_arg(ap,int); skill_lv=va_arg(ap,int); tick=va_arg(ap,unsigned int); flag=va_arg(ap,int); func=va_arg(ap,SkillFunc); if(battle_check_target(src,bl,flag) > 0) { if (flag&(SD_SPLASH|SD_PREAMBLE)) { if (flag&SD_PREAMBLE && !skill_area_temp[2]) clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); skill_area_temp[2]++; } return func(src,bl,skill_id,skill_lv,tick,flag); } return 0; } static int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { struct skill_unit *unit; int skillid,g_skillid; unit = (struct skill_unit *)bl; if(bl->prev == NULL || bl->type != BL_SKILL) return 0; if(!unit->alive) return 0; skillid = va_arg(ap,int); g_skillid = unit->group->skill_id; switch (skillid) { case MG_SAFETYWALL: case AL_PNEUMA: if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA) return 0; break; case AL_WARP: 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: case HP_BASILICA: //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST) return 0; break; default: //Avoid stacking with same kind of trap. [Skotlex] if (g_skillid != skillid) return 0; break; } return 1; } static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv) { //Non players do not check for the skill's splash-trigger area. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0; int layout_type = skill_get_unit_layout_type(skillid,skilllv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid); 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,skillid); } static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { int skillid; if(bl->prev == NULL) return 0; if(status_isdead(bl)) return 0; skillid = va_arg(ap,int); if (skillid==HP_BASILICA && bl->type==BL_PC) return 0; if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM) return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] return 1; } static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv) { int range, type; switch (skillid) { // to be expanded later case WZ_ICEWALL: range = 2; break; default: { int layout_type = skill_get_unit_layout_type(skillid,skilllv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid); return 0; } range = skill_get_unit_range(skillid,skilllv) + 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, skillid); } int skill_guildaura_sub (struct block_list *bl, va_list ap) { struct map_session_data *sd; int gid, id, strvit, agidex; sd = (struct map_session_data *)bl; id = va_arg(ap,int); gid = va_arg(ap,int); if (sd->status.guild_id != gid) return 0; if(id == sd->bl.id && battle_config.guild_aura&16) return 0; strvit = va_arg(ap,int); agidex = va_arg(ap,int); if (sd->sc.data[SC_GUILDAURA]) { struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA]; if (sce->val3 != strvit || sce->val4 != agidex) { sce->val3 = strvit; sce->val4 = agidex; status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]); } return 0; } sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000); return 1; } /*========================================== * [orn] * Checks that you have the requirements for casting a skill for homunculus. * Flag: * &1: finished casting the skill (invoke hp/sp/item consumption) * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) *------------------------------------------*/ static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type) { struct status_data *status; TBL_PC * sd; int i,j,hp,sp,hp_rate,sp_rate,state,mhp ; int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; nullpo_retr(0, hd); sd = hd->master; if (lv <= 0) return 0; status = &hd->battle_status; //Code speedup, rather than using skill_get_* over and over again. j = skill_get_index(skill); if( j == 0 ) return 0; if( lv < 1 || lv > MAX_SKILL_LEVEL ) return 0; for(i = 0; i < 10; i++) { itemid[i] = skill_db[j].itemid[i]; amount[i] = skill_db[j].amount[i]; } hp = skill_db[j].hp[lv-1]; sp = skill_db[j].sp[lv-1]; hp_rate = skill_db[j].hp_rate[lv-1]; sp_rate = skill_db[j].sp_rate[lv-1]; state = skill_db[j].state; mhp = skill_db[j].mhp[lv-1]; if(mhp > 0) hp += (status->max_hp * mhp)/100; if(hp_rate > 0) hp += (status->hp * hp_rate)/100; else hp += (status->max_hp * (-hp_rate))/100; if(sp_rate > 0) sp += (status->sp * sp_rate)/100; else sp += (status->max_sp * (-sp_rate))/100; switch(skill) { // Check for cost reductions due to skills & SCs case HFLI_SBR44: if(hd->homunculus.intimacy <= 200) return 0; break; case HVAN_EXPLOSION: if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) return 0; break; } if(!(type&2)){ if( hp>0 && status->hp <= (unsigned int)hp) { clif_skill_fail(sd,skill,2,0); return 0; } if( sp>0 && status->sp < (unsigned int)sp) { clif_skill_fail(sd,skill,1,0); return 0; } } if (!type) //States are only checked on begin casting. switch(state) { case ST_MOVE_ENABLE: if(!unit_can_move(&hd->bl)) { clif_skill_fail(sd,skill,0,0); return 0; } break; } if(!(type&1)) return 1; // Check items and reduce required amounts for( i = 0; i < ARRAYLENGTH(itemid); ++i ) { index[i] = -1; if(itemid[i] <= 0) continue;// no item index[i] = pc_search_inventory(sd,itemid[i]); if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) { clif_skill_fail(sd,skill,0,0); return 0; } } // Consume items for( i = 0; i < ARRAYLENGTH(itemid); ++i ) { if(index[i] >= 0) pc_delitem(sd,index[i],amount[i],0); } if(type&2) return 1; if(sp || hp) status_zap(&hd->bl, hp, sp); return 1; } /*========================================== * *------------------------------------------*/ int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag) { return 1; } /*========================================== * *------------------------------------------*/ static int skill_timerskill(int tid, unsigned int tick, int id, intptr data) { struct block_list *src = map_id2bl(id),*target; struct unit_data *ud = unit_bl2ud(src); struct skill_timerskill *skl = NULL; int range; nullpo_retr(0, src); nullpo_retr(0, ud); skl = ud->skilltimerskill[data]; nullpo_retr(0, skl); ud->skilltimerskill[data] = NULL; do { if(src->prev == NULL) break; if(skl->target_id) { target = map_id2bl(skl->target_id); if(!target && skl->skill_id == RG_INTIMIDATE) target = src; //Required since it has to warp. if(target == NULL) break; if(target->prev == NULL) break; if(src->m != target->m) break; if(status_isdead(src)) break; 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,-1,3) == 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, 3); } 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 WZ_WATERBALL: 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)) { 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_MAGICPOWER]) status_change_end(src,SC_MAGICPOWER,-1); if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD && sc->data[SC_SPIRIT]->val3 == skl->skill_id) sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. } } break; 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) { skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag); clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); } else skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); break; } } } while (0); //Free skl now that it is no longer needed. ers_free(skill_timer_ers, skl); return 0; } /*========================================== * *------------------------------------------*/ int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag) { int i; struct unit_data *ud; nullpo_retr(1, src); ud = unit_bl2ud(src); nullpo_retr(1, ud); ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 ); if( i == MAX_SKILLTIMERSKILL ) return 1; ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill); ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i); ud->skilltimerskill[i]->src_id = src->id; ud->skilltimerskill[i]->target_id = target; ud->skilltimerskill[i]->skill_id = skill_id; ud->skilltimerskill[i]->skill_lv = skill_lv; ud->skilltimerskill[i]->map = src->m; ud->skilltimerskill[i]->x = x; ud->skilltimerskill[i]->y = y; ud->skilltimerskill[i]->type = type; ud->skilltimerskill[i]->flag = flag; return 0; } /*========================================== * *------------------------------------------*/ int skill_cleartimerskill (struct block_list *src) { int i; struct unit_data *ud; nullpo_retr(0, src); ud = unit_bl2ud(src); nullpo_retr(0, ud); for(i=0;iskilltimerskill[i]) { delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill); ers_free(skill_timer_ers, ud->skilltimerskill[i]); ud->skilltimerskill[i]=NULL; } } return 1; } static int skill_reveal_trap (struct block_list *bl, va_list ap) { TBL_SKILL *su = (TBL_SKILL*)bl; if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] //clif_changetraplook(bl, su->group->unit_id); clif_skill_setunit(su); return 1; } return 0; } /*========================================== * * *------------------------------------------*/ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { struct map_session_data *sd = NULL, *tsd = NULL; struct status_data *tstatus; struct status_change *sc; if (skillid > 0 && skilllv <= 0) 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); tsd = BL_CAST(BL_PC, bl); if (status_isdead(bl)) return 1; if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100) { //GTB makes all targetted magic display miss with a single bolt. sc_type sct = status_skill2sc(skillid); if(sct != SC_NONE) status_change_end(bl, sct, -1); clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid)); return 1; } sc = status_get_sc(src); if (sc && !sc->count) sc = NULL; //Unneeded tstatus = status_get_status_data(bl); map_freeblock_lock(); switch(skillid) { case SM_BASH: case MC_MAMMONITE: case TF_DOUBLE: case AC_DOUBLE: case AS_SONICBLOW: case KN_PIERCE: case KN_SPEARBOOMERANG: case TF_POISON: case TF_SPRINKLESAND: case AC_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 LK_HEADCRUSH: case CG_ARROWVULCAN: case HW_MAGICCRASHER: case ITM_TOMAHAWK: case MO_TRIPLEATTACK: case CH_CHAINCRUSH: case CH_TIGERFIST: case PA_SHIELDCHAIN: // Shield Chain case PA_SACRIFICE: case WS_CARTTERMINATION: // Cart Termination case AS_VENOMKNIFE: case HT_PHANTASMIC: case HT_POWER: case TK_DOWNKICK: case TK_COUNTER: case GS_CHAINACTION: case GS_TRIPLEACTION: case GS_MAGICALBULLET: case GS_TRACKING: case GS_PIERCINGSHOT: case GS_RAPIDSHOWER: case GS_DUST: case GS_DISARM: // Added disarm. [Reddozen] case GS_FULLBUSTER: case NJ_SYURIKEN: case NJ_KUNAI: case ASC_BREAKER: case HFLI_MOON: //[orn] case HFLI_SBR44: //[orn] case NPC_BLEEDING: case NPC_CRITICALWOUND: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) switch( rand()%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,skillid,skilllv,tick,flag); break; case MO_COMBOFINISH: if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) { //Becomes a splash attack when Soul Linked. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv),splash_target(src), src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } else skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case TK_STORMKICK: // Taekwon kicks [Dralnu] clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_area_temp[1] = 0; map_foreachinrange(skill_attack_area, src, skill_get_splash(skillid, skilllv), splash_target(src), BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); break; case KN_CHARGEATK: { bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); unsigned int dist = distance_bl(src, bl); unsigned int dir = map_calc_dir(bl, src->x, src->y); // teleport to target (if not on WoE grounds) if( !map_flag_gvg(src->m) && unit_movepos(src, bl->x, bl->y, 0, 1) ) clif_slide(src, bl->x, bl->y); // cause damage and knockback if the path to target was a straight one if( path ) { skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, 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 TK_JUMPKICK: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if (unit_movepos(src, bl->x, bl->y, 0, 0)) clif_slide(src,bl->x,bl->y); break; case SN_SHARPSHOOTING: case NJ_KAMAITACHI: //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(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src), skill_get_type(skillid),src,src,skillid,skilllv,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(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src), skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY); break; case MO_INVESTIGATE: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if (sc && sc->data[SC_BLADESTOP]) status_change_end(src,SC_BLADESTOP,-1); break; case RG_BACKSTAP: { int 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) { if (sc && sc->data[SC_HIDING]) status_change_end(src, SC_HIDING, -1); skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] unit_setdir(bl,dir); } else if (sd) clif_skill_fail(sd,skillid,0,0); } break; case MO_FINGEROFFENSIVE: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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, skillid, skilllv, BF_WEAPON, flag); } if (sc && sc->data[SC_BLADESTOP]) status_change_end(src,SC_BLADESTOP,-1); break; case MO_CHAINCOMBO: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if (sc && sc->data[SC_BLADESTOP]) status_change_end(src,SC_BLADESTOP,-1); break; case NJ_ISSEN: if (sc) { if (sc->data[SC_NEN]) status_change_end(src,SC_NEN,-1); if (sc->data[SC_HIDING]) status_change_end(src,SC_HIDING,-1); } case MO_EXTREMITYFIST: if (sc && skillid == MO_EXTREMITYFIST) { if (sc->data[SC_EXPLOSIONSPIRITS]) status_change_end(src, SC_EXPLOSIONSPIRITS, -1); if (sc->data[SC_BLADESTOP]) status_change_end(src,SC_BLADESTOP,-1); } //Client expects you to move to target regardless of distance { struct unit_data *ud = unit_bl2ud(src); short dx,dy; int i,speed; i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura dx = bl->x - src->x; dy = bl->y - src->y; if (dx < 0) dx-=i; else if (dx > 0) dx+=i; if (dy < 0) dy-=i; else if (dy > 0) dy+=i; if (!dx && !dy) dy++; if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS)) { dx = bl->x; dy = bl->y; } else { dx = src->x + dx; dy = src->y + dy; } skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(unit_walktoxy(src, dx, dy, 2) && ud) { //Increase can't walk delay to not alter your walk path ud->canmove_tick = tick; speed = status_get_speed(src); for (i = 0; i < ud->walkpath.path_len; i ++) { if(ud->walkpath.path[i]&1) ud->canmove_tick+=7*speed/5; else ud->canmove_tick+=speed; } } } break; //Splash attack skills. case AS_GRIMTOOTH: case MC_CARTREVOLUTION: case NPC_SPLASHATTACK: flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit case AS_SPLASHER: case SM_MAGNUM: case HT_BLITZBEAT: case AC_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: 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; 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(skillid)&INF2_NPC_SKILL) ) sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag); } else { if ( skillid == NJ_BAKUENRYU ) clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_area_temp[0] = 0; skill_area_temp[1] = bl->id; skill_area_temp[2] = 0; // if skill damage should be split among targets, count them //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets //special case: Venom Splasher uses a different range for searching than for splashing if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT ) skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, 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(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); //FIXME: move this to skill_additional_effect or some such? [ultramage] if (skillid == SM_MAGNUM) { //Initiate 10% of your damage becomes fire element. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)); } } break; case KN_BRANDISHSPEAR: //Coded apart for it needs the flag passed to the damage calculation. if (skill_area_temp[1] != bl->id) skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION); else skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); break; case KN_BOWLINGBASH: if(flag&1){ if(bl->id==skill_area_temp[1]) break; //two hits for 500% skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION); } else { int i,c; c = skill_get_blewcount(skillid,skilllv); // keep moving target in the direction that src is looking, square by square for(i=0;i 1 ) break; // collision } clif_blown(bl); //Update target pos. if (i!=c) { //Splash skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } //Weirdo dual-hit property, two attacks for 500% skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); } break; case KN_SPEARSTAB: if(flag&1) { if (bl->id==skill_area_temp[1]) break; if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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(skillid,skilllv); // all the enemies between the caster and the target are hit, as well as the target if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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,skillid,skilllv,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,skillid,skilllv,tick,flag)) map_foreachinrange(skill_area_sub,bl, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,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,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/ clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, 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,skillid,skilllv,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: skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case NPC_MAGICALATTACK: skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv)); break; case HVAN_CAPRICE: //[blackhole89] { int ran=rand()%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,skilllv,tick,flag|SD_LEVEL); } break; case WZ_WATERBALL: skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); { int range = skilllv/2; int size = 2*range + 1; int count = 0; if( src->type == BL_PC ) {// count the number of water cells in range struct skill_unit* unit; int x, y; for( y = src->y - range; y <= src->y + range; ++y ) for( x = src->x - range; x <= src->x + range; ++x ) { if( map_getcell(src->m,x,y,CELL_CHKWATER) ) count++; // natural water cell else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL ) { count++; // skill-induced water cell skill_delunit(unit); // consume cell } } } else // non-players bypass the water requirement count = size*size; if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,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, skillid, skilllv, tick, flag); break; case SL_SMA: if (sc && sc->data[SC_SMA]) status_change_end(src,SC_SMA,-1); case SL_STIN: case SL_STUN: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); clif_skill_fail(sd,skillid,0,0); break; } skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case NPC_DARKBREATH: clif_emotion(src,7); case SN_FALCONASSAULT: case PA_PRESSURE: case CR_ACIDDEMONSTRATION: case TF_THROWSTONE: case NPC_SMOKING: case GS_FLING: case NJ_ZENYNAGE: skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); break; case HVAN_EXPLOSION: case NPC_SELFDESTRUCTION: if (src != bl) skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); break; // Celest case PF_SOULBURN: if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if (skilllv == 5) skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); status_percent_damage(src, bl, 0, 100, false); } else { clif_skill_nodamage(src,src,skillid,skilllv,1); if (skilllv == 5) skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag); status_percent_damage(src, src, 0, 100, false); } if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000)); break; case NPC_BLOODDRAIN: case NPC_ENERGYDRAIN: { int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, src, src, bl, skillid, skilllv, 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,skillid,skilllv,tick,flag); break; case NJ_KASUMIKIRI: if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0) sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv)); break; case NJ_KIRIKAGE: if (!map_flag_gvg(src->m)) { //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); } if (sc && sc->data[SC_HIDING]) status_change_end(src, SC_HIDING, -1); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case 0: if(sd) { if (flag & 3){ if (bl->id != skill_area_temp[1]) skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag); } else { skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub, bl, sd->splash_range, BL_CHAR, src, skillid, skilllv, 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",skillid); clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, 0, abs(skill_get_num(skillid, skilllv)), skillid, skilllv, skill_get_hit(skillid)); map_freeblock_unlock(); return 1; } map_freeblock_unlock(); if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill. battle_consume_ammo(sd, skillid, skilllv); return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { struct map_session_data *sd; struct homun_data *hd; struct map_session_data *dstsd; struct status_data *sstatus, *tstatus; struct status_change *tsc; struct status_change_entry *tsce; struct mob_data *md; struct mob_data *dstmd; int i; enum sc_type type; if(skillid > 0 && skilllv <= 0) 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); 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) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO) return 1; tstatus = status_get_status_data(bl); sstatus = status_get_status_data(src); //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] switch (skillid) { case HLIF_HEAL: //[orn] if (bl->type != BL_HOM) { if (sd) clif_skill_fail(sd,skillid,0,0) ; break ; } case AL_HEAL: 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)) { if (battle_check_target(src, bl, BCT_ENEMY) < 1) { //Offensive heal does not works on non-enemies. [Skotlex] clif_skill_fail(sd,skillid,0,0); return 0; } return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag); } break; case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag); default: //Skill is actually ground placed. if (src == bl && skill_get_unit_id(skillid,0)) return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); } type = status_skill2sc(skillid); tsc = status_get_sc(bl); tsce = (tsc && type != -1)?tsc->data[type]:NULL; if (src!=bl && type > -1 && (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL && skill_get_inf(skillid) != INF_SUPPORT_SKILL && battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0) return 1; //Skills that cause an status should be blocked if the target element blocks its element. map_freeblock_lock(); switch(skillid) { case HLIF_HEAL: //[orn] case AL_HEAL: { int heal = skill_calc_heal(src, bl, skilllv); int heal_get_jobexp; if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM)) heal=0; if (sd) { if ((i = pc_skillheal_bonus(sd, skillid))) heal += heal * i / 100; 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, -1); 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. } heal_get_jobexp = status_heal(bl,heal,0,0); clif_skill_nodamage (src, bl, skillid, heal, 1); 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); } } break; case PR_REDEMPTIO: if (sd && !(flag&1)) { if (sd->status.party_id == 0) { clif_skill_fail(sd,skillid,0,0); break; } skill_area_temp[0] = 0; party_foreachsamemap(skill_area_sub, sd,skill_get_splash(skillid, skilllv), src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); if (skill_area_temp[0] == 0) { clif_skill_fail(sd,skillid,0,0); break; } skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty... if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each. 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. skilllv = 3; //Resurrection level 3 is used } else //Invalid target, skip resurrection. break; case ALL_RESURRECTION: if(sd && map_flag_gvg(bl->m)) { //No reviving in WoE grounds! clif_skill_fail(sd,skillid,0,0); break; } if (!status_isdead(bl)) break; { int per = 0, sper = 0; if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) break; switch(skilllv){ 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,skilllv,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); } } } break; case AL_DECAGI: clif_skill_nodamage (src, bl, skillid, skilllv, sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv))); break; case AL_CRUCIS: if (flag&1) sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000); else { map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skillid, skilllv, 1); } break; case PR_LEXDIVINA: if (tsce) { status_change_end(bl,type, -1); clif_skill_nodamage (src, bl, skillid, skilllv, 1); } else clif_skill_nodamage (src, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case SA_ABRACADABRA: { int abra_skillid = 0, abra_skilllv; do { i = rand() % MAX_SKILL_ABRA_DB; abra_skillid = skill_abra_db[i].skillid; } while (abra_skillid == 0 || skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear rand()%10000 >= skill_abra_db[i].per ); abra_skilllv = min(skilllv, skill_get_max(abra_skillid)); clif_skill_nodamage (src, bl, skillid, skilllv, 1); if( sd ) {// player-casted sd->state.abra_flag = 1; sd->skillitem = abra_skillid; sd->skillitemlv = abra_skilllv; clif_item_skill(sd, abra_skillid, abra_skilllv); } else {// mob-casted struct unit_data *ud = unit_bl2ud(src); int inf = skill_get_inf(abra_skillid); int target_id = 0; if (!ud) break; if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { if (src->type == BL_PET) bl = (struct block_list*)((TBL_PET*)src)->msd; if (!bl) bl = src; unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv); } else { //Assume offensive skills if (ud->target) target_id = ud->target; else switch (src->type) { case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; } if (!target_id) break; if (skill_get_casttype(abra_skillid) == CAST_GROUND) { bl = map_id2bl(target_id); if (!bl) bl = src; unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv); } else unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv); } } } break; case SA_COMA: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv))); break; case SA_FULLRECOVERY: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (status_isimmune(bl)) break; status_percent_heal(bl, 100, 100); break; case SA_SUMMONMONSTER: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,""); break; case SA_LEVELUP: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0); break; case SA_INSTANTDEATH: clif_skill_nodamage(src,bl,skillid,skilllv,1); status_set_hp(bl,1,0); break; case SA_QUESTION: case SA_GRAVITY: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case SA_CLASSCHANGE: case SA_MONOCELL: if (dstmd) { int class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0); clif_skill_nodamage(src,bl,skillid,skilllv,1); mob_class_change(dstmd,class_); if( tsc && dstmd->status.mode&MD_BOSS ) { const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP }; for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1); for (i = 0; i < ARRAYLENGTH(scs); i++) if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1); } } break; case SA_DEATH: clif_skill_nodamage(src,bl,skillid,skilllv,1); status_kill(bl); break; case SA_REVERSEORCISH: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); break; case SA_FORTUNE: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) pc_getzeny(sd,status_get_lv(bl)*100); break; case SA_TAMINGMONSTER: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd && dstmd) { ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ ); if( i < MAX_PET_DB ) pet_catch_process1(sd, dstmd->class_); } break; case CR_PROVIDENCE: if(sd && dstsd){ //Check they are not another crusader [Skotlex] if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case CG_MARIONETTE: { struct status_change *sc= status_get_sc(src); enum sc_type type2 = SC_MARIONETTE2; if(sc && tsc){ if (!sc->data[type] && !tsc->data[type2]) { sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv)); sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv,1); } else if (sc->data[type] && tsc->data[type2] && sc->data[type]->val1 == bl->id && tsc->data[type2]->val1 == src->id) { status_change_end(src, type, -1); status_change_end(bl, type2, -1); } else { if (sd) clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } } } break; case RG_CLOSECONFINE: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv))); break; case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: if (dstsd) { if(dstsd->status.weapon == W_FIST || (dstsd->sc.count && !dstsd->sc.data[type] && ( //Allow re-enchanting to lenghten time. [Skotlex] dstsd->sc.data[SC_FIREWEAPON] || dstsd->sc.data[SC_WATERWEAPON] || dstsd->sc.data[SC_WINDWEAPON] || dstsd->sc.data[SC_EARTHWEAPON] || dstsd->sc.data[SC_SHADOWWEAPON] || dstsd->sc.data[SC_GHOSTWEAPON] || dstsd->sc.data[SC_ENCPOISON] )) ) { if (sd) clif_skill_fail(sd,skillid,0,0); clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } } if (sd) { int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]); if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) { clif_skill_fail(sd,skillid,0,0); break; } pc_delitem(sd, i, skill_db[skillid].amount[0], 0); } // 100% success rate at lv4 & 5, but lasts longer at lv5 if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) { if (sd) clif_skill_fail(sd,skillid,0,0); if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) clif_displaymessage(sd->fd,"You broke target's weapon"); } break; case PR_ASPERSIO: if (sd && dstmd) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case ITEM_ENCHANTARMS: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,100,skilllv, skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv))); break; case TK_SEVENWIND: switch(skill_get_ele(skillid,skilllv)) { case ELE_EARTH : type = SC_EARTHWEAPON; break; case ELE_WIND : type = SC_WINDWEAPON; break; case ELE_WATER : type = SC_WATERWEAPON; break; case ELE_FIRE : type = SC_FIREWEAPON; break; case ELE_GHOST : type = SC_GHOSTWEAPON; break; case ELE_DARK : type = SC_SHADOWWEAPON; break; case ELE_HOLY : type = SC_ASPERSIO; break; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv)); break; case PR_KYRIE: clif_skill_nodamage(bl,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; //Passive Magnum, should had been casted on yourself. case SM_MAGNUM: skill_area_temp[1] = 0; map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); clif_skill_nodamage (src,src,skillid,skilllv,1); //Initiate 10% of your damage becomes fire element. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)); break; case AL_INCAGI: case AL_BLESSING: if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) { skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); break; } case PR_SLOWPOISON: case PR_IMPOSITIO: case PR_LEXAETERNA: case PR_SUFFRAGIUM: case PR_BENEDICTIO: case LK_BERSERK: case KN_AUTOCOUNTER: case KN_TWOHANDQUICKEN: case KN_ONEHAND: case CR_SPEARQUICKEN: case CR_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 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 NPC_STOP: case PF_DOUBLECASTING: case SG_SUN_COMFORT: case SG_MOON_COMFORT: case SG_STAR_COMFORT: case NPC_HALLUCINATION: case HP_ASSUMPTIO: case GS_MADNESSCANCEL: case GS_ADJUSTMENT: case GS_INCREASING: case NJ_KASUMIKIRI: case NJ_UTSUSEMI: case NJ_NEN: case NPC_DEFENDER: case NPC_MAGICMIRROR: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case MG_SIGHT: case AL_RUWACH: case WZ_SIGHTBLASTER: case NPC_WIDESIGHT: case NPC_STONESKIN: case NPC_ANTIMAGIC: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv))); break; case HLIF_AVOID: case HAMI_DEFENCE: i = skill_get_time(skillid,skilllv); clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc break; case NJ_BUNSINJYUTSU: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); if (tsc && tsc->data[SC_NEN]) status_change_end(bl,SC_NEN,-1); break; /* Was modified to only affect targetted char. [Skotlex] case HP_ASSUMPTIO: if (flag&1) sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); else { map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_PC, src, skillid, skilllv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; */ case SM_ENDURE: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); if (sd) skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv)); break; case AS_ENCHANTPOISON: // Prevent spamming [Valaris] if (sd && dstsd && dstsd->sc.count) { if (dstsd->sc.data[SC_FIREWEAPON] || dstsd->sc.data[SC_WATERWEAPON] || dstsd->sc.data[SC_WINDWEAPON] || dstsd->sc.data[SC_EARTHWEAPON] || dstsd->sc.data[SC_SHADOWWEAPON] || dstsd->sc.data[SC_GHOSTWEAPON] // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex] ) { clif_skill_nodamage(src,bl,skillid,skilllv,0); clif_skill_fail(sd,skillid,0,0); break; } } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case LK_TENSIONRELAX: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv), skill_get_time(skillid,skilllv))); break; case MC_CHANGECART: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case TK_MISSION: if (sd) { int id; if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one clif_mission_info(sd, sd->mission_mobid, sd->mission_count); clif_skill_fail(sd,skillid,0,0); break; } id = mob_get_random_id(0,0xE, sd->status.base_level); if (!id) { clif_skill_fail(sd,skillid,0,0); break; } sd->mission_mobid = id; sd->mission_count = 0; pc_setglobalreg(sd,"TK_MISSION_ID", id); clif_mission_info(sd, id, 0); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case AC_CONCENTRATION: { clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); map_foreachinrange( status_change_timer_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src,NULL,type,tick); } break; case SM_PROVOKE: if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) { map_freeblock_unlock(); return 1; } //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] clif_skill_nodamage(src,bl,skillid,skilllv, (i=sc_start(bl,type, 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv)))); if (!i) { if (sd) clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } unit_skillcastcancel(bl, 2); if(tsc && tsc->count){ if(tsc->data[SC_FREEZE]) status_change_end(bl,SC_FREEZE,-1); if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE) status_change_end(bl,SC_STONE,-1); if(tsc->data[SC_SLEEP]) status_change_end(bl,SC_SLEEP,-1); } if(dstmd) { dstmd->state.provoke_flag = src->id; mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv)); } break; case CR_DEVOTION: if(sd && dstsd) { int count = min(skilllv, 5); int lv = sd->status.base_level - dstsd->status.base_level; if (lv < 0) lv = -lv; if (lv > battle_config.devotion_level_difference || (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || //Avoid overriding [Skotlex] (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } // check if the char isn't devoted already ARR_FIND( 0, count, i, sd->devotion[i] == bl->id ); if( i == count ) {// not there, find first empty slot ARR_FIND( 0, count, i, sd->devotion[i] == 0 ); if( i == count ) {// all slots full, fail clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } } sd->devotion[i] = bl->id; clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000)); clif_devotion(sd,NULL); } else if (sd) clif_skill_fail(sd,skillid,0,0); break; case MO_CALLSPIRITS: if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv); } break; case CH_SOULCOLLECT: if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); for (i = 0; i < 5; i++) pc_addspiritball(sd,skill_get_time(skillid,skilllv),5); } break; case MO_KITRANSLATION: if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),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(skillid,skilllv),-1,0); skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback } break; case MO_ABSORBSPIRITS: i = 0; if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] i = dstsd->spiritball * 10; pc_delspiritball(dstsd,dstsd->spiritball,0); } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20) { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] i = 2 * dstmd->level; mob_target(dstmd,src,0); } if (i) status_heal(src, 0, i, 3); clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0); break; case AC_MAKINGARROW: if(sd) { clif_arrow_create_list(sd); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case AM_PHARMACY: if(sd) { clif_skill_produce_mix_list(sd,22); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case SA_CREATECON: if(sd) { clif_skill_produce_mix_list(sd,23); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case BS_HAMMERFALL: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv))); break; case RG_RAID: skill_area_temp[1] = 0; clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); status_change_end(src, SC_HIDING, -1); break; case ASC_METEORASSAULT: case GS_SPREADATTACK: case NPC_EARTHQUAKE: clif_skill_nodamage(src,bl,skillid,skilllv,1); case NPC_HELLJUDGEMENT: case NPC_PULSESTRIKE: skill_castend_damage_id(src, src, skillid, skilllv, tick, flag); break; case KN_BRANDISHSPEAR: { int c,n=4; int 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(skilllv > 9){ for(c=1;c<4;c++){ map_foreachincell(skill_area_sub, bl->m,tc.val1[c],tc.val2[c],BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|n, skill_castend_damage_id); } } if(skilllv > 6){ skill_brandishspear_dir(&tc,dir,-1); n--; }else{ skill_brandishspear_dir(&tc,dir,-2); n-=2; } if(skilllv > 3){ for(c=0;c<5;c++){ map_foreachincell(skill_area_sub, bl->m,tc.val1[c],tc.val2[c],BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|n, skill_castend_damage_id); if(skilllv > 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,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } } break; case WZ_SIGHTRASHER: //Passive side of the attack. status_change_end(src,SC_SIGHT,-1); clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub,src, skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); break; case NJ_HYOUSYOURAKU: case NJ_RAIGEKISAI: case WZ_FROSTNOVA: clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_area_temp[1] = 0; map_foreachinrange(skill_attack_area, src, skill_get_splash(skillid, skilllv), splash_target(src), BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); break; case HVAN_EXPLOSION: //[orn] case NPC_SELFDESTRUCTION: //Self Destruction hits everyone in range (allies+enemies) //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? BCT_ENEMY:BCT_ALL; clif_skill_nodamage(src, src, skillid, -1, 1); map_delblock(src); //Required to prevent chain-self-destructions hitting back. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|i, skill_castend_damage_id); map_addblock(src); status_damage(src, src, sstatus->max_hp,0,0,1); break; case AL_ANGELUS: case PR_MAGNIFICAT: case PR_GLORIA: case SN_WINDWALK: if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { clif_skill_nodamage(bl,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } else if (sd) { party_foreachsamemap (skill_area_sub, sd,skill_get_splash(skillid, skilllv), src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } 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,skillid,skilllv, sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv))); } else if (sd) { party_foreachsamemap(skill_area_sub, sd,skill_get_splash(skillid, skilllv), src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case BS_MAXIMIZE: case NV_TRICKDEAD: case CR_DEFENDER: case CR_AUTOGUARD: case TK_READYSTORM: case TK_READYDOWN: case TK_READYTURN: case TK_READYCOUNTER: case TK_DODGE: case CR_SHRINK: case ST_PRESERVE: case SG_FUSION: case GS_GATLINGFEVER: if (tsce) i = status_change_end(bl, type, -1); else i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv,i); break; case SL_KAITE: case SL_KAAHI: case SL_KAIZEL: case SL_KAUPE: if (sd) { if (!dstsd || !( (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || dstsd->status.char_id == sd->status.char_id || dstsd->status.char_id == sd->status.partner_id || dstsd->status.char_id == sd->status.child )) { status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8); clif_skill_fail(sd,skillid,0,0); break; } } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); break; case SM_AUTOBERSERK: // Celest if (tsce) i = status_change_end(bl, type, -1); else i = sc_start(bl,type,100,skilllv,60000); clif_skill_nodamage(src,bl,skillid,skilllv,i); break; case TF_HIDING: case ST_CHASEWALK: if (tsce) i = status_change_end(bl, type, -1); else i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation. break; case TK_RUN: if (tsce) clif_skill_nodamage(src,bl,skillid,skilllv, status_change_end(bl, type, -1)); else { clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0)); // If the client receives a skill-use packet inmediately before // a walkok packet, it will discard the walk packet! [Skotlex] // So aegis has to resend the walk ok. if (sd) clif_walkok(sd); } break; case AS_CLOAKING: if( !tsce ) i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); else i = status_change_end(bl, type, -1); if( i ) clif_skill_nodamage(src,bl,skillid,-1,i); else if( sd ) clif_skill_fail(sd,skillid,0,0); break; case BD_ADAPTATION: if(tsc && tsc->data[SC_DANCING]){ clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_stop_dancing(bl); } break; case BA_FROSTJOKER: case DC_SCREAM: clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,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[skillid].desc); clif_message(&md->bl,temp); } break; case BA_PANGVOICE: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv))); break; case DC_WINKCHARM: if( dstsd ) clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv))); 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,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv))); else { clif_skill_nodamage(src,bl,skillid,skilllv,0); if(sd) clif_skill_fail(sd,skillid,0,0); } } break; case TF_STEAL: if(sd) { if(pc_steal_item(sd,bl,skilllv)) clif_skill_nodamage(src,bl,skillid,skilllv,1); else clif_skill_fail(sd,skillid,0x0a,0); } break; case RG_STEALCOIN: if(sd) { if(pc_steal_coin(sd,bl)) clif_skill_nodamage(src,bl,skillid,skilllv,1); else clif_skill_fail(sd,skillid,0,0); } break; case MG_STONECURSE: { if (tstatus->mode&MD_BOSS) { if (sd) clif_skill_fail(sd,skillid,0,0); break; } if(status_isimmune(bl) || !tsc) break; if (dstmd) mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv)); if (tsc->data[SC_STONE]) { status_change_end(bl,SC_STONE,-1); if (sd) clif_skill_fail(sd,skillid,0,0); break; } if (sc_start4(bl,SC_STONE,(skilllv*4+20), skilllv, 0, 0, skill_get_time(skillid, skilllv), skill_get_time2(skillid,skilllv))) clif_skill_nodamage(src,bl,skillid,skilllv,1); else if(sd) { clif_skill_fail(sd,skillid,0,0); // Level 6-10 doesn't consume a red gem if it fails [celest] if (skilllv > 5) break; } if (sd) { if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD) break; //Do not delete the gemstone. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 ) pc_delitem(sd, i, skill_db[skillid].amount[0], 0); } } break; case NV_FIRSTAID: clif_skill_nodamage(src,bl,skillid,5,1); status_heal(bl,5,0,0); break; case AL_CURE: if(status_isimmune(bl)) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } status_change_end(bl, SC_SILENCE , -1 ); status_change_end(bl, SC_BLIND , -1 ); status_change_end(bl, SC_CONFUSION, -1 ); clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case TF_DETOXIFY: clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_end(bl, SC_POISON , -1 ); status_change_end(bl, SC_DPOISON , -1 ); break; case PR_STRECOVERY: if(status_isimmune(bl)) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } if (tsc && tsc->opt1) { status_change_end(bl, SC_FREEZE, -1 ); status_change_end(bl, SC_STONE, -1 ); status_change_end(bl, SC_SLEEP, -1 ); status_change_end(bl, SC_STUN, -1 ); } //Is this equation really right? It looks so... special. if(battle_check_undead(tstatus->race,tstatus->def_ele)) { status_change_start(bl, SC_BLIND, 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10); } clif_skill_nodamage(src,bl,skillid,skilllv,1); if(dstmd) mob_unlocktarget(dstmd,tick); break; case WZ_ESTIMATION: if(sd) { if (dstsd) { clif_skill_fail(sd,skillid,0,0); break; } if (dstmd && dstmd->class_ == MOBID_EMPERIUM) { break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_skill_estimation((struct map_session_data *)src,bl); } break; case BS_REPAIRWEAPON: if(sd && dstsd) clif_item_repair_list(sd,dstsd); break; case MC_IDENTIFY: if(sd) clif_item_identify_list(sd); break; // Weapon Refining [Celest] case WS_WEAPONREFINE: if(sd) clif_item_refine_list(sd); break; case MC_VENDING: if(sd) { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] if ( !pc_can_give_items(pc_isGM(sd)) ) clif_skill_fail(sd,skillid,0,0); else clif_openvendingreq(sd,2+skilllv); } break; case AL_TELEPORT: if(sd) { if (map[bl->m].flag.noteleport) { clif_skill_teleportmessage(sd,0); break; } if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel."); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); if(skilllv == 1) { // possibility to skip menu [LuzZza] if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT) clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0); else pc_randomwarp(sd,3); } else { if (sd->skillitem != AL_TELEPORT) clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0); else //Autocasted Teleport level 2?? pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3); } } else unit_warp(bl,-1,-1,-1,3); break; case NPC_EXPULSION: clif_skill_nodamage(src,bl,skillid,skilllv,1); unit_warp(bl,-1,-1,-1,3); break; case AL_HOLYWATER: if(sd) { if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1)) clif_skill_nodamage(src,bl,skillid,skilllv,1); else clif_skill_fail(sd,skillid,0,0); } break; case TF_PICKSTONE: if(sd) { int eflag; struct item item_tmp; struct block_list tbl; clif_skill_nodamage(src,bl,skillid,skilllv,1); memset(&item_tmp,0,sizeof(item_tmp)); memset(&tbl,0,sizeof(tbl)); // [MouseJstr] item_tmp.nameid = 7049; item_tmp.identify = 1; tbl.id = 0; clif_takeitem(&sd->bl,&tbl); eflag = pc_additem(sd,&item_tmp,1); 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,skillid,skilllv,1); skill_produce_mix(sd, skillid, 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: { unsigned short location = 0; i = 5+2*skilllv; if (sstatus->dex > tstatus->dex) i += (sstatus->dex - tstatus->dex)/5; switch (skillid) { case RG_STRIPWEAPON: 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; } //Note that Full Strip autospell doesn't use a duration if (!clif_skill_nodamage(src,bl,skillid,skilllv, skill_strip_equip(bl, location, i, skilllv, sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv))) && sd) clif_skill_fail(sd,skillid,0,0); //Nothing stripped. } break; case AM_BERSERKPITCHER: case AM_POTIONPITCHER: { int i,x,hp = 0,sp = 0,bonus=100; if(sd) { x = skilllv%11 - 1; i = pc_search_inventory(sd,skill_db[skillid].itemid[x]); if(i < 0 || skill_db[skillid].itemid[x] <= 0) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } } potion_flag = 1; potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0; potion_target = bl->id; run_script(sd->inventory_data[i]->script,0,sd->bl.id,0); pc_delitem(sd,i,skill_db[skillid].amount[x],0); potion_flag = potion_target = 0; if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST) bonus += sd->status.base_level; if(potion_per_hp > 0 || potion_per_sp > 0) { hp = tstatus->max_hp * potion_per_hp / 100; hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; if(dstsd) { sp = dstsd->status.max_sp * potion_per_sp / 100; sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; } } else { if(potion_hp > 0) { hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; hp = hp * (100 + (tstatus->vit<<1)) / 100; if(dstsd) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } if(potion_sp > 0) { sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; sp = sp * (100 + (tstatus->int_<<1)) / 100; if(dstsd) sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100; } } if (sd->itemgrouphealrate[IG_POTION]>0) { hp += hp * sd->itemgrouphealrate[IG_POTION] / 100; sp += sp * sd->itemgrouphealrate[IG_POTION] / 100; } if ((i = pc_skillheal_bonus(sd, skillid))) { hp += hp * i / 100; sp += sp * i / 100; } } else { hp = (1 + rand()%400) * (100 + skilllv*10) / 100; hp = hp * (100 + (tstatus->vit<<1)) / 100; if(dstsd) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } if (tsc && tsc->data[SC_CRITICALWOUND]) { hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; } clif_skill_nodamage(src,bl,skillid,skilllv,1); if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0)) clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); if(sp > 0) clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); status_heal(bl,hp,sp,0); } break; case AM_CP_WEAPON: case AM_CP_SHIELD: case AM_CP_ARMOR: case AM_CP_HELM: { enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON)); if(tsc && tsc->data[scid]) status_change_end(bl, scid, -1 ); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } break; case AM_TWILIGHT1: if (sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); //Prepare 200 White Potions. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200)) clif_skill_fail(sd,skillid,0,0); } break; case AM_TWILIGHT2: if (sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); //Prepare 200 Slim White Potions. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200)) clif_skill_fail(sd,skillid,0,0); } break; case AM_TWILIGHT3: if (sd) { //check if you can produce all three, if not, then fail: if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle ) { clif_skill_fail(sd,skillid,0,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100); skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50); skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50); } break; case SA_DISPELL: if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel. || rand()%100 >= 50+10*skilllv) { if (sd) clif_skill_fail(sd,skillid,0,0); break; } if(status_isimmune(bl) || !tsc || !tsc->count) break; for(i=0;idata[i]) continue; switch (i) { case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION: case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD: case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO: case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD: case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD: case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD: case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING: case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK: case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL: case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT: case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED: case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE: case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL: case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN: case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN: case SC_READYCOUNTER:case SC_DODGE: case SC_WARM: case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND: continue; } if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. status_change_end(bl,(sc_type)i,-1); } break; } //Affect all targets on splash area. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, 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,skillid,skilllv,1); skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0); break; case TK_HIGHJUMP: { int x,y, dir = unit_getdir(src); //Fails on noteleport maps, except for vs maps [Skotlex] if(map[src->m].flag.noteleport && !(map_flag_vs(src->m) || map_flag_gvg2(src->m)) ) { x = src->x; y = src->y; } else { x = src->x + dirx[dir]*skilllv*2; y = src->y + diry[dir]*skilllv*2; } clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1); if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) { clif_slide(src,x,y); unit_movepos(src, x, y, 1, 0); } } break; case SA_CASTCANCEL: clif_skill_nodamage(src,bl,skillid,skilllv,1); unit_skillcastcancel(src,1); if(sd) { int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old); sp = sp * (90 - (skilllv-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(skillid,skilllv); sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; if(sp < 1) sp = 1; status_heal(bl,0,sp,2); clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1); status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. } else { struct unit_data *ud = unit_bl2ud(bl); int bl_skillid=0,bl_skilllv=0,hp = 0; if (!ud || ud->skilltimer == -1) break; //Nothing to cancel. bl_skillid = ud->skillid; bl_skilllv = ud->skilllv; if (tstatus->mode & MD_BOSS) { //Only 10% success chance against bosses. [Skotlex] if (rand()%100 < 90) { if (sd) clif_skill_fail(sd,skillid,0,0); 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,skillid,skilllv,1); unit_skillcastcancel(bl,0); sp = skill_get_sp(bl_skillid,bl_skilllv); status_zap(bl, hp, sp); if (hp && skilllv >= 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*(skilllv-1))/100; if(hp || sp) status_heal(src, hp, sp, 2); } } break; case SA_MAGICROD: //It activates silently, no use animation. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); break; case SA_AUTOSPELL: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) clif_autospell(sd,skilllv); else { int maxlv=1,spellid=0; static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; if(skilllv >= 10) { spellid = MG_FROSTDIVER; // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE) // maxlv = 10; // else maxlv = skilllv - 9; } else if(skilllv >=8) { spellid = MG_FIREBALL; maxlv = skilllv - 7; } else if(skilllv >=5) { spellid = MG_SOULSTRIKE; maxlv = skilllv - 4; } else if(skilllv >=2) { int i = rand()%3; spellid = spellarray[i]; maxlv = skilllv - 1; } else if(skilllv > 0) { spellid = MG_NAPALMBEAT; maxlv = 3; } if(spellid > 0) sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0, skill_get_time(SA_AUTOSPELL,skilllv)); } break; case BS_GREED: if(sd){ clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_greed,bl, skill_get_splash(skillid, skilllv),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,skillid,skilllv, sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), skill_get_time(skillid, skilllv))); 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,skillid,skilllv, sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), skill_get_time(skillid, skilllv))); break; case NPC_PROVOCATION: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (md) mob_unlocktarget(md, tick); break; case NPC_KEEPING: case NPC_BARRIER: { int skill_time = skill_get_time(skillid,skilllv); struct unit_data *ud = unit_bl2ud(bl); if (clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,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: //New rebirth System uses Kaizel [Skotlex] sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv)); break; case NPC_DARKBLESSING: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv))); break; case NPC_LICK: status_zap(bl, 0, 100); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv))); break; case NPC_SUICIDE: clif_skill_nodamage(src,bl,skillid,skilllv,1); status_kill(src); //When suiciding, neither exp nor drops is given. break; case NPC_SUMMONSLAVE: case NPC_SUMMONMONSTER: if(md && md->skillidx >= 0) mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid); break; case NPC_CALLSLAVE: mob_warpslave(src,MOB_SLAVEDISTANCE); break; case NPC_RANDOMMOVE: if (md) { md->next_walktime = tick - 1; mob_randomwalk(md,tick); } break; case NPC_SPEEDUP: { // or does it increase casting rate? just a guess xD int i = SC_ASPDPOTION0 + skilllv - 1; if (i > SC_ASPDPOTION3) i = SC_ASPDPOTION3; clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000)); } break; case NPC_REVENGE: // not really needed... but adding here anyway ^^ if (md && md->master_id > 0) { struct block_list *mbl, *tbl; if ((mbl = map_id2bl(md->master_id)) == NULL || (tbl = battle_gettargeted(mbl)) == NULL) break; md->state.provoke_flag = tbl->id; mob_target(md, tbl, sstatus->rhw.range); } break; case NPC_RUN: { const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; int 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 + skilllv * mask[dir][0], src->y + skilllv * 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->skillidx >= 0) { int class_ = mob_random_class (md->db->skill[md->skillidx].val,0); if (skilllv > 1) //Multiply the rest of mobs. [Skotlex] mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid); if (class_) mob_class_change(md, class_); } break; case NPC_EMOTION_ON: case NPC_EMOTION: //va[0] is the emotion to use. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] //val[1] 'sets' the mode //val[2] adds to the current mode //val[3] removes from the current mode //val[4] if set, asks to delete the previous mode change. if(md && md->skillidx >= 0 && tsc) { clif_emotion(bl, md->db->skill[md->skillidx].val[0]); if(md->db->skill[md->skillidx].val[4] && tsce) status_change_end(bl, type, -1); if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]) sc_start4(src, type, 100, skilllv, md->db->skill[md->skillidx].val[1], md->db->skill[md->skillidx].val[2], md->db->skill[md->skillidx].val[3], skill_get_time(skillid, skilllv)); } break; case NPC_POWERUP: sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,100,skill_get_time(skillid, skilllv))); break; case NPC_AGIUP: sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,100,skill_get_time(skillid, skilllv))); 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,skillid,skilllv, sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv))); break; case NPC_SIEGEMODE: // not sure what it does clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case WE_MALE: { int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1]; int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1); } break; case WE_FEMALE: { int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1]; int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1); } break; // parent-baby skills case WE_BABY: if(sd){ struct map_session_data *f_sd = pc_get_father(sd); struct map_session_data *m_sd = pc_get_mother(sd); // if neither was found if(!f_sd && !m_sd){ clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); } break; case PF_HPCONVERSION: { int hp, sp; hp = sstatus->max_hp/10; sp = hp * 10 * skilllv / 100; if (!status_charge(src,hp,0)) { if (sd) clif_skill_fail(sd,skillid,0,0); break; } clif_skill_nodamage(src, bl, skillid, skilllv, 1); status_heal(bl,0,sp,2); } break; case HT_REMOVETRAP: //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage] clif_skill_nodamage(src,bl,skillid,skilllv,1); { struct skill_unit* su; struct skill_unit_group* sg; su = BL_CAST(BL_SKILL, bl); if( (su) && (sg = su->group) && (sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) ) { // prevent picking up expired traps if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) { if( battle_config.skill_removetrap_type ) { // get back all items used to deploy the trap for(i=0;i<10;i++) { if(skill_db[su->group->skill_id].itemid[i] > 0){ int flag; struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = skill_db[su->group->skill_id].itemid[i]; item_tmp.identify = 1; if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){ clif_additem(sd,0,0,flag); map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } } else { // get back 1 trap struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = ITEMID_TRAP; item_tmp.identify = 1; if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){ 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); } } break; case HT_SPRINGTRAP: clif_skill_nodamage(src,bl,skillid,skilllv,1); { struct skill_unit *su=NULL; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ switch(su->group->unit_id){ case UNT_ANKLESNARE: // ankle snare if (su->group->val2 != 0) // if it is already trapping something don't spring it, // remove trap should be used instead break; // otherwise fallthrough to below case UNT_BLASTMINE: case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLAYMORETRAP: case UNT_TALKIEBOX: su->group->unit_id = UNT_USED_TRAPS; clif_changetraplook(bl, UNT_USED_TRAPS); su->group->limit=DIFF_TICK(tick+1500,su->group->tick); su->limit=DIFF_TICK(tick+1500,su->group->tick); } } } break; case BD_ENCORE: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance); break; case AS_SPLASHER: if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) { if (sd) clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000)); if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000); 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% + skilllv*5% success chance. if (!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv)))) { if (sd) clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } unit_skillcastcancel(bl,0); if(tsc && tsc->count){ if(tsc->data[SC_FREEZE]) status_change_end(bl,SC_FREEZE,-1); if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE) status_change_end(bl,SC_STONE,-1); if(tsc->data[SC_SLEEP]) status_change_end(bl,SC_SLEEP,-1); } if(dstmd) mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv)); } break; case PF_SOULCHANGE: { unsigned int sp1 = 0, sp2 = 0; if (dstmd) { if (dstmd->state.soul_change_flag) { if(sd) clif_skill_fail(sd,skillid,0,0); break; } dstmd->state.soul_change_flag = 1; sp2 = sstatus->max_sp * 3 /100; status_heal(src, 0, sp2, 2); clif_skill_nodamage(src,bl,skillid,skilllv,1); break; } sp1 = sstatus->sp; sp2 = tstatus->sp; status_set_sp(src, sp2, 3); status_set_sp(bl, sp1, 3); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; // Slim Pitcher case CR_SLIMPITCHER: if (potion_hp || potion_sp) { int hp = potion_hp, sp = potion_sp; hp = hp * (100 + (tstatus->vit<<1))/100; sp = sp * (100 + (tstatus->int_<<1))/100; if (dstsd) { if (hp) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100; if (sp) sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100; } if (tsc && tsc->data[SC_CRITICALWOUND]) { hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; } 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: { int i, skilltime; skilltime = skill_get_time(skillid,skilllv); if (!tsc) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } for (i=0; i<4; i++) { if(tsc->data[SC_STRIPWEAPON + i]) status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 ); sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime); } clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case RG_CLEANER: //AppleGirl clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } } break; case CG_TAROTCARD: { int eff, count = -1; if (rand() % 100 > skilllv * 8) { if (sd) clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 0; } do { eff = rand() % 14; clif_specialeffect(bl, 523 + eff, AREA); switch (eff) { case 0: // heals SP to 0 status_percent_damage(src, bl, 0, 100, false); break; case 1: // matk halved sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); break; case 2: // all buffs removed status_change_clear_buffs(bl,1); break; case 3: // 1000 damage, random armor destroyed { int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM }; status_fix_damage(src, bl, 1000, 0); clif_damage(src,bl,tick,0,0,1000,0,0,0); skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY); } break; case 4: // atk halved sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); break; case 5: // 2000HP heal, random teleported status_heal(src, 2000, 0, 0); unit_warp(src, -1,-1,-1, 3); break; case 6: // random 2 other effects if (count == -1) count = 3; else count++; //Should not retrigger this one. break; case 7: // stop freeze or stoned { enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv)); } break; case 8: // curse coma and poison sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv)); break; case 9: // confusion sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv)); break; case 10: // 6666 damage, atk matk halved, cursed status_fix_damage(src, bl, 6666, 0); clif_damage(src,bl,tick,0,0,6666,0,0,0); sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv)); break; case 11: // 4444 damage status_fix_damage(src, bl, 4444, 0); clif_damage(src,bl,tick,0,0,4444,0,0,0); break; case 12: // stun sc_start(bl,SC_STUN,100,skilllv,5000); break; case 13: // atk,matk,hit,flee,def reduced sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv)); break; default: break; } } while ((--count) > 0); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case SL_ALCHEMIST: case SL_ASSASIN: case SL_BARDDANCER: case SL_BLACKSMITH: case SL_CRUSADER: case SL_HUNTER: case SL_KNIGHT: case SL_MONK: case SL_PRIEST: case SL_ROGUE: case SL_SAGE: case SL_SOULLINKER: case SL_STAR: case SL_SUPERNOVICE: case SL_WIZARD: //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { clif_skill_fail(sd,skillid,0,0); break; } if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100)) { //Erase death count 1% of the casts dstsd->die_counter = 0; pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0); clif_misceffect2(bl, 0x152); //SC_SPIRIT invokes status_calc_pc for us. } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); break; case SL_HIGH: if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { clif_skill_fail(sd,skillid,0,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); break; case SL_SWOO: if (tsce) { sc_start(src,SC_STUN,100,skilllv,10000); break; } case SL_SKA: // [marquis007] case SL_SKE: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { clif_skill_fail(sd,skillid,0,0); status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); } else clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); if (skillid == SL_SKE) sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); break; // New guild skills [Celest] case GD_BATTLEORDER: if(flag&1) { if (status_get_guild_id(src) == status_get_guild_id(bl)) sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)); } else if (status_get_guild_id(src)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_PC, src,skillid,skilllv,tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); if (sd) guild_block_skill(sd,skill_get_time2(skillid,skilllv)); } break; case GD_REGENERATION: if(flag&1) { if (status_get_guild_id(src) == status_get_guild_id(bl)) sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)); } else if (status_get_guild_id(src)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_PC, src,skillid,skilllv,tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); if (sd) guild_block_skill(sd,skill_get_time2(skillid,skilllv)); } 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,skillid,skilllv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_PC, src,skillid,skilllv,tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); if (sd) guild_block_skill(sd,skill_get_time2(skillid,skilllv)); } break; case GD_EMERGENCYCALL: { int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; int j = 0; struct guild *g = NULL; // i don't know if it actually summons in a circle, but oh well. ;P g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src)); if (!g) break; clif_skill_nodamage(src,bl,skillid,skilllv,1); for(i = 0; i < g->max_member; i++, j++) { if (j>8) j=0; if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) { if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) continue; if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) dx[j] = dy[j] = 0; pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2); } } if (sd) guild_block_skill(sd,skill_get_time2(skillid,skilllv)); } break; case SG_FEEL: //AuronX reported you CAN memorize the same map as all three. [Skotlex] if (sd) { if(!sd->feel_map[skilllv-1].index) clif_parse_ReqFeel(sd->fd,sd, skilllv); else clif_feel_info(sd, skilllv-1, 1); } break; case SG_HATE: if (sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if (!pc_set_hate_mob(sd, skilllv-1, bl)) clif_skill_fail(sd,skillid,0,0); } break; case GS_GLITTERING: if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if(rand()%100 < (20+10*skilllv)) pc_addspiritball(sd,skill_get_time(skillid,skilllv),10); else if(sd->spiritball > 0) pc_delspiritball(sd,1,0); } break; case GS_CRACKER: if (!dstsd) // according to latest patch, should not work on players [Reddozen] { i =65 -5*distance_bl(src,bl); //Base rate if (i < 30) i = 30; clif_skill_nodamage(src,bl,skillid,skilllv,1); sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv)); } else if (sd) clif_skill_fail(sd,skillid,0,0); break; case AM_CALLHOMUN: //[orn] if (sd && !merc_call_homunculus(sd)) clif_skill_fail(sd,skillid,0,0); break; case AM_REST: if (sd) { if (merc_hom_vaporize(sd,1)) clif_skill_nodamage(src, bl, skillid, skilllv, 1); else clif_skill_fail(sd,skillid,0,0); } break; case HAMI_CASTLE: //[orn] if(rand()%100 < 20*skilllv && src != bl) { int x,y; x = src->x; y = src->y; if (hd) skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)); if (unit_movepos(src,bl->x,bl->y,0,0)) { clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc clif_slide(src,bl->x,bl->y) ; if (unit_movepos(bl,x,y,0,0)) { clif_skill_nodamage(bl,bl,skillid,skilllv,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, skillid, 0, 0); else if (sd) clif_skill_fail(sd, skillid, 0, 0); break; case HVAN_CHAOTIC: //[orn] { static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; int rnd = rand()%100; i = (skilllv-1)%5; if(rnd 0) i += i * rnd / 100; //Eh? why double skill packet? clif_skill_nodamage(src,bl,AL_HEAL,i,1); clif_skill_nodamage(src,bl,skillid,i,1); status_heal(bl, i, 0, 0); } break; //Homun single-target support skills [orn] case HAMI_BLOODLUST: case HFLI_FLEET: case HFLI_SPEED: case HLIF_CHANGE: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); if (hd) skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)); break; case NPC_DRAGONFEAR: if (flag&1) { const enum sc_type sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING }; i = rand()%ARRAYLENGTH(sc); sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)); 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: if (flag&1) sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)); else { skill_area_temp[2] = 0; //For SD_PREAMBLE clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, skill_castend_nodamage_id); } break; default: ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid); clif_skill_nodamage(src,bl,skillid,skilllv,1); map_freeblock_unlock(); return 1; } if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex] mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus) mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16)); } if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill. battle_consume_ammo(sd, skillid, skilllv); map_freeblock_unlock(); return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_id(int tid, unsigned int tick, int id, intptr data) { struct block_list *target, *src = map_id2bl(id); struct map_session_data* sd = NULL; struct homun_data* hd = NULL; //[orn] struct mob_data* md = NULL; struct unit_data* ud = unit_bl2ud(src); struct status_change *sc = NULL; int inf,inf2,flag=0; nullpo_retr(0, ud); sd = BL_CAST(BL_PC, src); hd = BL_CAST(BL_HOM, src); md = BL_CAST(BL_MOB, src); if( src->prev == NULL ) { ud->skilltimer = -1; return 0; } if(ud->skillid != SA_CASTCANCEL ) { if( ud->skilltimer != tid ) { ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); ud->skilltimer = -1; return 0; } if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST)) status_freecast_switch(sd); ud->skilltimer=-1; } 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->skillid) { //These should become skill_castend_pos case WE_CALLPARTNER: 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->skillid, ud->skilllv); 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); } if(ud->skillid == RG_BACKSTAP) { int 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->skillid == PR_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->skillid, ud->skilllv, 0); break; } } else { //Check target validity. inf = skill_get_inf(ud->skillid); inf2 = skill_get_inf2(ud->skillid); if(inf&INF_ATTACK_SKILL || (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills 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 (inf && battle_check_target(src, target, inf) <= 0) break; if(inf&BCT_ENEMY && (sc = status_get_sc(target)) && sc->data[SC_FOGWALL] && rand()%100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75% if (sd) clif_skill_fail(sd,ud->skillid,0,0); break; } } //Avoid doing double checks for instant-cast skills. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1)) break; if(md) { md->last_thinktime=tick +MIN_MOBTHINKTIME; if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0) clif_emotion(src, md->db->skill[md->skillidx].emotion); } if(src != target && battle_config.skill_add_range && !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) { if (sd) { clif_skill_fail(sd,ud->skillid,0,0); if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] skill_check_condition(sd,ud->skillid, ud->skilllv,1); } break; } if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) break; if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn] break; if (ud->state.running && ud->skillid == TK_JUMPKICK) flag = 1; if (ud->walktimer != -1 && ud->skillid != TK_RUN) unit_stop_walking(src,1); ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE) unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 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->skillid, ud->skilllv, target->id); map_freeblock_lock(); if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE) skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag); else skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag); sc = status_get_sc(src); if(sc && sc->count) { if(sc->data[SC_MAGICPOWER] && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL) status_change_end(src,SC_MAGICPOWER,-1); if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD && sc->data[SC_SPIRIT]->val3 == ud->skillid && ud->skillid != WZ_WATERBALL) sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. } if (ud->skilltimer == -1) { if(md) md->skillidx = -1; else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' ud->skilllv = ud->skilltarget = 0; } map_freeblock_unlock(); return 1; } while(0); //Skill failed. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) { //When Asura fails... (except when it fails from Fog of Wall) //Consume SP/spheres skill_check_condition(sd,ud->skillid, ud->skilllv,1); status_set_sp(src, 0, 0); sc = &sd->sc; if (sc->count) { //End states if (sc->data[SC_EXPLOSIONSPIRITS]) status_change_end(src, SC_EXPLOSIONSPIRITS, -1); if (sc->data[SC_BLADESTOP]) status_change_end(src,SC_BLADESTOP,-1); } if (target && target->m == src->m) { //Move character to target anyway. int dx,dy; dx = target->x - src->x; dy = target->y - src->y; if(dx > 0) dx++; else if(dx < 0) dx--; if (dy > 0) dy++; else if(dy < 0) dy--; if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) { //Display movement + animation. clif_slide(src,src->x,src->y); clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5); } clif_skill_fail(sd,ud->skillid,0,0); } } ud->skillid = ud->skilllv = ud->skilltarget = 0; 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->skillidx = -1; return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_pos(int tid, unsigned int tick, int id, intptr data) { struct block_list* src = map_id2bl(id); int maxcount; struct map_session_data *sd = NULL; struct homun_data *hd = NULL; //[orn] struct unit_data *ud = unit_bl2ud(src); struct mob_data *md = NULL; nullpo_retr(0, ud); sd = BL_CAST(BL_PC , src); hd = BL_CAST(BL_HOM, src); md = BL_CAST(BL_MOB, src); if( src->prev == NULL ) { ud->skilltimer = -1; return 0; } if( ud->skilltimer != tid ) { ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid); ud->skilltimer = -1; return 0; } if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST)) status_freecast_switch(sd); ud->skilltimer=-1; do { if(status_isdead(src)) break; if( !(src->type&battle_config.skill_reiteration) && skill_get_unit_flag(ud->skillid)&UF_NOREITERATION && skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) ) { if (sd) clif_skill_fail(sd,ud->skillid,0,0); break; } if( src->type&battle_config.skill_nofootset && skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET && skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) ) { if (sd) clif_skill_fail(sd,ud->skillid,0,0); break; } if( src->type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0 ) { int i; for(i=0;iskillunit[i] && maxcount;i++) { if(ud->skillunit[i]->skill_id == ud->skillid) maxcount--; } if( maxcount == 0 ) { if (sd) clif_skill_fail(sd,ud->skillid,0,0); break; } } if(tid != -1) { //Avoid double checks on instant cast skills. [Skotlex] if (!status_check_skilluse(src, NULL, ud->skillid, 1)) break; if(battle_config.skill_add_range && !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) { if (sd && battle_config.skill_out_range_consume) //Consume items anyway. skill_check_condition(sd,ud->skillid, ud->skilllv,1); break; } } if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) break; if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn] break; if(md) { md->last_thinktime=tick +MIN_MOBTHINKTIME; if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0) clif_emotion(src, md->db->skill[md->skillidx].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->skillid, ud->skilllv, ud->skillx, ud->skilly); unit_stop_walking(src,1); ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1); map_freeblock_lock(); skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0); if (ud->skilltimer == -1) { if (md) md->skillidx = -1; else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' ud->skilllv = ud->skillx = ud->skilly = 0; } map_freeblock_unlock(); return 1; } while(0); ud->canact_tick = tick; ud->skillid = ud->skilllv = 0; if(sd) sd->skillitem = sd->skillitemlv = 0; else if(md) md->skillidx = -1; return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag) { struct map_session_data* sd; struct status_change* sc; struct status_change_entry *sce; struct skill_unit_group* sg; enum sc_type type; int i; //if(skilllv <= 0) return 0; if(skillid > 0 && skilllv <= 0) return 0; // celest nullpo_retr(0, src); if(status_isdead(src)) return 0; sd = BL_CAST(BL_PC, src); sc = status_get_sc(src); type = status_skill2sc(skillid); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skillid) { //Skill effect. case WZ_METEOR: case MO_BODYRELOCATION: case CR_CULTIVATION: case HW_GANBANTEIN: break; //Effect is displayed on respective switch case. default: if(skill_get_inf(skillid)&INF_SELF_SKILL) clif_skill_nodamage(src,src,skillid,skilllv,1); else clif_skill_poseffect(src,skillid,skilllv,x,y,tick); } switch(skillid) { case PR_BENEDICTIO: skill_area_temp[1] = src->id; i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_PC, src, skillid, skilllv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id); map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); break; case BS_HAMMERFALL: i = skill_get_splash(skillid, skilllv); map_foreachinarea (skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|2, skill_castend_nodamage_id); break; case HT_DETECTING: i = skill_get_splash(skillid, skilllv); map_foreachinarea( status_change_timer_sub, src->m, x-i, y-i, x+i,y+i,BL_CHAR, src,NULL,SC_SIGHT,tick); if(battle_config.traps_setting&1) map_foreachinarea( skill_reveal_trap, src->m, x-i, y-i, x+i,y+i,BL_SKILL); break; case MG_SAFETYWALL: case MG_FIREWALL: case MG_THUNDERSTORM: case AL_PNEUMA: case WZ_ICEWALL: case WZ_FIREPILLAR: case WZ_QUAGMIRE: case WZ_VERMILION: case WZ_STORMGUST: case WZ_HEAVENDRIVE: case PR_SANCTUARY: case PR_MAGNUS: case CR_GRANDCROSS: case NPC_GRANDDARKNESS: case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_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 SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: 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: case NPC_EVILLAND: flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). case GS_GROUNDDRIFT: //Ammo should be deleted right away. skill_unitsetting(src,skillid,skilllv,x,y,0); break; case RG_GRAFFITI: /* Graffiti [Valaris] */ skill_clear_unitgroup(src); skill_unitsetting(src,skillid,skilllv,x,y,0); flag|=1; break; case HP_BASILICA: skill_clear_unitgroup(src); if (skill_unitsetting(src,skillid,skilllv,x,y,0)) sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv)); flag|=1; break; case CG_HERMODE: skill_clear_unitgroup(src); if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0))) sc_start4(src,SC_DANCING,100, skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv)); flag|=1; break; case RG_CLEANER: // [Valaris] i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL); break; case WZ_METEOR: { int flag=0, area = skill_get_splash(skillid, skilllv); short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; if (sc && sc->data[SC_MAGICPOWER]) flag = flag|2; //Store the magic power flag for future use. [Skotlex] for(i=0;i<2+(skilllv>>1);i++) { tmpx = x; tmpy = y; if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1)) continue; if(!(flag&1)){ clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick); flag=flag|1; } if(i > 0) skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag x1 = tmpx; y1 = tmpy; } skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag } break; case AL_WARP: if(sd) { clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map, (skilllv >= 2) ? sd->status.memo_point[0].map : 0, (skilllv >= 3) ? sd->status.memo_point[1].map : 0, (skilllv >= 4) ? sd->status.memo_point[2].map : 0 ); } break; case MO_BODYRELOCATION: if (unit_movepos(src, x, y, 1, 1)) { clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick); // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client... if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000); } break; case NJ_SHADOWJUMP: { if (!map_flag_gvg(src->m)) { //You don't move on GVG grounds. unit_movepos(src, x, y, 1, 0); clif_slide(src,x,y); } if (sc && sc->data[SC_HIDING]) status_change_end(src, SC_HIDING, -1); } 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_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-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_,""); if (md) { md->master_id = src->id; md->special_state.ai = skillid==AM_SPHEREMINE?2:3; md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), 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 = skilllv%11 - 1; int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]); if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i]) { clif_skill_fail(sd,skillid,0,0); return 1; } potion_flag = 1; potion_hp = 0; potion_sp = 0; run_script(sd->inventory_data[j]->script,0,sd->bl.id,0); pc_delitem(sd,j,skill_db[skillid].amount[i],0); potion_flag = 0; //Apply skill bonuses i = pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5 + pc_skillheal_bonus(sd, skillid); potion_hp = potion_hp * (100+i)/100; potion_sp = potion_sp * (100+i)/100; if(potion_hp > 0 || potion_sp > 0) { i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_area_sub, src->m,x-i,y-i,x+i,y+i,BL_CHAR, src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1, skill_castend_nodamage_id); } } else { int i = skilllv%11 - 1; struct item_data *item = itemdb_search(i); i = skill_db[skillid].itemid[i]; item = itemdb_search(i); potion_flag = 1; potion_hp = 0; potion_sp = 0; run_script(item->script,0,src->id,0); potion_flag = 0; i = skill_get_max(CR_SLIMPITCHER)*10; potion_hp = potion_hp * (100+i)/100; potion_sp = potion_sp * (100+i)/100; if(potion_hp > 0 || potion_sp > 0) { i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_area_sub, src->m,x-i,y-i,x+i,y+i,BL_CHAR, src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1, skill_castend_nodamage_id); } } break; case HW_GANBANTEIN: if (rand()%100 < 80) { int dummy = 1; clif_skill_poseffect(src,skillid,skilllv,x,y,tick); i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src); } else { if (sd) clif_skill_fail(sd,skillid,0,0); return 1; } break; case HW_GRAVITATION: if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0))) sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv)); flag|=1; break; // Plant Cultivation [Celest] case CR_CULTIVATION: if (sd) { int i = skilllv - 1; int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]); if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] || map_count_oncell(src->m,x,y,BL_CHAR) > 0 ) { clif_skill_fail(sd,skillid,0,0); return 1; } pc_delitem(sd,j,skill_db[skillid].amount[i],0); clif_skill_poseffect(src,skillid,skilllv,x,y,tick); if (rand()%100 < 50) { clif_skill_fail(sd,skillid,0,0); } else { TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),""); if (!md) break; if ((i = skill_get_time(skillid, skilllv)) > 0) md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0); mob_spawn (md); } } break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: skill_clear_unitgroup(src); if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))) sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv)); flag|=1; break; case PA_GOSPEL: if (sce && sce->val4 == BCT_SELF) status_change_end(src,SC_GOSPEL,-1); else { sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); if (!sg) break; if (sce) status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex] sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv)); clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet } break; case NJ_TATAMIGAESHI: if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv)); break; case AM_RESURRECTHOMUN: //[orn] if (sd) { if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y)) { clif_skill_fail(sd,skillid,0,0); break; } } break; default: ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid); return 1; } if (sc && sc->data[SC_MAGICPOWER]) status_change_end(src,SC_MAGICPOWER,-1); if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex] battle_consume_ammo(sd, skillid, skilllv); return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map) { nullpo_retr(0, sd); //Simplify skill_failed code. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; } if(skill_num != sd->menuskill_id) return 0; if( sd->bl.prev == NULL || pc_isdead(sd) ) { skill_failed(sd); return 0; } if(sd->sc.opt1 || 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] || sd->sc.data[SC_BERSERK] || sd->sc.data[SC_MARIONETTE] )) { skill_failed(sd); return 0; } pc_stop_attack(sd); pc_stop_walking(sd,0); if(battle_config.skill_log && battle_config.skill_log&BL_PC) ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map); if(strcmp(map,"cancel")==0) { skill_failed(sd); return 0; } switch(skill_num) { case AL_TELEPORT: if(strcmp(map,"Random")==0) pc_randomwarp(sd,3); 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,3); break; case AL_WARP: { const struct point *p[4]; struct skill_unit_group *group; int i, lv, wx, wy; int maxcount=0; int x,y; unsigned short mapindex; mapindex = mapindex_name2id((char*)map); if(!mapindex) { //Given map not found? clif_skill_fail(sd,skill_num,0,0); 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_num, sd->menuskill_val)) > 0) { for(i=0;iud.skillunit[i] && maxcount;i++) { if(sd->ud.skillunit[i]->skill_id == skill_num) maxcount--; } if(!maxcount) { clif_skill_fail(sd,skill_num,0,0); skill_failed(sd); return 0; } } //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num); wx = sd->menuskill_val>>16; wy = sd->menuskill_val&0xffff; if( lv <= 0 ) return 0; if( lv > 4 ) lv = 4; // crash prevention // check if the chosen map exists in the memo list ARR_FIND( 0, lv, i, mapindex == p[i]->map ); if( i < lv ) { x=p[i]->x; y=p[i]->y; } else { skill_failed(sd); return 0; } if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv... { skill_failed(sd); return 0; } // This makes Warp Portal fail if the cell is not empty //if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) { // clif_skill_fail(sd,0,0,0); // skill_failed(sd); // return 0; //} if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) { skill_failed(sd); return 0; } // record the destination coordinates group->val2 = (x<<16)|y; group->val3 = mapindex; } break; } sd->menuskill_id = sd->menuskill_val = 0; return 0; #undef skill_failed } /// transforms 'target' skill unit into dissonance (if conditions are met) static int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { struct skill_unit* target = (struct skill_unit*)bl; struct skill_unit* src = va_arg(ap, struct skill_unit*); int flag = va_arg(ap, int); if (src == target) return 0; if (!target->group || !(target->group->state.song_dance&0x1)) return 0; if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. return 0; if (flag) //Set dissonance target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. else //Remove dissonance target->val2 &= ~UF_ENSEMBLE; clif_skill_setunit(target); //Update look of affected cell. return 1; } //Does the song/dance overlapping -> dissonance check. [Skotlex] //When flag is 0, this unit is about to be removed, cancel the dissonance effect //When 1, this unit has been positioned, so start the cancel effect. int skill_dance_overlap(struct skill_unit* unit, int flag) { if (!unit || !unit->group || !(unit->group->state.song_dance&0x1)) return 0; if (!flag && !(unit->val2&UF_ENSEMBLE)) return 0; //Nothing to remove, this unit is not overlapped. if (unit->val1 != unit->group->skill_id) { //Reset state unit->val1 = unit->group->skill_id; unit->val2 &= ~UF_ENSEMBLE; } return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag); } /*========================================== * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. * Flag: 0 - Convert, 1 - Revert. *------------------------------------------*/ static bool skill_dance_switch(struct skill_unit* unit, int flag) { static struct skill_unit_group backup; struct skill_unit_group* group = unit->group; //TODO: add protection against attempts to read an empty backup / write to a full backup // val2&UF_ENSEMBLE is a hack to indicate dissonance if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) ) return false; if( !flag ) { //Transform int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; // backup backup.skill_id = group->skill_id; backup.skill_lv = group->skill_lv; backup.unit_id = group->unit_id; backup.target_flag = group->target_flag; backup.bl_flag = group->bl_flag; backup.interval = group->interval; // replace group->skill_id = skillid; group->skill_lv = 1; group->unit_id = skill_get_unit_id(skillid,0); group->target_flag = skill_get_unit_target(skillid); group->bl_flag = skill_get_unit_bl_target(skillid); group->interval = skill_get_unit_interval(skillid); } 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) * flag&2 is used to determine if this skill was casted with Magic Power active. *------------------------------------------*/ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag) { struct skill_unit_group *group; int i,limit,val1=0,val2=0,val3=0; int target,interval,range,unit_flag; struct s_skill_unit_layout *layout; struct map_session_data *sd; struct status_data *status; struct status_change *sc; int active_flag=1; int subunt=0; nullpo_retr(NULL, src); limit = skill_get_time(skillid,skilllv); range = skill_get_unit_range(skillid,skilllv); interval = skill_get_unit_interval(skillid); target = skill_get_unit_target(skillid); unit_flag = skill_get_unit_flag(skillid); layout = skill_get_unit_layout(skillid,skilllv,src,x,y); sd = BL_CAST(BL_PC, src); status = status_get_status_data(src); sc = status_get_sc(src); // for traps, firewall and fogwall - celest switch(skillid) { case MG_SAFETYWALL: val2=skilllv+1; break; case MG_FIREWALL: if(sc && sc->data[SC_VIOLENTGALE]) limit = limit*3/2; val2=4+skilllv; break; case AL_WARP: val1=skilllv+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 PR_SANCTUARY: case NPC_EVILLAND: val1=(skilllv+3)*2; val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100; if (sd && (i = pc_skillheal_bonus(sd, skillid))) val2 += val2 * i / 100; break; case WZ_FIREPILLAR: if((flag&1)!=0) limit=1000; val1=skilllv+2; break; case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] case AM_DEMONSTRATION: if (map_flag_vs(src->m) && battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall)) target = BCT_ALL; break; case HT_SHOCKWAVE: val1=skilllv*15+10; case HT_SANDMAN: case HT_CLAYMORETRAP: case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: if( map_flag_gvg(src->m) ) limit *= 4; // longer trap times in WOE [celest] if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) target = BCT_ALL; break; case SA_LANDPROTECTOR: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: { struct skill_unit_group *old_sg; if ((old_sg = skill_locate_element_field(src)) != NULL) { //HelloKitty confirmed that these are interchangeable, //so you can change element and not consume gemstones. if (( old_sg->skill_id == SA_VOLCANO || old_sg->skill_id == SA_DELUGE || old_sg->skill_id == SA_VIOLENTGALE ) && old_sg->limit > 0) { //Use the previous limit (minus the elapsed time) [Skotlex] limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick); if (limit < 0) //This can happen... limit = skill_get_time(skillid,skilllv); } 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 = skilllv +status->agi/10; // Flee increase val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase if(sd){ val1 += pc_checkskill(sd,BA_MUSICALLESSON); val2 += pc_checkskill(sd,BA_MUSICALLESSON); } break; case DC_HUMMING: val1 = 2*skilllv+status->dex/10; // Hit increase if(sd) val1 += pc_checkskill(sd,DC_DANCINGLESSON); break; case BA_POEMBRAGI: val1 = 3*skilllv+status->dex/10; // Casting time reduction //For some reason at level 10 the base delay reduction is 50%. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction if(sd){ val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON); val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON); } break; case DC_DONTFORGETME: val1 = 30*skilllv+status->dex; // ASPD decrease val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment. if(sd){ val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This is a guessed value val2 -= pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This is a guessed value } if (val2 < 1) val2 = 1; break; case BA_APPLEIDUN: val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery if(sd){ val1 += pc_checkskill(sd,BA_MUSICALLESSON); val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON); if ((i = pc_skillheal_bonus(sd, skillid))) val2 += val2 * i / 100; } break; case DC_SERVICEFORYOU: val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction if(sd){ val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value } break; case BA_ASSASSINCROSS: val1 = 100+10*skilllv+status->agi; // ASPD increase if(sd) val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON); break; case DC_FORTUNEKISS: val1 = 10+skilllv+(status->luk/10); // Critical increase if(sd) val1 += pc_checkskill(sd,DC_DANCINGLESSON); val1*=10; //Because every 10 crit is an actual cri point. break; case BD_DRUMBATTLEFIELD: val1 = (skilllv+1)*25; //Watk increase val2 = (skilllv+1)*2; //Def increase break; case BD_RINGNIBELUNGEN: val1 = (skilllv+2)*25; //Watk increase break; case BD_RICHMANKIM: val1 = 25 + 11*skilllv; //Exp increase bonus. break; case BD_SIEGFRIED: val1 = 55 + skilllv*5; //Elemental Resistance val2 = skilllv*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 = (skilllv+1)/2 + 4; break; case NJ_SUITON: skill_clear_group(src, 1); break; case GS_GROUNDDRIFT: { int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; val1 = status->rhw.ele; if (!val1) val1=element[rand()%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=rand()%5; break; } break; } } nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,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(skillid); group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex] group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != 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 //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] if (DIFF_TICK(group->tick, gettick()) > 100) active_flag = 0; if(skillid==HT_TALKIEBOX || skillid==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->skillid_dance = skillid; sd->skilllv_dance = skilllv; } if ( sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) && sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp! ) skill_check_pc_partner(sd, skillid, &skilllv, 1, 1); } limit = group->limit; for( i = 0; i < layout->count; i++ ) { struct skill_unit *unit; int ux = x + layout->dx[i]; int uy = y + layout->dy[i]; int val1 = skilllv; int val2 = 0; int alive = 1; if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) ) continue; // don't place skill units on walls (except for songs/dances/encores) if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) continue; // no path between cell and center of casting. switch (skillid) { case MG_FIREWALL: case NJ_KAENSIN: val2=group->val2; break; case WZ_ICEWALL: val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv; val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE); break; case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_TALKIEBOX: case HT_SKIDTRAP: 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; default: if (group->state.song_dance&0x1) val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance break; } if( range <= 0 ) map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src); if( !alive ) continue; nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2)); unit->limit=limit; unit->range=range; if (skillid == PF_FOGWALL && alive == 2) { //Double duration of cells on top of Deluge/Suiton unit->limit *= 2; group->limit = unit->limit; } // execute on all targets standing on this cell if (range==0 && active_flag) map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); } if (!group->alive_count) { //No cells? Something that was blocked completely by Land Protector? skill_delunitgroup(src, group); return NULL; } if (skillid == NJ_TATAMIGAESHI) //Store number of tiles. group->val1 = group->alive_count; return group; } /*========================================== * *------------------------------------------*/ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) { struct skill_unit_group *sg; struct block_list *ss; struct status_change *sc; struct status_change_entry *sce; enum sc_type type; int skillid; nullpo_retr(0, src); nullpo_retr(0, bl); if(bl->prev==NULL || !src->alive || status_isdead(bl)) return 0; nullpo_retr(0, sg=src->group); nullpo_retr(0, ss=map_id2bl(sg->src_id)); if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && !skill_get_inf2(sg->skill_id) == INF2_TRAP) //Traps work on top of land protector, magical or not [Brain] return 0; //AoE skills are ineffective. [Skotlex] sc = status_get_sc(bl); if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE) return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex] type = status_skill2sc(sg->skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. switch (sg->unit_id) { case UNT_SAFETYWALL: //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex] if (!sce) sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit); break; case UNT_PNEUMA: if (!sce) sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_WARP_WAITING: if(bl->type==BL_PC){ 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; unsigned short m = sg->val3; if( --sg->val1 <= 0 ) skill_delunitgroup(NULL, sg); pc_setpos(sd,m,x,y,3); sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg') } } else if(bl->type == BL_MOB && battle_config.mob_warp&2) { int 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,3); } break; case UNT_QUAGMIRE: if(!sce) sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_VOLCANO: case UNT_DELUGE: case UNT_VIOLENTGALE: if(!sce) sc_start(bl,type,100,sg->skill_lv,sg->limit); break; case UNT_SUITON: if(!sce) sc_start4(bl,type,100,sg->skill_lv, map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. 0,0,sg->limit); break; case UNT_HERMODE: if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0) status_change_clear_buffs(bl,1); //Should dispell only allies. case UNT_RICHMANKIM: case UNT_ETERNALCHAOS: case UNT_DRUMBATTLEFIELD: case UNT_RINGNIBELUNGEN: case UNT_ROKISWEIL: case UNT_INTOABYSS: case UNT_SIEGFRIED: //Needed to check when a dancer/bard leaves their ensemble area. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) return skillid; if (!sce) sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); break; case UNT_WHISTLE: case UNT_ASSASSINCROSS: case UNT_POEMBRAGI: case UNT_APPLEIDUN: case UNT_HUMMING: case UNT_DONTFORGETME: case UNT_FORTUNEKISS: case UNT_SERVICEFORYOU: if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) return 0; if (!sc) return 0; if (!sce) sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); else if (sce->val4 == 1) { //Readjust timers since the effect will not last long. sce->val4 = 0; delete_timer(sce->timer, status_change_timer); sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); } break; case UNT_FOGWALL: if (!sce) { sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick); } break; case UNT_GRAVITATION: if (!sce) sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); break; // officially, icewall has no problems existing on occupied cells [ultramage] // case UNT_ICEWALL: //Destroy the cell. [Skotlex] // src->val1 = 0; // if(src->limit + sg->tick > tick + 700) // src->limit = DIFF_TICK(tick+700,sg->tick); // break; case UNT_MOONLIT: //Knockback out of area if affected char isn't in Moonlit effect if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT) break; if (ss == bl) //Also needed to prevent infinite loop crash. break; skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); break; } return skillid; } /*========================================== * *------------------------------------------*/ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick) { struct skill_unit_group *sg; struct block_list *ss; TBL_PC* sd; TBL_PC* tsd; struct status_data *tstatus, *sstatus; struct status_change *tsc, *sc; struct skill_unit_group_tickset *ts; enum sc_type type; int skillid; int diff=0; nullpo_retr(0, src); nullpo_retr(0, bl); if (bl->prev==NULL || !src->alive || status_isdead(bl)) return 0; nullpo_retr(0, sg=src->group); nullpo_retr(0, ss=map_id2bl(sg->src_id)); sd = BL_CAST(BL_PC, ss); tsd = BL_CAST(BL_PC, bl); tsc = status_get_sc(bl); tstatus = status_get_status_data(bl); if (sg->state.magic_power) //For magic power. { sc = status_get_sc(ss); sstatus = status_get_status_data(ss); } else { sc = NULL; sstatus = NULL; } type = status_skill2sc(sg->skill_id); skillid = sg->skill_id; if (sg->interval == -1) { switch (sg->unit_id) { case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. case UNT_SPIDERWEB: case UNT_FIREPILLAR_ACTIVE: return 0; default: ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id); return 0; } } if ((ts = skill_unitgrouptickset_search(bl,sg,tick))) { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex] diff = DIFF_TICK(tick,ts->tick); if (diff < 0) return 0; ts->tick = tick+sg->interval; if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1); } //Temporarily set magic power to have it take effect. [Skotlex] if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER]) { //Store previous values. swap(sstatus->matk_min, sc->mp_matk_min); swap(sstatus->matk_max, sc->mp_matk_max); //Note to NOT return from the function until this is unset! } switch (sg->unit_id) { case UNT_FIREWALL: case UNT_KAENSIN: { int count=0; const int x = bl->x, y = bl->y; //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)) // reduce healing count if this was meant for damaging [hekate] sg->val1 -= 2; } else { int heal = sg->val2; if (tstatus->hp >= tstatus->max_hp) break; if( tsc ) { if( tsc->data[SC_INCHEALRATE] ) heal += heal * tsc->data[SC_INCHEALRATE]->val1 / 100; if( tsc->data[SC_CRITICALWOUND] ) heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100; } if (status_isimmune(bl)) heal = 0; /* 鮟驥題浚繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ */ clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); status_heal(bl, heal, 0, 0); if (diff >= 500) sg->val1--; } if (sg->val1 <= 0) skill_delunitgroup(NULL,sg); break; case UNT_EVILLAND: if (tstatus->race!=RC_UNDEAD && 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 = sg->val2; if (tstatus->hp >= tstatus->max_hp) break; if (tsc && tsc->data[SC_CRITICALWOUND]) heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100; 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_ATTACK_SKILLS: switch (sg->skill_id) { case SG_SUN_WARM: //SG skills [Komurka] case SG_MOON_WARM: case SG_STAR_WARM: { int count = 0; const int x = bl->x, y = bl->y; //If target isn't knocked back it should hit every 20ms [Playtester] do { if( bl->type == BL_PC ) status_zap(bl, 0, 15); // sp damage to players else // mobs if( status_charge(ss, 0, 2) ) // costs 2 SP per hit skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0); else { //should end when out of sp. sg->limit = DIFF_TICK(tick,sg->tick); break; } } while( x == bl->x && y == bl->y && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) ); } break; case WZ_STORMGUST: if (tsc) { //Reset hit counter when under new storm gust. if (tsc->sg_id != sg->group_id) { tsc->sg_id = sg->group_id; tsc->sg_counter = 0; } 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; default: skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); } break; case UNT_FIREPILLAR_WAITING: skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); skill_delunit(src); break; case UNT_SKIDTRAP: { skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&src->bl, UNT_USED_TRAPS); sg->limit=DIFF_TICK(tick,sg->tick)+1500; } break; case UNT_SPIDERWEB: case UNT_ANKLESNARE: if(sg->val2==0 && tsc){ int sec = skill_get_time2(sg->skill_id,sg->skill_lv); if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8)) { struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; if (td) sec = DIFF_TICK(td->tick, tick); map_moveblock(bl, src->bl.x, src->bl.y, tick); clif_fixpos(bl); sg->val2=bl->id; } else sec = 3000; //Couldn't trap it? if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet sg->limit = DIFF_TICK(tick,sg->tick)+sec; sg->interval = -1; src->range = 0; } break; case UNT_VENOMDUST: if(tsc && !tsc->data[type]) status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8); break; case UNT_LANDMINE: case UNT_CLAYMORETRAP: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_FIREPILLAR_ACTIVE: map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); src->range = -1; //Disable range so it does not invoke a for each in area again. sg->limit=DIFF_TICK(tick,sg->tick)+1500; break; case UNT_TALKIEBOX: if (sg->src_id == bl->id) break; if (sg->val2 == 0){ clif_talkiebox(&src->bl, sg->valstr); sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&src->bl, UNT_USED_TRAPS); sg->limit = DIFF_TICK(tick, sg->tick) + 5000; sg->val2 = -1; } break; case UNT_LULLABY: if (ss->id == bl->id) break; skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick); break; case UNT_UGLYDANCE: //Ugly Dance [Skotlex] if (ss->id != bl->id) skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, 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; if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) ) break; // affects self only when soullinked heal = sg->val2; if(tsc && tsc->data[SC_CRITICALWOUND]) heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100; clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); status_heal(bl, heal, 0, 0); break; } case UNT_TATAMIGAESHI: case UNT_DEMONSTRATION: skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_GOSPEL: if (rand()%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 = rand()%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 = rand() %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(bl,SC_SCRESIST,100,100,time); if (tsd) clif_gospel_info(tsd, 0x16); break; case 3: // MaxHP +100% sc_start(bl,SC_INCMHPRATE,100,100,time); if (tsd) clif_gospel_info(tsd, 0x17); break; case 4: // MaxSP +100% sc_start(bl,SC_INCMSPRATE,100,100,time); if (tsd) clif_gospel_info(tsd, 0x18); break; case 5: // All stats +20 sc_start(bl,SC_INCALLSTATUS,100,20,time); if (tsd) clif_gospel_info(tsd, 0x19); break; case 6: // Level 10 Blessing sc_start(bl,SC_BLESSING,100,10,time); break; case 7: // Level 10 Increase AGI sc_start(bl,SC_INCREASEAGI,100,10,time); break; case 8: // Enchant weapon with Holy element sc_start(bl,SC_ASPERSIO,100,1,time); if (tsd) clif_gospel_info(tsd, 0x1c); break; case 9: // Enchant armor with Holy element sc_start(bl,SC_BENEDICTIO,100,1,time); if (tsd) clif_gospel_info(tsd, 0x1d); break; case 10: // DEF +25% sc_start(bl,SC_INCDEFRATE,100,25,time); if (tsd) clif_gospel_info(tsd, 0x1e); break; case 11: // ATK +100% sc_start(bl,SC_INCATKRATE,100,100,time); if (tsd) clif_gospel_info(tsd, 0x1f); break; case 12: // HIT/Flee +50 sc_start(bl,SC_INCHIT,100,50,time); sc_start(bl,SC_INCFLEE,100,50,time); if (tsd) clif_gospel_info(tsd, 0x20); break; } } else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect int i = rand()%9; // Negative buff count int time = skill_get_time2(sg->skill_id, sg->skill_lv); switch (i) { case 0: // Deal 1~9999 damage skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case 1: // Curse sc_start(bl,SC_CURSE,100,1,time); break; case 2: // Blind sc_start(bl,SC_BLIND,100,1,time); break; case 3: // Poison sc_start(bl,SC_POISON,100,1,time); break; case 4: // Level 10 Provoke sc_start(bl,SC_PROVOKE,100,10,time); break; case 5: // DEF -100% sc_start(bl,SC_INCDEFRATE,100,-100,time); break; case 6: // ATK -100% sc_start(bl,SC_INCATKRATE,100,-100,time); break; case 7: // Flee -100% sc_start(bl,SC_INCFLEERATE,100,-100,time); break; case 8: // Speed/ASPD -25% sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); break; } } break; case UNT_GRAVITATION: skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_DESPERADO: if (rand()%100 < src->val1) skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_GROUNDDRIFT_WIND: case UNT_GROUNDDRIFT_DARK: case UNT_GROUNDDRIFT_POISON: case UNT_GROUNDDRIFT_WATER: case UNT_GROUNDDRIFT_FIRE: map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); sg->limit=DIFF_TICK(tick,sg->tick)+1500; break; } if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER]) { //Unset magic power. swap(sstatus->matk_min, sc->mp_matk_min); swap(sstatus->matk_max, sc->mp_matk_max); } if (bl->type == BL_MOB && ss != bl) mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16)); return skillid; } /*========================================== * Triggered when a char steps out of a skill cell *------------------------------------------*/ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick) { struct skill_unit_group *sg; struct status_change *sc; struct status_change_entry *sce; enum sc_type type; nullpo_retr(0, src); nullpo_retr(0, bl); nullpo_retr(0, 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 || !src->alive || //Need to delete the trap if the source died. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB)) return 0; switch(sg->unit_id){ case UNT_SAFETYWALL: case UNT_PNEUMA: if (sce) status_change_end(bl,type,-1); 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,-1); break; case UNT_SPIDERWEB: { struct block_list *target = map_id2bl(sg->val2); if (target && target==bl) { if (sce && sce->val2 == sg->group_id) status_change_end(bl,type,-1); sg->limit = DIFF_TICK(tick,sg->tick)+1000; } break; } } return sg->skill_id; } /*========================================== * Triggered when a char steps out of a skill group (entirely) [Skotlex] *------------------------------------------*/ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick) { struct status_change *sc; struct status_change_entry *sce; enum sc_type type; sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; type = status_skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skill_id) { case WZ_QUAGMIRE: if (bl->type==BL_MOB) break; if (sce) status_change_end(bl, type, -1); break; case BD_LULLABY: case BD_RICHMANKIM: case BD_ETERNALCHAOS: case BD_DRUMBATTLEFIELD: case BD_RINGNIBELUNGEN: case BD_ROKISWEIL: case BD_INTOABYSS: case BD_SIEGFRIED: if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it. skill_stop_dancing(bl); } case MG_SAFETYWALL: case AL_PNEUMA: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: case CG_HERMODE: case HW_GRAVITATION: case NJ_SUITON: if (sce) status_change_end(bl, type, -1); break; case BA_POEMBRAGI: case BA_WHISTLE: case BA_ASSASSINCROSS: case BA_APPLEIDUN: case DC_HUMMING: case DC_DONTFORGETME: case DC_FORTUNEKISS: case DC_SERVICEFORYOU: if (sce) { delete_timer(sce->timer, status_change_timer); //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... //not possible on our current implementation. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type); } break; case PF_FOGWALL: if (sce) { status_change_end(bl,type,-1); if ((sce=sc->data[SC_BLIND])) { if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex] status_change_end(bl, SC_BLIND, -1); else { delete_timer(sce->timer, status_change_timer); sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND); } } } break; } return skill_id; } /*========================================== * Invoked when a unit cell has been placed/removed/deleted. * flag values: * flag&1: Invoke onplace function (otherwise invoke onout) * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) *------------------------------------------*/ static int skill_unit_effect (struct block_list* bl, va_list ap) { struct skill_unit* unit = va_arg(ap,struct skill_unit*); struct skill_unit_group* group = unit->group; unsigned int tick = va_arg(ap,unsigned int); unsigned int flag = va_arg(ap,unsigned int); int skill_id; bool dissonance; if( !unit->alive || bl->prev == NULL ) return 0; nullpo_retr(0, group); dissonance = skill_dance_switch(unit, 0); //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = group->skill_id; //Target-type check. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) ) { if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 ) skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. } else { if( flag&1 ) skill_unit_onplace(unit,bl,tick); else skill_unit_onout(unit,bl,tick); if( flag&4 ) skill_unit_onleft(skill_id, bl, tick); } if( dissonance ) skill_dance_switch(unit, 1); return 0; } /*========================================== * *------------------------------------------*/ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick) { struct skill_unit_group *sg; nullpo_retr(0, src); nullpo_retr(0, sg=src->group); switch( sg->unit_id ) { case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_TALKIEBOX: case UNT_ANKLESNARE: case UNT_ICEWALL: src->val1-=damage; break; case UNT_BLASTMINE: case UNT_CLAYMORETRAP: skill_blown(bl, &src->bl, 2, -1, 0); break; default: damage = 0; break; } return damage; } /*========================================== * *------------------------------------------*/ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { int *c, skillid; struct block_list *src; struct map_session_data *sd; struct map_session_data *tsd; int *p_sd; //Contains the list of characters found. nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, tsd=(struct map_session_data*)bl); nullpo_retr(0, src=va_arg(ap,struct block_list *)); nullpo_retr(0, sd=(struct map_session_data*)src); c=va_arg(ap,int *); p_sd = va_arg(ap, int *); skillid = va_arg(ap,int); if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) 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) return 0; switch(skillid) { case PR_BENEDICTIO: { int 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; } default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] { int skilllv; if(pc_issit(tsd) || !unit_can_move(&tsd->bl)) return 0; if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && (skilllv = pc_checkskill(tsd, skillid)) > 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 skilllv; } else { return 0; } } break; } return 0; } /*========================================== * Checks and stores partners for ensemble skills [Skotlex] *------------------------------------------*/ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag) { static int c=0; static int p_sd[2] = { 0, 0 }; int i; if (!battle_config.player_skill_partner_check || (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)) return 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; default: //Warning: Assuming Ensemble skills here (for speed) if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) { sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000); clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); tsd->skillid_dance = skill_id; tsd->skilllv_dance = *skill_lv; } return c; } } //Else: new search for partners. c = 0; memset (p_sd, 0, sizeof(p_sd)); 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) //Apply the average lv to encore skills. *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners. return c; } /*========================================== * *------------------------------------------*/ static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) { int *c,src_id,mob_class,skill; struct mob_data *md; md=(struct mob_data*)bl; src_id=va_arg(ap,int); mob_class=va_arg(ap,int); skill=va_arg(ap,int); c=va_arg(ap,int *); if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) ) return 0; //Non alchemist summoned mobs have nothing to do here. if(md->class_==mob_class) (*c)++; return 1; } /*========================================== * Determines if a given skill should be made to consume ammo * when used by the player. [Skotlex] *------------------------------------------*/ int skill_isammotype (struct map_session_data *sd, int skill) { return ( battle_config.arrow_decrement==2 && (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && skill != HT_PHANTASMIC && skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE) && !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead. ); } /*========================================== * Checks that you have the requirements for casting a skill. * 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(struct map_session_data* sd, short skill, short lv, int type) { struct status_data *status; struct status_change *sc; int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp; int itemid[10],amount[10]; char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete nullpo_retr(0, sd); if (lv <= 0 || sd->chatID) return 0; if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill) { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] sd->skillitem = sd->skillitemlv = 0; //Need to do arrow state check. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do Spiritball check. sd->spiritball_old = sd->spiritball; return 1; } status = &sd->battle_status; sc = &sd->sc; if (!sc->count) sc = NULL; if(pc_is90overweight(sd)) { clif_skill_fail(sd,skill,9,0); sd->skillitem = sd->skillitemlv = 0; return 0; } if (sd->state.abra_flag) { if (sd->skillitem != skill) { //Cancelled, using a different skill. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0; } else { //Abracadabra skill, skip requisites! if(type&1) { //Clear out the data. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0; } return 1; } } if (sd->menuskill_id == AM_PHARMACY && (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON || skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3 )) { sd->skillitem = sd->skillitemlv = 0; return 0; } if(sd->skillitem == skill) { if(!type) //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 == WZ_EARTHSPIKE && sc && sc->data[SC_TKREST] && rand()%100 > sc->data[SC_TKREST]->val2) // [marquis007] ; //Do not consume item. else pc_delitem(sd,i,1,0); } if (type&1) //Casting finished sd->skillitem = sd->skillitemlv = 0; return 1; } //Code speedup, rather than using skill_get_* over and over again. j = skill_get_index(skill); if( j == 0 ) // invalid skill id return 0; if( lv < 1 || lv > MAX_SKILL_LEVEL ) return 0; hp = skill_db[j].hp[lv-1]; sp = skill_db[j].sp[lv-1]; if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance) sp=sp/2; hp_rate = skill_db[j].hp_rate[lv-1]; sp_rate = skill_db[j].sp_rate[lv-1]; zeny = skill_db[j].zeny[lv-1]; weapon = skill_db[j].weapon; ammo = skill_db[j].ammo; ammo_qty = skill_db[j].ammo_qty[lv-1]; state = skill_db[j].state; spiritball = skill_db[j].spiritball[lv-1]; mhp = skill_db[j].mhp[lv-1]; for(i = 0; i < 10; i++) { itemid[i] = skill_db[j].itemid[i]; amount[i] = skill_db[j].amount[i]; } if(mhp > 0 && get_percentage(status->hp, status->max_hp) > 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,2,0); return 0; } if(hp_rate > 0) hp += (status->hp * hp_rate)/100; else hp += (status->max_hp * (-hp_rate))/100; if(sp_rate > 0) sp += (status->sp * sp_rate)/100; else sp += (status->max_sp * (-sp_rate))/100; if (weapon && !ammo && skill && skill_isammotype(sd, skill)) { //Assume this skill is using the weapon, therefore it requires arrows. ammo = 0xFFFFFFFF; //Enable use on all ammo types. ammo_qty = 1; } //Can only update state when weapon/arrow info is checked. if (weapon) sd->state.arrow_atk = ammo?1:0; switch(skill) { // Check for cost reductions due to skills & SCs case MC_MAMMONITE: if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0) zeny -= zeny*10/100; break; case AL_HOLYLIGHT: if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST) 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) sp -= sp*7*kaina_lv/100; else if(sd->status.base_level>=80) sp -= sp*5*kaina_lv/100; else if(sd->status.base_level>=70) sp -= sp*3*kaina_lv/100; } break; case MO_TRIPLEATTACK: case MO_CHAINCOMBO: case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) sp -= sp*25/100; //FIXME: Need real data. this is a custom value. break; } if(sd->dsprate!=100) sp=sp*sd->dsprate/100; // perform skill-specific checks (and actions) switch( skill ) { case SA_CASTCANCEL: if(sd->ud.skilltimer == -1) { clif_skill_fail(sd,skill,0,0); return 0; } break; case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: case CR_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: if(sc && sc->data[status_skill2sc(skill)]) return 1; //Allow turning off. break; case AL_WARP: if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex] item_flag = 1; if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] clif_displaymessage(sd->fd, "Duel: Can't use warp in duel."); return 0; } break; case MO_CALLSPIRITS: if(sd->spiritball >= lv) { clif_skill_fail(sd,skill,0,0); return 0; } break; case MO_FINGEROFFENSIVE: //謖蠑セ case GS_FLING: if (sd->spiritball > 0 && sd->spiritball < spiritball) { spiritball = sd->spiritball; sd->spiritball_old = sd->spiritball; } else sd->spiritball_old = spiritball; break; case MO_BODYRELOCATION: if (sc && sc->data[SC_EXPLOSIONSPIRITS]) spiritball = 0; break; case MO_CHAINCOMBO: if(!sc) return 0; if(sc->data[SC_BLADESTOP]) break; if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK) break; return 0; case MO_COMBOFINISH: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO)) return 0; break; case CH_TIGERFIST: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH)) return 0; break; case CH_CHAINCRUSH: if(!(sc && sc->data[SC_COMBO])) return 0; if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST) return 0; break; case MO_EXTREMITYFIST: // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... // return 0; if(sc && sc->data[SC_BLADESTOP]) spiritball--; else if (sc && sc->data[SC_COMBO]) { switch(sc->data[SC_COMBO]->val1) { case MO_COMBOFINISH: spiritball = 4; break; case CH_TIGERFIST: spiritball = 3; break; case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. spiritball = sd->spiritball?sd->spiritball:1; break; default: return 0; } } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] clif_skill_fail(sd,skill,0,0); return 0; } break; case TK_MISSION: //Does not works on Non-Taekwon if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) { clif_skill_fail(sd,skill,0,0); return 0; } break; case TK_READYCOUNTER: case TK_READYDOWN: case TK_READYSTORM: case TK_READYTURN: if(sc && sc->data[status_skill2sc(skill)]) return 1; //Enable disabling them regardless of who you are. case TK_JUMPKICK: if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) { //They do not work on Soul Linkers. clif_skill_fail(sd,skill,0,0); return 0; } break; case TK_TURNKICK: case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) return 0; //Anti-Soul Linker check in case you job-changed with Stances active. if(!(sc && sc->data[SC_COMBO])) return 0; //Combo needs to be ready if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) { //Unlimited Combo if (skill == sd->skillid_old) { status_change_end(&sd->bl, SC_COMBO, -1); sd->skillid_old = sd->skilllv_old = 0; return 0; //Can't repeat previous combo skill. } break; } else if(sc->data[SC_COMBO]->val1 == skill) break; //Combo ready. //Cancel combo wait. unit_cancel_combo(&sd->bl); return 0; case BD_ADAPTATION: { int time; if(!(sc && sc->data[SC_DANCING])) { clif_skill_fail(sd,skill,0,0); 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,lv)) { clif_skill_fail(sd,skill,0,0); return 0; } } break; case PR_BENEDICTIO: if (!(type&1)) { //Started casting. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2) { clif_skill_fail(sd,skill,0,0); return 0; } } else //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex] skill_check_pc_partner(sd, skill, &lv, 1, 1); break; case AM_CANNIBALIZE: case AM_SPHEREMINE: if(type&1){ int c=0; int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv); int mob_class = (skill==AM_CANNIBALIZE)? summons[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, &c); if(c >= maxcount || (skill==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,0,0); return 0; } } } break; case WZ_FIREPILLAR: // celest if (lv <= 5) // no gems required at level 1-5 itemid[0] = 0; break; case SL_SMA: if(type) break; //Only do the combo check when the target is selected (type == 0) if(!(sc && sc->data[SC_SMA])) return 0; break; case HT_POWER: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)) return 0; break; case AM_BERSERKPITCHER: case AM_POTIONPITCHER: case CR_SLIMPITCHER: case MG_STONECURSE: case CR_CULTIVATION: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: item_flag = 1; break; case SA_DELUGE: case SA_VOLCANO: case SA_VIOLENTGALE: { //Does not consumes if the skill is already active. [Skotlex] struct skill_unit_group *sg; if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE )) { if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) item_flag = 0; else sg->limit = 0; //Disable it. } break; } case CG_HERMODE: if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv))) { clif_skill_fail(sd,skill,0,0); 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, 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,0,0); return 0; } } } break; case PR_REDEMPTIO: { int exp; if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) || ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) { clif_skill_fail(sd,skill,0,0); //Not enough exp. return 0; } break; } case AM_TWILIGHT2: case AM_TWILIGHT3: if (!party_skill_check(sd, sd->status.party_id, skill, lv)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: if (sc && sc->data[SC_MIRACLE]) break; i = skill-SG_SUN_WARM; if (sd->bl.m == sd->feel_map[i].m) break; clif_skill_fail(sd,skill,0,0); return 0; break; case SG_SUN_COMFORT: case SG_MOON_COMFORT: case SG_STAR_COMFORT: if (sc && sc->data[SC_MIRACLE]) break; i = skill-SG_SUN_COMFORT; if (sd->bl.m == sd->feel_map[i].m && (battle_config.allow_skill_without_day || sg_info[i].day_func())) break; clif_skill_fail(sd,skill,0,0); return 0; case SG_FUSION: if (sc && sc->data[SC_FUSION]) return 1; if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR) break; //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] //Only invoke on skill begin cast (instant cast skill). [Kevin] if(sp>0 && !type) { if (status->sp < (unsigned int)sp) clif_skill_fail(sd,skill,1,0); else status_zap(&sd->bl, 0, sp); } return 0; case GD_BATTLEORDER: case GD_REGENERATION: case GD_RESTORE: if (!map_flag_gvg2(sd->bl.m)) { clif_skill_fail(sd,skill,0,0); 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,0,0); return 0; } break; case NJ_ISSEN: if (status->hp < 2) { clif_skill_fail(sd,skill,0,0); return 0; } case NJ_BUNSINJYUTSU: if (!(sc && sc->data[SC_NEN])) { clif_skill_fail(sd,skill,0,0); return 0; } break; case NJ_ZENYNAGE: if(sd->status.zeny < zeny) { clif_skill_fail(sd,skill,5,0); return 0; } zeny = 0; //Zeny is reduced on skill_attack. break; case PF_HPCONVERSION: if (status->sp == status->max_sp) return 0; //Unusable when at full SP. break; case AM_CALLHOMUN: //Can't summon if a hom is already out if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) { clif_skill_fail(sd,skill,0,0); return 0; } if (sd->status.hom_id) //Don't delete items when hom is already out. item_flag = 0; break; case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80% if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) { clif_skill_fail(sd,skill,0,0); return 0; } break; } if(!(type&2)){ if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝繧ッ */ clif_skill_fail(sd,skill,2,0); /* HP荳崎カウシ壼、ア謨鈴夂衍 */ return 0; } if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝繧ッ */ clif_skill_fail(sd,skill,1,0); /* SP荳崎カウシ壼、ア謨鈴夂衍 */ return 0; } if(zeny>0 && sd->status.zeny < zeny) { clif_skill_fail(sd,skill,5,0); return 0; } if(weapon && !pc_check_weapontype(sd,weapon)) { clif_skill_fail(sd,skill,6,0); return 0; } if(ammo) { //Skill requires stuff equipped in the arrow slot. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] || sd->status.inventory[i].amount < ammo_qty ) { clif_arrow_fail(sd,0); return 0; } if (!(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,6,0); return 0; } } if( spiritball > 0 && sd->spiritball < spiritball) { clif_skill_fail(sd,skill,0,0); return 0; } } switch(state) { case ST_HIDING: if(!(sc && sc->option&OPTION_HIDE)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_CLOAKING: if(!pc_iscloaking(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_HIDDEN: if(!pc_ishiding(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_RIDING: if(!pc_isriding(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_FALCON: if(!pc_isfalcon(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_CARTBOOST: if(!(sc && sc->data[SC_CARTBOOST])) { clif_skill_fail(sd,skill,0,0); return 0; } case ST_CART: if(!pc_iscarton(sd)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_SHIELD: if(sd->status.shield <= 0) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_SIGHT: if(!(sc && sc->data[SC_SIGHT])) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_EXPLOSIONSPIRITS: if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) { clif_skill_fail(sd,skill,0,0); 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,0,0); return 0; } break; case ST_MOVE_ENABLE: if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill) sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] if (!unit_can_move(&sd->bl)) { clif_skill_fail(sd,skill,0,0); return 0; } break; case ST_WATER: if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON])) break; if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) break; clif_skill_fail(sd,skill,0,0); return 0; } if(!(type&1)) return 1; // consumption only happens on cast-end if( item_flag ) { int index[ARRAYLENGTH(itemid)]; // Check consumed items and reduce required amounts for( i = 0; i < ARRAYLENGTH(itemid); ++i ) { index[i] = -1; if( itemid[i] <= 0 ) continue;// no item if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN ) { if( sd->special_state.no_gemstone ) { //Make it substract 1 gem rather than skipping the cost. if( --amount[i] < 1 ) continue; } if(sc && sc->data[SC_INTOABYSS]) { if( skill != SA_ABRACADABRA ) continue; else if( --amount[i] < 1 ) amount[i] = 1; // Hocus Pocus allways use at least 1 gem } } if((skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex] continue; index[i] = pc_search_inventory(sd,itemid[i]); if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) { if( itemid[i] == ITEMID_RED_GEMSTONE ) clif_skill_fail(sd,skill,7,0);// red gemstone required else if( itemid[i] == ITEMID_BLUE_GEMSTONE ) clif_skill_fail(sd,skill,8,0);// blue gemstone required else clif_skill_fail(sd,skill,0,0); return 0; } if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD) index[i] = -1; //Gemstones are checked, but not substracted from inventory. } // Consume items if (item_flag==2) for( i = 0; i < ARRAYLENGTH(itemid); ++i ) { if(index[i] >= 0) pc_delitem(sd,index[i],amount[i],0); } } if(type&2) return 1; if(sp || hp) status_zap(&sd->bl, hp, sp); if(zeny > 0) // Zeny豸郁イサ pc_payzeny(sd,zeny); if(spiritball > 0) pc_delspiritball(sd,spiritball,0); return 1; } /*========================================== * Does cast-time reductions based on dex, item bonuses and config setting *------------------------------------------*/ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) { int time = skill_get_cast(skill_id, skill_lv); struct map_session_data *sd; nullpo_retr(0, bl); 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; } } } // config cast time multiplier if (battle_config.cast_rate != 100) time = time * battle_config.cast_rate / 100; // return final cast time return (time > 0) ? time : 0; } /*========================================== * 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 (sc && sc->count) { if (sc->data[SC_SLOWCAST]) time += time * sc->data[SC_SLOWCAST]->val2 / 100; if (sc->data[SC_FASTCAST]) time -= time * sc->data[SC_FASTCAST]->val1 / 100; if (sc->data[SC_SUFFRAGIUM]) { time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; status_change_end(bl, SC_SUFFRAGIUM, -1); } if (sc->data[SC_MEMORIZE]) { time>>=1; if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, -1); } if (sc->data[SC_POEMBRAGI]) time -= time * sc->data[SC_POEMBRAGI]->val2 / 100; } return (time > 0) ? time : 0; } /*========================================== * Does delay reductions based on dex/agi, sc data, item bonuses, ... *------------------------------------------*/ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) { int delaynodex = skill_get_delaynodex(skill_id, skill_lv); int time = skill_get_delay(skill_id, skill_lv); nullpo_retr(0, bl); if (skill_id == SA_ABRACADABRA) 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: time -= 4*status_get_agi(bl) - 2*status_get_dex(bl); 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 (!(delaynodex&2)) { struct status_change *sc; sc= status_get_sc(bl); if (sc && sc->count) { if (sc->data[SC_POEMBRAGI]) time -= time * sc->data[SC_POEMBRAGI]->val3 / 100; if (sc->data[SC_SPIRIT]) switch (skill_id) { case CR_SHIELDBOOMERANG: if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) time /=2; break; case AS_SONICBLOW: if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN) time /= 2; break; } } } if (!(delaynodex&4)) if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100) time = time * ((TBL_PC*)bl)->delayrate / 100; if (battle_config.delay_rate != 100) time = time * battle_config.delay_rate / 100; if (time < status_get_amotion(bl)) time = status_get_amotion(bl); // Delay can never be below amotion [Playtester] return max(time, battle_config.min_skill_delay_limit); } /*========================================= * *-----------------------------------------*/ void skill_brandishspear_first (struct square *tc, int dir, int x, int 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, int 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; } } } /*========================================== * Weapon Repair [Celest/DracoRPG] *------------------------------------------*/ void skill_repairweapon (struct map_session_data *sd, int idx) { int material; int materials[4] = { 1002, 998, 999, 756 }; struct item *item; struct map_session_data *target_sd; nullpo_retv(sd); target_sd = map_id2sd(sd->menuskill_val); if (!target_sd) //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,pc_checkskill(sd, sd->menuskill_id)))){ clif_item_repaireffect(sd,item->nameid,1); return; } if (itemdb_type(item->nameid)==4) material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon else material = materials [2]; // Armors consume 1 Steel if (pc_search_inventory(sd,material) < 0 ) { clif_skill_fail(sd,sd->menuskill_id,0,0); return; } clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); item->attribute=0; clif_equiplist(target_sd); pc_delitem(sd,pc_search_inventory(sd,material),1,0); clif_item_repaireffect(sd,item->nameid,0); if(sd!=target_sd) clif_item_repaireffect(target_sd,item->nameid,0); } /*========================================== * Item Appraisal *------------------------------------------*/ void skill_identify (struct map_session_data *sd, int idx) { int flag=1; nullpo_retv(sd); if(idx >= 0 && idx < MAX_INVENTORY) { if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ flag=0; sd->status.inventory[idx].identify=1; } } clif_item_identified(sd,idx,flag); } /*========================================== * Weapon Refine [Celest] *------------------------------------------*/ void skill_weaponrefine (struct map_session_data *sd, int idx) { int i = 0, ep = 0, per; int material[5] = { 0, 1010, 1011, 984, 984 }; struct item *item; nullpo_retv(sd); if (idx >= 0 && idx < MAX_INVENTORY) { struct item_data *ditem = sd->inventory_data[idx]; item = &sd->status.inventory[idx]; if(item->nameid > 0 && ditem->type == 4) { if( item->refine >= sd->menuskill_val || item->refine >= MAX_REFINE // if it's no longer refineable || ditem->flag.no_refine // if the item isn't refinable || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { clif_skill_fail(sd,sd->menuskill_id,0,0); return; } per = percentrefinery [ditem->wlv][(int)item->refine]; per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex] pc_delitem(sd, i, 1, 0); if (per > rand() % 100) { item->refine++; if(item->equip) { ep = item->equip; pc_unequipitem(sd,idx,3); } clif_refine(sd->fd,0,idx,item->refine); clif_delitem(sd,idx,1); clif_additem(sd,idx,1,0); if (ep) pc_equipitem(sd,idx,ep); clif_misceffect(&sd->bl,3); if(item->refine == MAX_REFINE && 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); clif_misceffect(&sd->bl,2); clif_emotion(&sd->bl, 23); } } } } /*========================================== * *------------------------------------------*/ int skill_autospell (struct map_session_data *sd, int skillid) { int skilllv; int maxlv=1,lv; nullpo_retr(0, sd); skilllv = sd->menuskill_val; lv=pc_checkskill(sd,skillid); if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] if(skillid==MG_NAPALMBEAT) maxlv=3; else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){ if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE) maxlv =10; //Soul Linker bonus. [Skotlex] else if(skilllv==2) maxlv=1; else if(skilllv==3) maxlv=2; else if(skilllv>=4) maxlv=3; } else if(skillid==MG_SOULSTRIKE){ if(skilllv==5) maxlv=1; else if(skilllv==6) maxlv=2; else if(skilllv>=7) maxlv=3; } else if(skillid==MG_FIREBALL){ if(skilllv==8) maxlv=1; else if(skilllv>=9) maxlv=2; } else if(skillid==MG_FROSTDIVER) maxlv=1; else return 0; if(maxlv > lv) maxlv = lv; sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, skill_get_time(SA_AUTOSPELL,skilllv)); return 0; } /*========================================== * Sitting skills functions. *------------------------------------------*/ static int skill_sit_count (struct block_list *bl, va_list ap) { struct map_session_data *sd; int type =va_arg(ap,int); sd=(struct map_session_data*)bl; if(!pc_issit(sd)) return 0; if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0) return 1; if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0)) return 1; return 0; } static int skill_sit_in (struct block_list *bl, va_list ap) { struct map_session_data *sd; int type =va_arg(ap,int); sd=(struct map_session_data*)bl; if(!pc_issit(sd)) return 0; if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0) sd->state.gangsterparadise=1; if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) { sd->state.rest=1; status_calc_regen(bl, &sd->battle_status, &sd->regen); status_calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; } static int skill_sit_out (struct block_list *bl, va_list ap) { struct map_session_data *sd; int type =va_arg(ap,int); sd=(struct map_session_data*)bl; if(sd->state.gangsterparadise && type&1) sd->state.gangsterparadise=0; if(sd->state.rest && type&2) { sd->state.rest=0; status_calc_regen(bl, &sd->battle_status, &sd->regen); status_calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; } int skill_sit (struct map_session_data *sd, int type) { int flag = 0; int range = 0, lv; nullpo_retr(0, 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 (!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; int skillnum,skilllv; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, src=va_arg(ap,struct block_list*)); skillnum=va_arg(ap,int); skilllv=va_arg(ap,int); if(skilllv <= 0) return 0; tick=va_arg(ap,unsigned int); if (src == bl || status_isdead(bl)) return 0; if (bl->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)bl; if (sd && sd->sc.option&OPTION_INVISIBLE) return 0; } //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,skillnum,skilllv,BF_MISC,tick); else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10) skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); return 0; } /*========================================== * *------------------------------------------*/ static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag) { int range = skill_get_unit_range(skill_num,skill_lv); int x,y; for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) for( x = src->bl.x - range; x <= src->bl.x + range; ++x ) map_setcell(src->bl.m, x, y, cell, flag); } /*========================================== * *------------------------------------------*/ int skill_attack_area (struct block_list *bl, va_list ap) { struct block_list *src,*dsrc; int atk_type,skillid,skilllv,flag,type; unsigned int tick; if(status_isdead(bl)) return 0; atk_type = va_arg(ap,int); src=va_arg(ap,struct block_list*); dsrc=va_arg(ap,struct block_list*); skillid=va_arg(ap,int); skilllv=va_arg(ap,int); tick=va_arg(ap,unsigned int); flag=va_arg(ap,int); type=va_arg(ap,int); if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); if(battle_check_target(dsrc,bl,type) <= 0 || !status_check_skilluse(NULL, bl, skillid, 2)) return 0; switch (skillid) { 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,skillid,skilllv,tick,flag); default: //Area-splash, disable skill animation. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,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_retr(0, 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; default: if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) group[count++]= ud->skillunit[i]; break; } } 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: return ud->skillunit[i]; } } return NULL; } // for graffiti cleaner [Valaris] int skill_graffitiremover (struct block_list *bl, va_list ap) { struct skill_unit *unit=NULL; nullpo_retr(0, bl); nullpo_retr(0, ap); if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL) return 0; if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) skill_delunit(unit); return 0; } int skill_greed (struct block_list *bl, va_list ap) { struct block_list *src; struct map_session_data *sd=NULL; struct flooritem_data *fitem=NULL; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, 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; } /*========================================== * *------------------------------------------*/ static int skill_cell_overlap(struct block_list *bl, va_list ap) { int skillid; int *alive; struct skill_unit *unit; struct block_list *src; skillid = va_arg(ap,int); alive = va_arg(ap,int *); src = va_arg(ap,struct block_list *); unit = (struct skill_unit *)bl; if (unit == NULL || unit->group == NULL || (*alive) == 0) return 0; switch (skillid) { case SA_LANDPROTECTOR: if( unit->group->skill_id == SA_LANDPROTECTOR && battle_check_target(bl, src, BCT_ENEMY) > 0 ) { //Check for offensive Land Protector to delete both. [Skotlex] (*alive) = 0; skill_delunit(unit); return 1; } if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps skill_delunit(unit); return 1; } break; case HW_GANBANTEIN: if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance. skill_delunit(unit); return 1; } break; case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: // The official implementation makes them fail to appear when casted on top of ANYTHING // but I wonder if they didn't actually meant to fail when casted on top of each other? // hence, I leave the alternate implementation here, commented. [Skotlex] if (unit->range <= 0) { (*alive) = 0; return 1; } /* switch (unit->group->skill_id) { //These cannot override each other. case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: (*alive) = 0; return 1; } */ break; case PF_FOGWALL: switch(unit->group->skill_id) { case SA_VOLCANO: //Can't be placed on top of these case SA_VIOLENTGALE: (*alive) = 0; return 1; case SA_DELUGE: case NJ_SUITON: //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex] (*alive) = 2; break; } break; case HP_BASILICA: if (unit->group->skill_id == HP_BASILICA) { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] (*alive) = 0; return 1; } break; } if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps (*alive) = 0; return 1; } return 0; } /*========================================== * *------------------------------------------*/ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) { struct mob_data* md; struct unit_data*ud = unit_bl2ud(bl); struct block_list *from_bl; struct block_list *to_bl; md = (struct mob_data*)bl; from_bl = va_arg(ap,struct block_list *); to_bl = va_arg(ap,struct block_list *); if(ud && ud->target == from_bl->id) ud->target = to_bl->id; if(md->bl.type == BL_MOB && md->target_id == from_bl->id) md->target_id = to_bl->id; return 0; } /*========================================== * *------------------------------------------*/ static int skill_trap_splash (struct block_list *bl, va_list ap) { struct block_list *src; int tick; struct skill_unit *unit; struct skill_unit_group *sg; struct block_list *ss; src = va_arg(ap,struct block_list *); unit = (struct skill_unit *)src; tick = va_arg(ap,int); nullpo_retr(0, sg = unit->group); nullpo_retr(0, ss = map_id2bl(sg->src_id)); if(battle_check_target(src,bl,BCT_ENEMY) <= 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,tick); break; case UNT_GROUNDDRIFT_WIND: if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_DARK: if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_POISON: if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_WATER: if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_FIRE: if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0); break; default: skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); break; } return 1; } /*========================================== * *------------------------------------------*/ int skill_enchant_elemental_end (struct block_list *bl, int type) { struct status_change *sc; const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS }; int i; nullpo_retr(0, bl); nullpo_retr(0, 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], -1); 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; int i; 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. 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, -1); 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; } /*========================================== * * *------------------------------------------*/ void skill_stop_dancing (struct block_list *src) { struct status_change* sc; struct status_change_entry *sce; struct skill_unit_group* group; struct map_session_data* dsd = NULL; nullpo_retv(src); nullpo_retv(sc = status_get_sc(src)); if(!sc->count || !(sce=sc->data[SC_DANCING])) return; group = (struct skill_unit_group *)sce->val2; sce->val2 = 0; if (sce->val4) { if (sce->val4 != BCT_SELF) dsd = map_id2sd(sce->val4); sce->val4 = 0; } status_change_end(src, SC_DANCING, -1); if (dsd && (sce=dsd->sc.data[SC_DANCING])) { sce->val4 = sce->val2 = 0; status_change_end(&dsd->bl, SC_DANCING, -1); } if (group) skill_delunitgroup(NULL, group); } /*========================================== * *------------------------------------------*/ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { struct skill_unit *unit; nullpo_retr(NULL, group); nullpo_retr(NULL, group->unit); // crash-protection against poor coding nullpo_retr(NULL, unit=&group->unit[idx]); if(!unit->alive) group->alive_count++; unit->bl.id=map_addobject(&unit->bl); unit->bl.type=BL_SKILL; unit->bl.m=group->map; unit->bl.x=x; unit->bl.y=y; unit->group=group; unit->alive=1; unit->val1=val1; unit->val2=val2; map_addblock(&unit->bl); // perform oninit actions switch (group->skill_id) { case WZ_ICEWALL: map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5); clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA); break; case SA_LANDPROTECTOR: skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); break; case HP_BASILICA: skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); break; default: if (group->state.song_dance&0x1) //Check for dissonance. skill_dance_overlap(unit, 1); break; } clif_skill_setunit(unit); return unit; } /*========================================== * *------------------------------------------*/ int skill_delunit (struct skill_unit* unit) { struct skill_unit_group *group; nullpo_retr(0, unit); if( !unit->alive ) return 0; nullpo_retr(0, group=unit->group); if( group->state.song_dance&0x1 ) //Cancel dissonance effect. skill_dance_overlap(unit, 0); // invoke onout event if( !unit->range ) map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4); // perform ondelete actions switch (group->skill_id) { case HT_ANKLESNARE: { struct block_list* target = map_id2bl(group->val2); if( target ) status_change_end(target,SC_ANKLE,-1); } break; case WZ_ICEWALL: map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2); clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug break; case SA_LANDPROTECTOR: skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); break; case HP_BASILICA: skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); break; } clif_skill_delunit(unit); unit->group=NULL; unit->alive=0; map_delobjectnofree(unit->bl.id); if(--group->alive_count==0) skill_delunitgroup(NULL, group); return 0; } /*========================================== * *------------------------------------------*/ static int skill_unit_group_newid = MAX_SKILL_DB; struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval) { struct unit_data* ud = unit_bl2ud( src ); struct skill_unit_group* group; int i; if(skilllv <= 0) return 0; nullpo_retr(NULL, src); nullpo_retr(NULL, ud); // find a free spot to store the new unit group ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL ); if(i == MAX_SKILLUNITGROUP) { // array is full, make room by discarding oldest group int j=0; unsigned maxdiff=0,x,tick=gettick(); for(i=0;iskillunit[i];i++) if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){ maxdiff=x; j=i; } skill_delunitgroup(src, ud->skillunit[j]); //Since elements must have shifted, we use the last slot. i = MAX_SKILLUNITGROUP-1; } group = ers_alloc(skill_unit_ers, struct skill_unit_group); group->src_id = src->id; group->party_id = status_get_party_id(src); group->guild_id = status_get_guild_id(src); group->group_id = skill_unit_group_newid++; 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 = skillid; group->skill_lv = skilllv; group->unit_id = unit_id; group->map = src->m; group->limit = limit; group->interval = interval; group->tick = gettick(); group->valstr = NULL; ud->skillunit[i] = group; if(skill_unit_group_newid<=0) skill_unit_group_newid = MAX_SKILL_DB; if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] group->tick += 1500; return group; } /*========================================== * *------------------------------------------*/ int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group) { struct unit_data *ud; int i,j; nullpo_retr(0, group); if (!src) 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 (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { struct status_change* sc = status_get_sc(src); if (sc && sc->data[SC_DANCING]) { sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex] status_change_end(src,SC_DANCING,-1); } } // 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,-1); } } if (group->skill_id == SG_SUN_WARM || group->skill_id == SG_MOON_WARM || group->skill_id == SG_STAR_WARM) { struct status_change *sc = status_get_sc(src); if(sc && sc->data[SC_WARM]) { sc->data[SC_WARM]->val4 = 0; status_change_end(src,SC_WARM,-1); } } 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; } map_freeblock(&group->unit->bl); 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_retr(0, ud); while (ud->skillunit[0]) skill_delunitgroup(src, ud->skillunit[0]); return 1; } /*========================================== * *------------------------------------------*/ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) { int i,j=-1,k,s,id; struct unit_data *ud; struct skill_unit_group_tickset *set; nullpo_retr(0, 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\n"); j = id % MAX_SKILLUNITGROUPTICKSET; } set[j].id = id; set[j].tick = tick; return &set[j]; } /*========================================== * *------------------------------------------*/ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) { struct skill_unit* unit = va_arg(ap,struct skill_unit *); struct skill_unit_group* group = unit->group; unsigned int tick = va_arg(ap,unsigned int); if( !unit->alive || bl->prev == NULL ) return 0; nullpo_retr(0, group); if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) ) return 0; //AoE skills are ineffective. [Skotlex] if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 ) return 0; skill_unit_onplace_timer(unit,bl,tick); return 1; } /*========================================== * *------------------------------------------*/ int skill_unit_timer_sub (struct block_list* bl, va_list ap) { struct skill_unit* unit = (struct skill_unit *)bl; struct skill_unit_group* group = unit->group; unsigned int tick = va_arg(ap,unsigned int); bool dissonance; if( !unit->alive ) return 0; nullpo_retr(0, group); dissonance = skill_dance_switch(unit, 0); if( unit->range >= 0 && group->interval != -1 ) { if( battle_config.skill_wall_check ) map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); else map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); if(unit->range == -1) //Unit disabled, but it should not be deleted yet. group->unit_id = UNT_USED_TRAPS; if( !unit->alive ) { if( dissonance ) skill_dance_switch(unit, 1); return 0; } } if( dissonance ) skill_dance_switch(unit, 1); // check for expiration if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) ) {// skill unit expired (inlined from skill_unit_onlimit()) switch( group->unit_id ) { case UNT_BLASTMINE: case UNT_GROUNDDRIFT_WIND: case UNT_GROUNDDRIFT_DARK: case UNT_GROUNDDRIFT_POISON: case UNT_GROUNDDRIFT_WATER: case UNT_GROUNDDRIFT_FIRE: group->unit_id = UNT_USED_TRAPS; clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE); group->limit=DIFF_TICK(tick+1500,group->tick); unit->limit=DIFF_TICK(tick+1500,group->tick); break; case UNT_ANKLESNARE: if( group->val2 > 0 ) { // Used Trap don't returns back to item skill_delunit(unit); break; } case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLAYMORETRAP: case UNT_TALKIEBOX: { struct block_list* src; if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC ) { // revert unit back into a trap struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = ITEMID_TRAP; item_tmp.identify = 1; map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); } skill_delunit(unit); } break; case UNT_WARP_ACTIVE: // warp portal opens (morph to a UNT_WARP_WAITING cell) group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING clif_changelook(&unit->bl, LOOK_BASE, group->unit_id); // restart timers group->limit = skill_get_time(group->skill_id,group->skill_lv); unit->limit = skill_get_time(group->skill_id,group->skill_lv); // apply effect to all units standing on it map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); break; case UNT_CALLFAMILY: { struct map_session_data *sd = NULL; if(group->val1) { sd = map_charid2sd(group->val1); group->val1 = 0; if (sd && !map[sd->bl.m].flag.nowarp) pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3); } if(group->val2) { sd = map_charid2sd(group->val2); group->val2 = 0; if (sd && !map[sd->bl.m].flag.nowarp) pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3); } skill_delunit(unit); } break; default: skill_delunit(unit); } } else {// skill unit is still active switch( group->unit_id ) { case UNT_ICEWALL: // icewall loses 50 hp every second unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 ) unit->limit = DIFF_TICK(tick+700,group->tick); break; case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_TALKIEBOX: case UNT_ANKLESNARE: if( unit->val1 <= 0 ) { if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 ) skill_delunit(unit); else { group->unit_id = UNT_USED_TRAPS; group->limit = DIFF_TICK(tick, group->tick) + 1500; } } break; case UNT_TATAMIGAESHI: if( unit->range >= 0 ) { //Disable processed cell. unit->range = -1; if (--group->val1 <= 0) // number of live cells { //All tiles were processed, disable skill. group->target_flag=BCT_NOONE; group->bl_flag= BL_NUL; } } break; } } return 0; } /*========================================== * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds. *------------------------------------------*/ int skill_unit_timer(int tid, unsigned int tick, int id, intptr data) { map_freeblock_lock(); map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick ); map_freeblock_unlock(); return 0; } static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them /*========================================== * *------------------------------------------*/ int skill_unit_move_sub (struct block_list* bl, va_list ap) { struct skill_unit* unit = (struct skill_unit *)bl; struct skill_unit_group* group = unit->group; struct block_list* target = va_arg(ap,struct block_list*); unsigned int tick = va_arg(ap,unsigned int); int flag = va_arg(ap,int); bool dissonance; int skill_id; int i; nullpo_retr(0, group); if( !unit->alive || target->prev == NULL ) return 0; dissonance = skill_dance_switch(unit, 0); //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = unit->group->skill_id; if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) ) { //Non-dualmode unit skills with a timer don't trigger when walking, so just return if( dissonance ) skill_dance_switch(unit, 1); return 0; } //Target-type check. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) { if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex] if( flag&1 ) { if( flag&2 ) { //Clear this skill id. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id ); if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = 0; } } else { if( flag&2 ) { //Store this skill id. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = skill_id; else ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } } if( flag&4 ) skill_unit_onleft(skill_id,target,tick); } if( dissonance ) skill_dance_switch(unit, 1); return 0; } else { if( flag&1 ) { int result = skill_unit_onplace(unit,target,tick); if( flag&2 && result ) { //Clear skill ids we have stored in onout. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result ); if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = 0; } } else { int result = skill_unit_onout(unit,target,tick); if( flag&2 && result ) { //Store this unit id. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = skill_id; else ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } } //TODO: Normally, this is dangerous since the unit and group could be freed //inside the onout/onplace functions. Currently it is safe because we know song/dance //cells do not get deleted within them. [Skotlex] if( dissonance ) skill_dance_switch(unit, 1); if( flag&4 ) skill_unit_onleft(skill_id,target,tick); return 1; } } /*========================================== * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft) * Flag values: * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout) * flag&2: this function is being invoked twice as a bl moves, store in memory the affected * units to figure out when they have left a group. * flag&4: Force a onleft event (triggered when the bl is killed, for example) *------------------------------------------*/ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) { nullpo_retr(0, 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, int m, int dx, int dy) { int i,j; unsigned int tick = gettick(); int *m_flag; struct skill_unit *unit1; struct skill_unit *unit2; if (group == NULL) return 0; if (group->unit_count<=0) return 0; if (group->unit==NULL) return 0; if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) return 0; //Ensembles may not be moved around. if( group->unit_id == UNT_ICEWALL ) return 0; //Icewalls 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++){ unit1=&group->unit[i]; if (!unit1->alive || unit1->bl.m!=m) continue; for(j=0;junit_count;j++){ unit2=&group->unit[j]; if (!unit2->alive) continue; if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){ m_flag[i] |= 0x1; } if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){ m_flag[i] |= 0x2; } } } j = 0; for (i=0;iunit_count;i++) { unit1=&group->unit[i]; if (!unit1->alive) continue; if (!(m_flag[i]&0x2)) { if (group->state.song_dance&0x1) //Cancel dissonance effect. skill_dance_overlap(unit1, 0); map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4); } //Move Cell using "smart" criteria (avoid useless moving around) switch(m_flag[i]) { case 0: //Cell moves independently, safely move it. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick); break; case 1: //Cell moves unto another cell, look for a replacement cell that won't collide //and has no cell moving into it (flag == 2) for(;junit_count;j++) { if(m_flag[j]!=2 || !group->unit[j].alive) continue; //Move to where this cell would had moved. unit2 = &group->unit[j]; map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick); j++; //Skip this cell as we have used it. break; } break; case 2: case 3: break; //Don't move the cell as a cell will end on this tile anyway. } if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 if (group->state.song_dance&0x1) //Check for dissonance effect. skill_dance_overlap(unit1, 1); clif_skill_setunit(unit1); map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1); } } aFree(m_flag); return 0; } /*========================================== * *------------------------------------------*/ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty) { int i,j; nullpo_retr(0, sd); if(nameid<=0) return 0; for(i=0;i= MAX_SKILL_PRODUCE_DB ) 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; } } if((j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv) return 0; for(j=0;jstatus.inventory[y].nameid == id ) x+=sd->status.inventory[y].amount; if(xbl); 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; slot[0]=slot1; slot[1]=slot2; slot[2]=slot3; for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these! int j; if( slot[i]<=0 ) continue; j = pc_search_inventory(sd,slot[i]); if(j < 0) continue; if(slot[i]==1000){ /* Star Crumb */ pc_delitem(sd,j,1,1); sc++; } if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */ static const int ele_table[4]={3,1,4,2}; pc_delitem(sd,j,1,1); ele=ele_table[slot[i]-994]; } } for(i=0;i= 0){ y = sd->status.inventory[j].amount; if(y>x)y=x; pc_delitem(sd,j,y,0); } else ShowError("skill_produce_mix: material item error\n"); x-=y; }while( j>=0 && x>0 ); } if((equip=itemdb_isequip(nameid))) wlv = itemdb_wlv(nameid); if(!equip) { switch(skill_id){ case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG] i = pc_checkskill(sd,skill_id); make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance switch(nameid){ case 998: // Iron make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 break; case 999: // Steel make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 break; case 1000: //Star Crumb make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] break; default: // Enchanted Stones make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35 break; } break; case ASC_CDP: make_per = (2000 + 40*status->dex + 20*status->luk); break; case AL_HOLYWATER: 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)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 + status->int_*5 + status->dex*10+status->luk*10; switch(nameid){ case 501: // Red Potion case 503: // Yellow Potion case 504: // White Potion case 605: // Anodyne case 606: // Aloevera make_per += 2000; break; case 505: // Blue Potion make_per -= 500; break; case 545: // Condensed Red Potion case 546: // Condensed Yellow Potion case 547: // Condensed White Potion make_per -= 1000; break; case 970: // Alcohol make_per += 1000; break; case 7139: // Glistening Coat make_per -= 1000; break; case 7135: // Bottle Grenade case 7136: // Acid Bottle case 7137: // Plant Bottle case 7138: // Marine Sphere Bottle 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; 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) //12% chance per set level. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level break; } make_per = 5000; break; } } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG] make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15 make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5 make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30 if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10 else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5 else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3 else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0? if(battle_config.wp_rate != 100) make_per = make_per * battle_config.wp_rate / 100; } // - Baby Class Penalty = 80% (from adult's chance) ----// if (sd->class_&JOBL_BABY) //if it's a Baby Class make_per = (make_per * 80) / 100; //Lupus if(make_per < 1) make_per = 1; if(rand()%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: flag = battle_config.produce_item_name_input&0x8; break; case ASC_CDP: flag = battle_config.produce_item_name_input&0x10; break; default: flag = battle_config.produce_item_name_input&0x80; break; } if (flag) { tmp_item.card[0]=CARD0_CREATE; tmp_item.card[1]=0; tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId tmp_item.card[3]=GetWord(sd->status.char_id,1); } } // if(log_config.produce > 0) // log_produce(sd,nameid,slot1,slot2,slot3,1); //TODO update PICKLOG if(equip){ clif_produceeffect(sd,0,nameid); clif_misceffect(&sd->bl,3); if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point } else { int fame = 0; tmp_item.amount = 0; for (i=0; i< qty; i++) { //Apply quantity modifiers. if (rand()%10000 < make_per || qty == 1) { //Success tmp_item.amount++; if(nameid < 545 || nameid > 547) continue; if(skill_id != AM_PHARMACY && skill_id != AM_TWILIGHT1 && skill_id != AM_TWILIGHT2 && skill_id != AM_TWILIGHT3) continue; //Add fame as needed. switch(++sd->potion_success_counter) { case 3: fame+=1; // Success to prepare 3 Condensed Potions in a row break; case 5: fame+=3; // Success to prepare 5 Condensed Potions in a row break; case 7: fame+=10; // Success to prepare 7 Condensed Potions in a row break; case 10: fame+=50; // Success to prepare 10 Condensed Potions in a row sd->potion_success_counter = 0; break; } } else //Failure sd->potion_success_counter = 0; } if (fame) pc_addfame(sd,fame); //Visual effects and the like. switch (skill_id) { case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: case ASC_CDP: clif_produceeffect(sd,2,nameid); clif_misceffect(&sd->bl,5); break; case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: clif_produceeffect(sd,0,nameid); clif_misceffect(&sd->bl,3); break; 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); break; } } if (tmp_item.amount) { //Success if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) { 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 1; } } //Failure // if(log_config.produce) // log_produce(sd,nameid,slot1,slot2,slot3,0); //TODO update PICKLOG if(equip){ clif_produceeffect(sd,1,nameid); clif_misceffect(&sd->bl,2); } else { switch (skill_id) { case ASC_CDP: //25% Damage yourself, and display same effect as failed potion. status_percent_damage(NULL, &sd->bl, -25, 0, true); case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: clif_produceeffect(sd,3,nameid); clif_misceffect(&sd->bl,6); sd->potion_success_counter = 0; // Fame point system [DracoRPG] break; case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: clif_produceeffect(sd,1,nameid); clif_misceffect(&sd->bl,2); break; default: if (skill_produce_db[idx].itemlv>10 && skill_produce_db[idx].itemlv<= 20) //Cooking items. clif_specialeffect(&sd->bl, 609, AREA); } } return 0; } int skill_arrow_create (struct map_session_data *sd, int nameid) { int i,j,flag,index=-1; struct item tmp_item; nullpo_retr(0, sd); if(nameid <= 0) return 1; for(i=0;istatus.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))) { 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_blockpc_end(int tid, unsigned int tick, int id, intptr data) { struct map_session_data *sd = map_id2sd(id); if (data <= 0 || data >= MAX_SKILL) return 0; if (sd) sd->blockskill[data] = 0; return 1; } int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick) { nullpo_retr (-1, sd); skillid = skill_get_index(skillid); if (skillid == 0) return -1; if (tick < 1) { sd->blockskill[skillid] = 0; return -1; } sd->blockskill[skillid] = 1; return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid); } int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr 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_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn] { nullpo_retr (-1, hd); skillid = skill_get_index(skillid); if (skillid == 0) return -1; if (tick < 1) { hd->blockskill[skillid] = 0; return -1; } hd->blockskill[skillid] = 1; return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid); } /* * */ 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 (;i= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX ) { ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild skill mapping)!\n"); return false; } if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX ) { ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with homunculus skill mapping)!\n"); return false; } i = skill_get_index(id); if( !i ) // invalid skill id return false; skill_split_atoi(split[1],skill_db[i].range); skill_db[i].hit = atoi(split[2]); skill_db[i].inf = atoi(split[3]); skill_split_atoi(split[4],skill_db[i].element); skill_db[i].nk = (int)strtol(split[5], NULL, 0); skill_split_atoi(split[6],skill_db[i].splash); skill_db[i].max = atoi(split[7]); skill_split_atoi(split[8],skill_db[i].num); if( strcmpi(split[9],"yes") == 0 ) skill_db[i].castcancel = 1; else skill_db[i].castcancel = 0; skill_db[i].cast_def_rate = atoi(split[10]); skill_db[i].inf2 = (int)strtol(split[11], NULL, 0); skill_split_atoi(split[12],skill_db[i].maxcount); if( strcmpi(split[13],"weapon") == 0 ) skill_db[i].skill_type = BF_WEAPON; else if( strcmpi(split[13],"magic") == 0 ) skill_db[i].skill_type = BF_MAGIC; else if( strcmpi(split[13],"misc") == 0 ) skill_db[i].skill_type = BF_MISC; else skill_db[i].skill_type = 0; skill_split_atoi(split[14],skill_db[i].blewcount); safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name)); safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc)); strdb_put(skilldb_name2id, skill_db[i].name, (void*)id); return true; } static bool skill_parse_row_requiredb(char* split[], int columns, int current) {// SkillID,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; int i = atoi(split[0]); i = skill_get_index(i); if( !i ) // invalid skill id return false; skill_split_atoi(split[1],skill_db[i].hp); skill_split_atoi(split[2],skill_db[i].mhp); skill_split_atoi(split[3],skill_db[i].sp); skill_split_atoi(split[4],skill_db[i].hp_rate); skill_split_atoi(split[5],skill_db[i].sp_rate); skill_split_atoi(split[6],skill_db[i].zeny); //FIXME: document this p = split[7]; for( j = 0; j < 32; j++ ) { int l = atoi(p); if( l == 99 ) // magic value? { skill_db[i].weapon = 0xffffffff; break; } else skill_db[i].weapon |= 1<