// Copyright (c) Hercules Dev Team, licensed under GNU GPL. // See the LICENSE file // Portions Copyright (c) Athena Dev Teams #define HERCULES_CORE #include "../config/core.h" // DBPATH, MAGIC_REFLECTION_TYPE, OFFICIAL_WALKPATH, RENEWAL, RENEWAL_CAST, VARCAST_REDUCTION() #include "skill.h" #include #include #include #include #include #include "battle.h" #include "battleground.h" #include "chrif.h" #include "clif.h" #include "date.h" #include "elemental.h" #include "guild.h" #include "homunculus.h" #include "intif.h" #include "itemdb.h" #include "log.h" #include "map.h" #include "mercenary.h" #include "mob.h" #include "npc.h" #include "party.h" #include "path.h" #include "pc.h" #include "pet.h" #include "script.h" #include "status.h" #include "unit.h" #include "../common/cbasetypes.h" #include "../common/ers.h" #include "../common/malloc.h" #include "../common/nullpo.h" #include "../common/random.h" #include "../common/showmsg.h" #include "../common/strlib.h" #include "../common/timer.h" #include "../common/utils.h" #define SKILLUNITTIMER_INTERVAL 100 // ranges reserved for mapping skill ids to skilldb offsets #define HM_SKILLRANGEMIN 750 #define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN + MAX_HOMUNSKILL) #define MC_SKILLRANGEMIN (HM_SKILLRANGEMAX + 1) #define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN + MAX_MERCSKILL) #define EL_SKILLRANGEMIN (MC_SKILLRANGEMAX + 1) #define EL_SKILLRANGEMAX (EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL) #define GD_SKILLRANGEMIN (EL_SKILLRANGEMAX + 1) #define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN + MAX_GUILDSKILL) #if GD_SKILLRANGEMAX > 999 #error GD_SKILLRANGEMAX is greater than 999 #endif struct skill_interface skill_s; //Since only mob-casted splash skills can hit ice-walls static inline int splash_target(struct block_list* bl) { #ifndef RENEWAL return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR; #else // Some skills can now hit ground skills(traps, ice wall & etc.) return BL_SKILL|BL_CHAR; #endif } /// Returns the id of the skill, or 0 if not found. int skill_name2id(const char* name) { if( name == NULL ) return 0; return strdb_iget(skill->name2id_db, name); } /// Maps skill ids to skill db offsets. /// Returns the skill's array index, or 0 (Unknown Skill). int skill_get_index( uint16 skill_id ) { // avoid ranges reserved for mapping guild/homun/mercenary skills if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) return 0; // map skill id to skill db index if( skill_id >= GD_SKILLBASE ) skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE; else if( skill_id >= EL_SKILLBASE ) skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE; else if( skill_id >= MC_SKILLBASE ) skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE; else if( skill_id >= HM_SKILLBASE ) skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE; //[Ind/Hercules] GO GO GO LESS! - http://hercules.ws/board/topic/512-skill-id-processing-overhaul/ else if( skill_id > 1019 && skill_id < 8001 ) { if( skill_id < 2058 ) // 1020 - 2000 are empty skill_id = 1020 + skill_id - 2001; else if( skill_id < 2549 ) // 2058 - 2200 are empty - 1020+57 skill_id = (1077) + skill_id - 2201; else if ( skill_id < 3036 ) // 2549 - 3000 are empty - 1020+57+348 skill_id = (1425) + skill_id - 3001; else if ( skill_id < 5019 ) // 3036 - 5000 are empty - 1020+57+348+35 skill_id = (1460) + skill_id - 5001; else ShowWarning("skill_get_index: skill id '%d' is not being handled!\n",skill_id); } // validate result if( !skill_id || skill_id >= MAX_SKILL_DB ) return 0; return skill_id; } const char* skill_get_name( uint16 skill_id ) { return skill->db[skill->get_index(skill_id)].name; } const char* skill_get_desc( uint16 skill_id ) { return skill->db[skill->get_index(skill_id)].desc; } // out of bounds error checking [celest] void skill_chk(uint16* skill_id) { *skill_id = skill->get_index(*skill_id); // checks/adjusts id } #define skill_get(var,id) do { skill->chk(&(id)); if(!(id)) return 0; return (var); } while(0) #define skill_get2(var,id,lv) do { \ skill->chk(&(id)); \ if(!(id)) return 0; \ if( (lv) > MAX_SKILL_LEVEL && (var) > 1 ) { \ int lv2__ = (lv); (lv) = skill->db[(id)].max; \ return (var) + ((lv2__-(lv))/2);\ } \ return (var);\ } while(0) #define skill_glv(lv) min((lv),MAX_SKILL_LEVEL-1) // Skill DB int skill_get_hit( uint16 skill_id ) { skill_get (skill->db[skill_id].hit, skill_id); } int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); } int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); } int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); } int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); } int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); } int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); } int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].itemid[idx], skill_id); } int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].amount[idx], skill_id); } int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); } int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); } int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->db[skill_id].ammo, skill_id); } int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); } int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); } int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); } int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); } int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_interval, skill_id); } int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BCT_ALL, skill_id); } int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); } int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_flag, skill_id); } int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { #ifdef RENEWAL_CAST skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); #else return 0; #endif } int skill_tree_get_max(uint16 skill_id, int b_class) { int i; b_class = pc->class2idx(b_class); ARR_FIND( 0, MAX_SKILL_TREE, i, pc->skill_tree[b_class][i].id == 0 || pc->skill_tree[b_class][i].id == skill_id ); if( i < MAX_SKILL_TREE && pc->skill_tree[b_class][i].id == skill_id ) return pc->skill_tree[b_class][i].max; else return skill->get_max(skill_id); } int skill_get_casttype (uint16 skill_id) { int inf = skill->get_inf(skill_id); if (inf&(INF_GROUND_SKILL)) return CAST_GROUND; if (inf&INF_SUPPORT_SKILL) return CAST_NODAMAGE; if (inf&INF_SELF_SKILL) { if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF) return CAST_DAMAGE; //Combo skill. return CAST_NODAMAGE; } if (skill->get_nk(skill_id)&NK_NO_DAMAGE) return CAST_NODAMAGE; return CAST_DAMAGE; } int skill_get_casttype2 (uint16 index) { int inf = skill->db[index].inf; if (inf&(INF_GROUND_SKILL)) return CAST_GROUND; if (inf&INF_SUPPORT_SKILL) return CAST_NODAMAGE; if (inf&INF_SELF_SKILL) { if(skill->db[index].inf2&INF2_NO_TARGET_SELF) return CAST_DAMAGE; //Combo skill. return CAST_NODAMAGE; } if (skill->db[index].nk&NK_NO_DAMAGE) return CAST_NODAMAGE; return CAST_DAMAGE; } //Returns actual skill range taking into account attack range and AC_OWL [Skotlex] int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { int range; if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) return 9; //Mobs have a range of 9 regardless of skill used. range = skill->get_range(skill_id, skill_lv); if( range < 0 ) { if( battle_config.use_weapon_skill_range&bl->type ) return status_get_range(bl); range *=-1; } //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE switch( skill_id ) { case AC_SHOWER: case MA_SHOWER: case AC_DOUBLE: case MA_DOUBLE: case HT_BLITZBEAT: case AC_CHARGEARROW: case MA_CHARGEARROW: case SN_FALCONASSAULT: case HT_POWER: /** * Ranger **/ case RA_ARROWSTORM: case RA_AIMEDBOLT: case RA_WUGBITE: if( bl->type == BL_PC ) range += pc->checkskill((TBL_PC*)bl, AC_VULTURE); else range += 10; //Assume level 10? break; // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen] case GS_RAPIDSHOWER: case GS_PIERCINGSHOT: case GS_FULLBUSTER: case GS_SPREADATTACK: case GS_GROUNDDRIFT: if (bl->type == BL_PC) range += pc->checkskill((TBL_PC*)bl, GS_SNAKEEYE); else range += 10; //Assume level 10? break; case NJ_KIRIKAGE: if (bl->type == BL_PC) range = skill->get_range(NJ_SHADOWJUMP,pc->checkskill((TBL_PC*)bl,NJ_SHADOWJUMP)); break; /** * Warlock **/ case WL_WHITEIMPRISON: case WL_SOULEXPANSION: case WL_MARSHOFABYSS: case WL_SIENNAEXECRATE: case WL_DRAINLIFE: case WL_CRIMSONROCK: case WL_HELLINFERNO: case WL_COMET: case WL_CHAINLIGHTNING: case WL_TETRAVORTEX: case WL_EARTHSTRAIN: case WL_RELEASE: if( bl->type == BL_PC ) range += pc->checkskill((TBL_PC*)bl, WL_RADIUS); break; /** * Ranger Bonus **/ case HT_LANDMINE: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: if( bl->type == BL_PC ) range += (1 + pc->checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2; } if( !range && bl->type != BL_PC ) return 9; // Enable non players to use self skills on others. [Skotlex] return range; } int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) { int skill2_lv, hp; struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change* sc; nullpo_ret(src); switch( skill_id ) { case BA_APPLEIDUN: #ifdef RENEWAL hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery #else // not RENEWAL hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery #endif // RENEWAL if( sd ) hp += 5*pc->checkskill(sd,BA_MUSICALLESSON); break; case PR_SANCTUARY: hp = (skill_lv>6)?777:skill_lv*100; break; case NPC_EVILLAND: hp = (skill_lv>6)?666:skill_lv*100; break; default: if (skill_lv >= battle_config.max_heal_lv) return battle_config.max_heal; #ifdef RENEWAL /** * Renewal Heal Formula * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK **/ hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; #else // not RENEWAL hp = ( status->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); #endif // RENEWAL if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) ) hp += hp * skill2_lv * 2 / 100; else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) hp += hp * skill2_lv * 2 / 100; break; } if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND ) hp >>= 1; if( sd && (skill2_lv = pc->skillheal_bonus(sd, skill_id)) ) hp += hp*skill2_lv/100; if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) ) hp += hp*skill2_lv/100; sc = status->get_sc(src); if( sc && sc->count && sc->data[SC_OFFERTORIUM] ) { if( skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ) hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; } sc = status->get_sc(target); if( sc && sc->count ) { if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish] hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100; if( sc->data[SC_DEATHHURT] && heal ) hp -= hp * 20/100; if( sc->data[SC_HEALPLUS] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN ) hp += hp * sc->data[SC_HEALPLUS]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) hp += hp / 10; if ( sc && sc->data[SC_VITALITYACTIVATION] ) hp = hp * 150 / 100; } #ifdef RENEWAL // MATK part of the RE heal formula [malufett] // Note: in this part matk bonuses from items or skills are not applied switch( skill_id ) { case BA_APPLEIDUN: case PR_SANCTUARY: case NPC_EVILLAND: break; default: hp += status->get_matk(src, 3); } #endif // RENEWAL return hp; } // Making plagiarize check its own function [Aru] int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* bl) { // Never copy NPC/Wedding Skills if (skill->get_inf2(skill_id)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) return 0; // High-class skills if((skill_id >= LK_AURABLADE && skill_id <= ASC_CDP) || (skill_id >= ST_PRESERVE && skill_id <= CR_CULTIVATION)) { if(battle_config.copyskill_restrict == 2) return 0; else if(battle_config.copyskill_restrict) return (sd->status.class_ == JOB_STALKER); } //Added so plagarize can't copy agi/bless if you're undead since it damages you if ((skill_id == AL_INCAGI || skill_id == AL_BLESSING || skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || skill_id == MER_INCAGI || skill_id == MER_BLESSING)) return 0; // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie] if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) || (skill_id >= KO_YAMIKUMO && skill_id <= OB_AKAITSUKI))) return 0; // Reproduce will only copy skills according on the list. [Jobbie] else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] ) return 0; return 1; } // [MouseJstr] - skill ok to cast? and when? int skillnotok (uint16 skill_id, struct map_session_data *sd) { int16 idx,m; nullpo_retr (1, sd); m = sd->bl.m; idx = skill->get_index(skill_id); if (idx == 0) return 1; // invalid skill id if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) return 0; // can do any damn thing they want if( skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2 ) return 0; // Teleport lv 3 bypasses this check.[Inkfish] // Epoque: // This code will compare the player's attack motion value which is influenced by ASPD before // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion. if( !sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick && DIFF_TICK(timer->gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100) ) {// attempted to cast a skill before the attack motion has finished return 1; } if (sd->blockskill[idx]) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_SKILLINTERVAL, 0); return 1; } /** * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions below * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map **/ if( sd->skillitem == skill_id ) return 0; if( sd->sc.data[SC_ALL_RIDING] ) return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe) switch (skill_id) { case AL_WARP: case RETURN_TO_ELDICASTES: case ALL_GUARDIAN_RECALL: if(map->list[m].flag.nowarp) { clif->skill_mapinfomessage(sd,0); return 1; } return 0; case AL_TELEPORT: case SC_FATALMENACE: case SC_DIMENSIONDOOR: if(map->list[m].flag.noteleport) { clif->skill_mapinfomessage(sd,0); return 1; } return 0; // gonna be checked in 'skill->castend_nodamage_id' case WE_CALLPARTNER: case WE_CALLPARENT: case WE_CALLBABY: if (map->list[m].flag.nomemo) { clif->skill_mapinfomessage(sd,1); return 1; } break; case MC_VENDING: case ALL_BUYING_STORE: if( npc->isnear(&sd->bl) ) { // uncomment for more verbose message. //char output[150]; //sprintf(output, msg_txt(862), battle_config.min_npc_vendchat_distance); // "You're too close to a NPC, you must be at least %d cells away from any NPC." //clif->message(sd->fd, output); clif->skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0); return 1; } case MC_IDENTIFY: return 0; // always allowed case WZ_ICEWALL: // noicewall flag [Valaris] if (map->list[m].flag.noicewall) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } break; case GC_DARKILLUSION: if( map_flag_gvg2(m) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } break; case GD_EMERGENCYCALL: if( !(battle_config.emergency_call&((map->agit_flag || map->agit2_flag)?2:1)) || !(battle_config.emergency_call&(map->list[m].flag.gvg || map->list[m].flag.gvg_castle?8:4)) || (battle_config.emergency_call&16 && map->list[m].flag.nowarpto && !map->list[m].flag.gvg_castle) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } break; case BS_GREED: case WS_CARTBOOST: case BS_HAMMERFALL: case BS_ADRENALINE: case MC_CARTREVOLUTION: case MC_MAMMONITE: case WS_MELTDOWN: case MG_SIGHT: case TF_HIDING: /** * These skills cannot be used while in mado gear (credits to Xantara) **/ if( pc_ismadogear(sd) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0); return 1; } break; case SC_MANHOLE: case WM_SOUND_OF_DESTRUCTION: case WM_SATURDAY_NIGHT_FEVER: case WM_LULLABY_DEEPSLEEP: if( !map_flag_vs(m) ) { clif->skill_mapinfomessage(sd,2); // This skill uses this msg instead of skill fails. return 1; } break; } return (map->list[m].flag.noskill); } int skillnotok_hom(uint16 skill_id, struct homun_data *hd) { uint16 idx = skill->get_index(skill_id); nullpo_retr(1,hd); if (idx == 0) return 1; // invalid skill id if (hd->blockskill[idx] > 0) return 1; switch(skill_id){ case MH_LIGHT_OF_REGENE: if( homun->get_intimacy_grade(hd) != 4 ){ if( hd->master ) clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0); return 1; } break; case MH_GOLDENE_FERSE: //can be used with angriff if(hd->sc.data[SC_ANGRIFFS_MODUS]) return 1; case MH_ANGRIFFS_MODUS: if(hd->sc.data[SC_GOLDENE_FERSE]) return 1; break; } //Use master's criteria. return skill->not_ok(skill_id, hd->master); } int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md) { uint16 idx = skill->get_index(skill_id); nullpo_retr(1,md); if( idx == 0 ) return 1; // Invalid Skill ID if( md->blockskill[idx] > 0 ) return 1; return skill->not_ok(skill_id, md->master); } struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) { int pos = skill->get_unit_layout_type(skill_id,skill_lv); uint8 dir; if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) { ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv); pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout } if (pos != -1) // simple single-definition layout return &skill->unit_layout[pos]; dir = (src->x == x && src->y == y) ? 6 : map->calc_dir(src,x,y); // 6 - default aegis direction if (skill_id == MG_FIREWALL) return &skill->unit_layout [skill->firewall_unit_pos + dir]; else if (skill_id == WZ_ICEWALL) return &skill->unit_layout [skill->icewall_unit_pos + dir]; else if( skill_id == WL_EARTHSTRAIN ) //Warlock return &skill->unit_layout [skill->earthstrain_unit_pos + dir]; ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv); return &skill->unit_layout[0]; // default 1x1 layout } /*========================================== * *------------------------------------------*/ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, int64 tick) { struct map_session_data *sd, *dstsd; struct mob_data *md, *dstmd; struct status_data *sstatus, *tstatus; struct status_change *sc, *tsc; int temp; int rate; nullpo_ret(src); nullpo_ret(bl); if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss. return 0; sd = BL_CAST(BL_PC, src); md = BL_CAST(BL_MOB, src); dstsd = BL_CAST(BL_PC, bl); dstmd = BL_CAST(BL_MOB, bl); sc = status->get_sc(src); tsc = status->get_sc(bl); sstatus = status->get_status_data(src); tstatus = status->get_status_data(bl); if (!tsc) //skill additional effect is about adding effects to the target... //So if the target can't be inflicted with statuses, this is pointless. return 0; if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish] if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) { // Trigger status effects enum sc_type type; int i; for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) { rate = sd->addeff[i].rate; if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG] rate += sd->addeff[i].arrow_rate; if( !rate ) continue; if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) { // Trigger has attack type consideration. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) || (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) || (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ; else continue; } if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) { // Trigger has range consideration. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) continue; //Range Failed. } type = sd->addeff[i].id; temp = skill->get_time2(status->sc2skill(type),7); if (sd->addeff[i].flag&ATF_TARGET) status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); if (sd->addeff[i].flag&ATF_SELF) status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); } } if( skill_id ) { // Trigger status effects on skills enum sc_type type; int i; for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) { if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate ) continue; type = sd->addeff3[i].id; temp = skill->get_time2(status->sc2skill(type),7); if( sd->addeff3[i].target&ATF_TARGET ) status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0); if( sd->addeff3[i].target&ATF_SELF ) status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,0); } } } if( dmg_lv < ATK_DEF ) // no damage, return; return 0; switch(skill_id) { case 0: { // Normal attacks (no skill used) if( attack_type&BF_SKILL ) break; // If a normal attack is a skill, it's splash damage. [Inkfish] if(sd) { // Automatic trigger of Blitz Beat if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 && rnd()%1000 <= sstatus->luk*3 ) { rate = sd->status.job_level / 10 + 1; skill->castend_damage_id(src,bl,HT_BLITZBEAT,(tempcheckskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*3 ) skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0); // Gank if(dstmd && sd->status.weapon != W_BOW && (temp=pc->checkskill(sd,RG_SNATCHER)) > 0 && (temp*15 + 55) + pc->checkskill(sd,TF_STEAL)*10 > rnd()%1000) { if(pc->steal_item(sd,bl,pc->checkskill(sd,TF_STEAL))) clif->skill_nodamage(src,bl,TF_STEAL,temp,1); else clif->skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0); } // Chance to trigger Taekwon kicks [Dralnu] if(sc && !sc->data[SC_COMBOATTACK]) { if(sc->data[SC_STORMKICK_READY] && sc_start(src,src,SC_COMBOATTACK, 15, TK_STORMKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_DOWNKICK_READY] && sc_start(src,src,SC_COMBOATTACK, 15, TK_DOWNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_TURNKICK_READY] && sc_start(src,src,SC_COMBOATTACK, 15, TK_TURNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if (sc->data[SC_COUNTERKICK_READY]) { //additional chance from SG_FRIEND [Komurka] rate = 20; if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) { rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); } sc_start2(src, src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, (2000 - 4*sstatus->agi - 2*sstatus->dex)); } } if(sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) ) skill->castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0); } if (sc) { struct status_change_entry *sce; // Enchant Poison gives a chance to poison attacked enemies if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. status->change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, skill->get_time2(AS_ENCHANTPOISON,sce->val1),0); // Enchant Deadly Poison gives a chance to deadly poison attacked enemies if((sce=sc->data[SC_EDP])) sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, skill->get_time2(ASC_EDP,sce->val1)); } } break; case SM_BASH: if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ) status->change_start(src,bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),0); break; case MER_CRASH: sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case AS_VENOMKNIFE: if (sd) //Poison chance must be that of Envenom. [Skotlex] skill_lv = pc->checkskill(sd, TF_POISON); case TF_POISON: case AS_SPLASHER: if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) && sd && skill_id==TF_POISON ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case AS_SONICBLOW: sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case WZ_FIREPILLAR: unit->set_walkdelay(bl, tick, skill->get_time2(skill_id, skill_lv), 1); break; case MG_FROSTDIVER: #ifndef RENEWAL case WZ_FROSTNOVA: #endif if( !sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) && sd && skill_id == MG_FROSTDIVER ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; #ifdef RENEWAL case WZ_FROSTNOVA: sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); break; #endif case WZ_STORMGUST: /** * Storm Gust counter was dropped in renewal **/ #ifdef RENEWAL sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); #else // [Tharis] pointed out that this is normal freeze chance with a base of 300% if(tsc->sg_counter >= 3 && sc_start(src,bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv))) tsc->sg_counter = 0; /** * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value **/ else if( tsc->sg_counter > 250 ) tsc->sg_counter = 0; #endif break; case WZ_METEOR: sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case WZ_VERMILION: sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_FLASHER: sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_LANDMINE: case MA_LANDMINE: sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_SHOCKWAVE: status_percent_damage(src, bl, 0, 15*skill_lv+5, false); break; case HT_SANDMAN: case MA_SANDMAN: sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TF_SPRINKLESAND: sc_start(src,bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TF_THROWSTONE: if( !sc_start(src,bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) ) sc_start(src,bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_DARKCROSS: case CR_HOLYCROSS: sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: //Chance to cause blind status vs demon and undead element, but not against players if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case AM_ACIDTERROR: sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) clif->emotion(bl,E_OMG); break; case AM_DEMONSTRATION: skill->break_equip(bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY); break; case CR_SHIELDCHARGE: sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case PA_PRESSURE: status_percent_damage(src, bl, 0, 15+5*skill_lv, false); break; case RG_RAID: sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); #ifdef RENEWAL sc_start(src,bl,SC_RAID,100,7,5000); break; case RG_BACKSTAP: sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); #endif break; case BA_FROSTJOKER: sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case DC_SCREAM: sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case BD_LULLABY: sc_start(src,bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case DC_UGLYDANCE: rate = 5+5*skill_lv; if(sd && (temp=pc->checkskill(sd,DC_DANCINGLESSON))) rate += 5+temp; status_zap(bl, 0, rate); break; case SL_STUN: if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); break; case NPC_PETRIFYATTACK: sc_start4(src,bl,status->skill2sc(skill_id),50+10*skill_lv, skill_lv,0,0,skill->get_time(skill_id,skill_lv), skill->get_time2(skill_id,skill_lv)); break; case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case NPC_BLINDATTACK: case NPC_POISON: case NPC_SILENCEATTACK: case NPC_STUNATTACK: case NPC_HELLPOWER: sc_start(src,bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_ACIDBREATH: case NPC_ICEBREATH: sc_start(src,bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_BLEEDING: sc_start2(src,bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; case NPC_MENTALBREAKER: { //Based on observations by [Tharis], Mental Breaker should do SP damage //equal to Matk*skLevel. rate = status->get_matk(src, 2); rate*=skill_lv; status_zap(bl, 0, rate); break; } // Equipment breaking monster skills [Celest] case NPC_WEAPONBRAKER: skill->break_equip(bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY); break; case NPC_ARMORBRAKE: skill->break_equip(bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY); break; case NPC_HELMBRAKE: skill->break_equip(bl, EQP_HELM, 150*skill_lv, BCT_ENEMY); break; case NPC_SHIELDBRAKE: skill->break_equip(bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY); break; case CH_TIGERFIST: sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); break; case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: sc_start(src,bl,SC_ANKLESNARE,100,0,skill->get_time2(skill_id,skill_lv)); break; case ST_REJECTSWORD: sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); break; case PF_FOGWALL: if (src != bl && !tsc->data[SC_DELUGE]) sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case LK_HEADCRUSH: // Headcrush has chance of causing Bleeding status, except on demon and undead element if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) sc_start2(src, bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); break; case LK_JOINTBEAT: if (tsc->jb_flag) { enum sc_type type = status->skill2sc(skill_id); sc_start4(src,bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); tsc->jb_flag = 0; } break; case ASC_METEORASSAULT: //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. switch(rnd()%3) { case 0: sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1)); break; case 1: sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); break; default: sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); } break; case HW_NAPALMVULCAN: sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case WS_CARTTERMINATION: // Cart termination sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case CR_ACIDDEMONSTRATION: skill->break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY); break; case TK_DOWNKICK: sc_start(src,bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TK_JUMPKICK: if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {// debuff the following statuses status_change_end(bl, SC_SOULLINK, INVALID_TIMER); status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); status_change_end(bl, SC_KAITE, INVALID_TIMER); status_change_end(bl, SC_KAAHI, INVALID_TIMER); status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); } break; case TK_TURNKICK: case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. if(attack_type&BF_MISC) //70% base stun chance... sc_start(src,bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case GS_BULLSEYE: //0.1% coma rate. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); break; case GS_PIERCINGSHOT: sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; case NJ_HYOUSYOURAKU: sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case GS_FLING: sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); break; case GS_DISARM: rate = 3*skill_lv; if (sstatus->dex > tstatus->dex) rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula skill->strip_equip(bl, EQP_WEAPON, rate, skill_lv, skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case NPC_EVILLAND: sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_HELLJUDGEMENT: sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_CRITICALWOUND: sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case RK_WINDCUTTER: sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case RK_DRAGONBREATH: sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); break; case RK_DRAGONBREATH_WATER: sc_start4(src,bl,SC_FROSTMISTY,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); break; case AB_ADORAMUS: if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect. sc_start(src, bl, SC_ADORAMUS, skill_lv * 4 + (sd? sd->status.job_level:50)/2, skill_lv, skill->get_time(skill_id, skill_lv)); break; case WL_CRIMSONROCK: sc_start(src, bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); break; case WL_COMET: sc_start4(src,bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); break; case WL_EARTHSTRAIN: { int i; const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; for( i = 0; i < skill_lv; i++ ) skill->strip_equip(bl,pos[i], 6 * skill_lv + status->get_lv(src) / 4 + status_get_dex(src) / 10, skill_lv,skill->get_time2(skill_id,skill_lv)); } break; case WL_JACKFROST: sc_start(src,bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case WL_FROSTMISTY: sc_start(src,bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case RA_WUGBITE: rate = 50 + 10 * skill_lv + 2 * (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) : 0) - tstatus->agi / 4; if ( rate < 50 ) rate = 50; sc_start(src,bl,SC_WUGBITE, rate, skill_lv, skill->get_time(skill_id, skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) * 500 : 0)); break; case RA_SENSITIVEKEEN: if( rnd()%100 < 8 * skill_lv ) skill->castend_damage_id(src, bl, RA_WUGBITE, sd ? pc->checkskill(sd, RA_WUGBITE):skill_lv, tick, SD_ANIMATION); break; case RA_MAGENTATRAP: case RA_COBALTTRAP: case RA_MAIZETRAP: case RA_VERDURETRAP: if( dstmd && !(dstmd->status.mode&MD_BOSS) ) sc_start2(src,bl,SC_ARMOR_PROPERTY,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time2(skill_id,skill_lv)); break; case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: sc_start4(src, bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); break; case NC_PILEBUNKER: if( rnd()%100 < 25 + 15 *skill_lv ) { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield status_change_end(bl, SC_KYRIE, INVALID_TIMER); status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); status_change_end(bl, SC_STEELBODY, INVALID_TIMER); status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); status_change_end(bl, SC_DEFENDER, INVALID_TIMER); status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); status_change_end(bl, SC_PRESTIGE, INVALID_TIMER); status_change_end(bl, SC_BANDING, INVALID_TIMER); status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); } break; case NC_FLAMELAUNCHER: sc_start4(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); break; case NC_COLDSLOWER: sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); if ( tsc && !tsc->data[SC_FREEZE] ) sc_start(src, bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); break; case NC_POWERSWING: // Use flag=2, the stun duration is not vit-reduced. status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 2); if( rnd()%100 < 5*skill_lv ) skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1); break; case NC_MAGMA_ERUPTION: sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case GC_WEAPONCRUSH: skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); break; case GC_DARKCROW: sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case LG_SHIELDPRESS: rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4; sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); break; case LG_PINPOINTATTACK: rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10; switch( skill_lv ) { case 1: sc_start(src, bl,SC_BLOODING,rate,skill_lv,skill->get_time(skill_id,skill_lv)); break; case 2: skill->break_equip(bl, EQP_HELM, rate*100, BCT_ENEMY); break; case 3: skill->break_equip(bl, EQP_SHIELD, rate*100, BCT_ENEMY); break; case 4: skill->break_equip(bl, EQP_ARMOR, rate*100, BCT_ENEMY); break; case 5: skill->break_equip(bl, EQP_WEAPON, rate*100, BCT_ENEMY); break; } break; case LG_MOONSLASHER: rate = 32 + 8 * skill_lv; if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif->setsit is received about 500 ms after damage packet. skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); else if( dstmd && !is_boss(bl) ) sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); break; case LG_EARTHDRIVE: skill->break_equip(src, EQP_SHIELD, 100 * skill_lv, BCT_SELF); sc_start(src, bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_DRAGONCOMBO: sc_start(src, bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_FALLENEMPIRE: sc_start(src, bl, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_WINDMILL: if( dstsd ) skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); else if( dstmd && !is_boss(bl) ) sc_start(src, bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); break; case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] sc_start(src, bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_EARTHSHAKER: sc_start(src, bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case SR_HOWLINGOFLION: sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SO_EARTHGRAVE: sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] break; case SO_DIAMONDDUST: rate = 5 + 5 * skill_lv; if( sc && sc->data[SC_COOLER_OPTION] ) rate += sc->data[SC_COOLER_OPTION]->val3 / 5; sc_start(src, bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); break; case SO_VARETYR_SPEAR: sc_start(src, bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case GN_SLINGITEM_RANGEMELEEATK: if( sd ) { switch( sd->itemid ) { // Starting SCs here instead of do it in skill->additional_effect to simplify the code. case ITEMID_COCONUT_BOMB: sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000); break; case ITEMID_MELON_BOMB: sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and movement speed break; case ITEMID_BANANA_BOMB: sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE? sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sit down for 3 seconds. break; } sd->itemid = -1; } break; case GN_HELLS_PLANT_ATK: sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); break; case EL_WIND_SLASH: // Non confirmed rate. sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); break; case EL_STONE_HAMMER: rate = 10 * skill_lv; sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); break; case EL_ROCK_CRUSHER: case EL_ROCK_CRUSHER_ATK: sc_start(src, bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); break; case EL_TYPOON_MIS: sc_start(src, bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case KO_JYUMONJIKIRI: sc_start(src, bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv)); break; case KO_MAKIBISHI: sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); break; case MH_LAVA_SLIDE: if (tsc && !tsc->data[SC_BURNING]) sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); break; case MH_STAHL_HORN: sc_start(src, bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); break; case MH_NEEDLE_OF_PARALYZE: sc_start(src, bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); break; case GN_ILLUSIONDOPING: if( sc_start(src, bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate. sc_start(src, bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case MH_XENO_SLASHER: sc_start2(src, bl, SC_BLOODING, 10 * skill_lv, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); break; } if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) { //Pass heritage to Master for status causing effects. [Skotlex] sd = map->id2sd(md->master_id); src = sd?&sd->bl:src; } if( attack_type&BF_WEAPON && skill_id != CR_REFLECTSHIELD ) { // Coma, Breaking Equipment if( sd && sd->special_state.bonus_coma ) { rate = sd->weapon_coma_ele[tstatus->def_ele]; rate += sd->weapon_coma_race[tstatus->race]; rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; if (rate) status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); } if( sd && battle_config.equip_self_break_rate ) { // Self weapon breaking rate = battle_config.equip_natural_break_rate; if( sc ) { if(sc->data[SC_GIANTGROWTH]) rate += 10; if(sc->data[SC_OVERTHRUST]) rate += 10; if(sc->data[SC_OVERTHRUSTMAX]) rate += 10; } if( rate ) skill->break_equip(src, EQP_WEAPON, rate, BCT_SELF); } if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK ) { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity. // Target weapon breaking rate = 0; if( sd ) rate += sd->bonus.break_weapon_rate; if( sc && sc->data[SC_MELTDOWN] ) rate += sc->data[SC_MELTDOWN]->val2; if( rate ) skill->break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY); // Target armor breaking rate = 0; if( sd ) rate += sd->bonus.break_armor_rate; if( sc && sc->data[SC_MELTDOWN] ) rate += sc->data[SC_MELTDOWN]->val3; if( rate ) skill->break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY); } } if( sd && sd->ed && sc && !status->isdead(bl) && !skill_id ) { struct unit_data *ud = unit->bl2ud(src); if( sc->data[SC_WILD_STORM_OPTION] ) temp = sc->data[SC_WILD_STORM_OPTION]->val2; else if( sc->data[SC_UPHEAVAL_OPTION] ) temp = sc->data[SC_UPHEAVAL_OPTION]->val2; else if( sc->data[SC_TROPIC_OPTION] ) temp = sc->data[SC_TROPIC_OPTION]->val3; else if( sc->data[SC_CHILLY_AIR_OPTION] ) temp = sc->data[SC_CHILLY_AIR_OPTION]->val3; else temp = 0; if ( rnd()%100 < 25 && temp ){ skill->castend_damage_id(src, bl, temp, 5, tick, 0); if (ud) { rate = skill->delay_fix(src, temp, skill_lv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ ud->canact_tick = tick+rate; if ( battle_config.display_status_timers ) clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0); } } } } // Autospell when attacking if( sd && !status->isdead(bl) && sd->autospell[0].id ) { struct block_list *tbl; struct unit_data *ud; int i, auto_skill_lv, type, notok; for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) { if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK && sd->autospell[i].flag&attack_type&BF_RANGEMASK && sd->autospell[i].flag&attack_type&BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled temp = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; sd->state.autocast = 1; notok = skill->not_ok(temp, sd); sd->state.autocast = 0; if ( notok ) continue; auto_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1; if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2; if (rnd()%1000 >= rate) continue; tbl = (sd->autospell[i].id < 0) ? src : bl; if( (type = skill->get_casttype(temp)) == CAST_GROUND ) { int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill->get_unit_flag(temp)&UF_NOREITERATION && skill->check_unit_range(src,tbl->x,tbl->y,temp,auto_skill_lv) ) { continue; } if( BL_PC&battle_config.skill_nofootset && skill->get_unit_flag(temp)&UF_NOFOOTSET && skill->check_unit_range2(src,tbl->x,tbl->y,temp,auto_skill_lv) ) { continue; } if( BL_PC&battle_config.land_skill_limit && (maxcount = skill->get_maxcount(temp, auto_skill_lv)) > 0 ) { int v; for(v=0;vud.skillunit[v] && maxcount;v++) { if(sd->ud.skillunit[v]->skill_id == temp) maxcount--; } if( maxcount == 0 ) { continue; } } } if( battle_config.autospell_check_range && !battle->check_range(src, tbl, skill->get_range2(src, temp,auto_skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) continue; if (temp == AS_SONICBLOW) pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. else if (temp == PF_SPIDERWEB) //Special case, due to its nature of coding. type = CAST_GROUND; sd->state.autocast = 1; skill->consume_requirement(sd,temp,auto_skill_lv,1); skill->toggle_magicpower(src, temp); switch (type) { case CAST_GROUND: skill->castend_pos2(src, tbl->x, tbl->y, temp, auto_skill_lv, tick, 0); break; case CAST_NODAMAGE: skill->castend_nodamage_id(src, tbl, temp, auto_skill_lv, tick, 0); break; case CAST_DAMAGE: skill->castend_damage_id(src, tbl, temp, auto_skill_lv, tick, 0); break; } sd->state.autocast = 0; //Set canact delay. [Skotlex] ud = unit->bl2ud(src); if (ud) { rate = skill->delay_fix(src, temp, auto_skill_lv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ ud->canact_tick = tick+rate; if ( battle_config.display_status_timers && sd ) clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0); } } } } //Autobonus when attacking if( sd && sd->autobonus[0].rate ) { int i; for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ ) { if( rnd()%1000 >= sd->autobonus[i].rate ) continue; if( sd->autobonus[i].active != INVALID_TIMER ) continue; if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK && sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK && sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled pc->exeautobonus(sd,&sd->autobonus[i]); } } //Polymorph if(sd && sd->bonus.classchange && attack_type&BF_WEAPON && dstmd && !(tstatus->mode&MD_BOSS) && (rnd()%10000 < sd->bonus.classchange)) { struct mob_db *monster; int class_; temp = 0; do { do { class_ = rnd() % MAX_MOB_DB; } while (!mob->db_checkid(class_)); rate = rnd() % 1000000; monster = mob->db(class_); } while ( (monster->status.mode&(MD_BOSS|MD_PLANT) || monster->summonper[0] <= rate) && (temp++) < 2000); if (temp < 2000) mob->class_change(dstmd,class_); } return 0; } int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, int64 tick) { int temp, skill_lv, i, type, notok; struct block_list *tbl; if( sd == NULL || !skill_id ) return 0; for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) { if( sd->autospell3[i].flag != skill_id ) continue; if( sd->autospell3[i].lock ) continue; // autospell already being executed temp = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id; sd->state.autocast = 1; notok = skill->not_ok(temp, sd); sd->state.autocast = 0; if ( notok ) continue; skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1; if( skill_lv < 0 ) skill_lv = 1 + rnd()%(-skill_lv); if( sd->autospell3[i].id >= 0 && bl == NULL ) continue; // No target if( rnd()%1000 >= sd->autospell3[i].rate ) continue; tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl; if( (type = skill->get_casttype(temp)) == CAST_GROUND ) { int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill->get_unit_flag(temp)&UF_NOREITERATION && skill->check_unit_range(&sd->bl,tbl->x,tbl->y,temp,skill_lv) ) { continue; } if( BL_PC&battle_config.skill_nofootset && skill->get_unit_flag(temp)&UF_NOFOOTSET && skill->check_unit_range2(&sd->bl,tbl->x,tbl->y,temp,skill_lv) ) { continue; } if( BL_PC&battle_config.land_skill_limit && (maxcount = skill->get_maxcount(temp, skill_lv)) > 0 ) { int v; for(v=0;vud.skillunit[v] && maxcount;v++) { if(sd->ud.skillunit[v]->skill_id == temp) maxcount--; } if( maxcount == 0 ) { continue; } } } if( battle_config.autospell_check_range && !battle->check_range(&sd->bl, tbl, skill->get_range2(&sd->bl, temp,skill_lv) + (temp == RG_CLOSECONFINE?0:1)) ) continue; sd->state.autocast = 1; sd->autospell3[i].lock = true; skill->consume_requirement(sd,temp,skill_lv,1); switch( type ) { case CAST_GROUND: skill->castend_pos2(&sd->bl, tbl->x, tbl->y, temp, skill_lv, tick, 0); break; case CAST_NODAMAGE: skill->castend_nodamage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break; case CAST_DAMAGE: skill->castend_damage_id(&sd->bl, tbl, temp, skill_lv, tick, 0); break; } sd->autospell3[i].lock = false; sd->state.autocast = 0; } if( sd && sd->autobonus3[0].rate ) { for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) { if( rnd()%1000 >= sd->autobonus3[i].rate ) continue; if( sd->autobonus3[i].active != INVALID_TIMER ) continue; if( sd->autobonus3[i].atk_type != skill_id ) continue; pc->exeautobonus(sd,&sd->autobonus3[i]); } } return 1; } /* Split off from skill->additional_effect, which is never called when the * attack skill kills the enemy. Place in this function counter status effects * when using skills (eg: Asura's sp regen penalty, or counter-status effects * from cards) that will take effect on the source, not the target. [Skotlex] * Note: Currently this function only applies to Extremity Fist and BF_WEAPON * type of skills, so not every instance of skill->additional_effect needs a call * to this one. */ int skill_counter_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int64 tick) { int rate; struct map_session_data *sd=NULL; struct map_session_data *dstsd=NULL; nullpo_ret(src); nullpo_ret(bl); if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest] sd = BL_CAST(BL_PC, src); dstsd = BL_CAST(BL_PC, bl); if(dstsd && attack_type&BF_WEAPON) { //Counter effects. enum sc_type type; int i, time; for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) { rate = dstsd->addeff2[i].rate; if (attack_type&BF_LONG) rate+=dstsd->addeff2[i].arrow_rate; if (!rate) continue; if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) continue; //Range Failed. } type = dstsd->addeff2[i].id; time = skill->get_time2(status->sc2skill(type),7); if (dstsd->addeff2[i].flag&ATF_TARGET) status->change_start(bl,src,type,rate,7,0,0,0,time,0); if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl)) status->change_start(bl,bl,type,rate,7,0,0,0,time,0); } } switch(skill_id){ case MO_EXTREMITYFIST: sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case GS_FULLBUSTER: sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HFLI_SBR44: // [orn] case HVAN_EXPLOSION: if(src->type == BL_HOM){ TBL_HOM *hd = (TBL_HOM*)src; hd->homunculus.intimacy = 200; if (hd->master) clif->send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100); } break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: attack_type |= BF_WEAPON; break; } if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && rnd()%10000 < battle_config.sg_miracle_skill_ratio) // SG_MIRACLE [Komurka] sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl) && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) && (rate=pc->checkskill(sd,HW_SOULDRAIN)) > 0 ) { // Soul Drain should only work on targeted spells [Skotlex] if( pc_issit(sd) ) pc->setstand(sd); // Character stuck in attacking animation while 'sitting' fix. [Skotlex] if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id ) ; else { clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2); } } if( sd && status->isdead(bl) ) { int sp = 0, hp = 0; if( attack_type&BF_WEAPON ) { sp += sd->bonus.sp_gain_value; sp += sd->sp_gain_race[status_get_race(bl)]; sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS]; hp += sd->bonus.hp_gain_value; } if( attack_type&BF_MAGIC ) { sp += sd->bonus.magic_sp_gain_value; hp += sd->bonus.magic_hp_gain_value; if( skill_id == WZ_WATERBALL ) {// (bugreport:5303) struct status_change *sc = NULL; if( ( sc = status->get_sc(src) ) ) { if( sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL ) sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. } } } if( hp || sp ) { // updated to force healing to allow healing through berserk status->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); } } // Trigger counter-spells to retaliate against damage causing skills. if(dstsd && !status->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) { struct block_list *tbl; struct unit_data *ud; int i, auto_skill_id, auto_skill_lv, type, notok; for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) { if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK && dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK && dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled auto_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; auto_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; if (auto_skill_lv < 0) auto_skill_lv = 1+rnd()%(-auto_skill_lv); rate = dstsd->autospell2[i].rate; if (attack_type&BF_LONG) rate>>=1; dstsd->state.autocast = 1; notok = skill->not_ok(auto_skill_id, dstsd); dstsd->state.autocast = 0; if ( notok ) continue; if (rnd()%1000 >= rate) continue; tbl = (dstsd->autospell2[i].id < 0) ? bl : src; if( (type = skill->get_casttype(auto_skill_id)) == CAST_GROUND ) { int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill->get_unit_flag(auto_skill_id)&UF_NOREITERATION && skill->check_unit_range(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) ) { continue; } if( BL_PC&battle_config.skill_nofootset && skill->get_unit_flag(auto_skill_id)&UF_NOFOOTSET && skill->check_unit_range2(bl,tbl->x,tbl->y,auto_skill_id,auto_skill_lv) ) { continue; } if( BL_PC&battle_config.land_skill_limit && (maxcount = skill->get_maxcount(auto_skill_id, auto_skill_lv)) > 0 ) { int v; for(v=0;vud.skillunit[v] && maxcount;v++) { if(dstsd->ud.skillunit[v]->skill_id == auto_skill_id) maxcount--; } if( maxcount == 0 ) { continue; } } } if( !battle->check_range(src, tbl, skill->get_range2(src, auto_skill_id,auto_skill_lv) + (auto_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) continue; dstsd->state.autocast = 1; skill->consume_requirement(dstsd,auto_skill_id,auto_skill_lv,1); switch (type) { case CAST_GROUND: skill->castend_pos2(bl, tbl->x, tbl->y, auto_skill_id, auto_skill_lv, tick, 0); break; case CAST_NODAMAGE: skill->castend_nodamage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); break; case CAST_DAMAGE: skill->castend_damage_id(bl, tbl, auto_skill_id, auto_skill_lv, tick, 0); break; } dstsd->state.autocast = 0; // Set canact delay. [Skotlex] ud = unit->bl2ud(bl); if (ud) { rate = skill->delay_fix(bl, auto_skill_id, auto_skill_lv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ ud->canact_tick = tick+rate; if ( battle_config.display_status_timers && dstsd ) clif->status_change(bl, SI_POSTDELAY, 1, rate, 0, 0, 0); } } } } //Autobonus when attacked if( dstsd && !status->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) { int i; for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) { if( rnd()%1000 >= dstsd->autobonus2[i].rate ) continue; if( dstsd->autobonus2[i].active != INVALID_TIMER ) continue; if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK && dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK && dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled pc->exeautobonus(dstsd,&dstsd->autobonus2[i]); } } return 0; } /*========================================================================= Breaks equipment. On-non players causes the corresponding strip effect. - rate goes from 0 to 10000 (100.00%) - flag is a BCT_ flag to indicate which type of adjustment should be used (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. --------------------------------------------------------------------------*/ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) { const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM}; const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM}; struct status_change *sc = status->get_sc(bl); int i,j; TBL_PC *sd; sd = BL_CAST(BL_PC, bl); if (sc && !sc->count) sc = NULL; if (sd) { if (sd->bonus.unbreakable_equip) where &= ~sd->bonus.unbreakable_equip; if (sd->bonus.unbreakable) rate -= rate*sd->bonus.unbreakable/100; if (where&EQP_WEAPON) { switch (sd->status.weapon) { case W_FIST: //Bare fists should not break :P case W_1HAXE: case W_2HAXE: case W_MACE: // Axes and Maces can't be broken [DracoRPG] case W_2HMACE: case W_STAFF: case W_2HSTAFF: case W_BOOK: //Rods and Books can't be broken [Skotlex] case W_HUUMA: where &= ~EQP_WEAPON; } } } if (flag&BCT_ENEMY) { if (battle_config.equip_skill_break_rate != 100) rate = rate*battle_config.equip_skill_break_rate/100; } else if (flag&(BCT_PARTY|BCT_SELF)) { if (battle_config.equip_self_break_rate != 100) rate = rate*battle_config.equip_self_break_rate/100; } for (i = 0; i < 4; i++) { if (where&where_list[i]) { if (sc && sc->count && sc->data[scdef[i]]) where&=~where_list[i]; else if (rnd()%10000 >= rate) where&=~where_list[i]; else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. sc_start(bl,bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1)); } } if (!where) //Nothing to break. return 0; if (sd) { for (i = 0; i < EQI_MAX; i++) { j = sd->equip_index[i]; if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j]) continue; switch(i) { case EQI_HEAD_TOP: //Upper Head flag = (where&EQP_HELM); break; case EQI_ARMOR: //Body flag = (where&EQP_ARMOR); break; case EQI_HAND_R: //Left/Right hands case EQI_HAND_L: flag = ( (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) || (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR)); break; case EQI_SHOES: flag = (where&EQP_SHOES); break; case EQI_GARMENT: flag = (where&EQP_GARMENT); break; default: continue; } if (flag) { sd->status.inventory[j].attribute = 1; pc->unequipitem(sd, j, 3); } } clif->equiplist(sd); } return where; //Return list of pieces broken. } int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time) { struct status_change *sc; const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC}; const enum sc_type sc_atk[5] = {SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC__STRIPACCESSARY}; const enum sc_type sc_def[5] = {SC_PROTECTWEAPON, SC_PROTECTSHIELD, SC_PROTECTARMOR, SC_PROTECTHELM, 0}; int i; if (rnd()%100 >= rate) return 0; sc = status->get_sc(bl); if (!sc || sc->option&OPTION_MADOGEAR ) // Mado Gear cannot be divested [Ind] return 0; for (i = 0; i < ARRAYLENGTH(pos); i++) { if (where&pos[i] && sc->data[sc_def[i]]) where&=~pos[i]; } if (!where) return 0; for (i = 0; i < ARRAYLENGTH(pos); i++) { if (where&pos[i] && !sc_start(bl, bl, sc_atk[i], 100, lv, time)) where&=~pos[i]; } return where?1:0; } /*========================================================================= Used to knock back players, monsters, traps, etc - 'count' is the number of squares to knock back - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior) - if 'flag&0x1', position update packets must not be sent. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback -------------------------------------------------------------------------*/ int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) { int dx = 0, dy = 0; struct skill_unit* su = NULL; nullpo_ret(src); if (src != target && map->list[src->m].flag.noknockback) return 0; // No knocking if (count == 0) return 0; // Actual knockback distance is 0. switch (target->type) { case BL_MOB: { struct mob_data* md = BL_CAST(BL_MOB, target); if( md->class_ == MOBID_EMPERIUM ) return 0; if(src != target && is_boss(target)) // Bosses can't be knocked-back return 0; } break; case BL_PC: { struct map_session_data *sd = BL_CAST(BL_PC, target); if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src)) return 0; // Basilica caster can't be knocked-back by normal monsters. if( !(flag&0x2) && src != target && sd->special_state.no_knockback ) return 0; } break; case BL_SKILL: su = (struct skill_unit *)target; if( su && su->group && (su->group->unit_id == UNT_ANKLESNARE || su->group->unit_id == UNT_REVERBERATION)) return 0; // ankle snare cannot be knocked back break; } if (dir == -1) // : do the computation here instead of outside dir = map->calc_dir(target, src->x, src->y); // direction from src to target, reversed if (dir >= 0 && dir < 8) { // take the reversed 'direction' and reverse it dx = -dirx[dir]; dy = -diry[dir]; } return unit->blown(target, dx, dy, count, flag); // send over the proper flag } /* Checks if 'bl' should reflect back a spell cast by 'src'. type is the type of magic attack: 0: indirect (aoe), 1: direct (targeted) In case of success returns type of reflection, otherwise 0 1 - Regular reflection (Maya) 2 - SL_KAITE reflection */ int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) { struct status_change *sc = status->get_sc(bl); struct map_session_data* sd = BL_CAST(BL_PC, bl); if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability return 0; // item-based reflection if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return ) return 1; if( is_boss(src) ) return 0; // status-based reflection if( !sc || sc->count == 0 ) return 0; if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 ) return 1; if( sc->data[SC_KAITE] && (src->type == BL_PC || status->get_lv(src) <= 80) ) {// Kaite only works against non-players if they are low-level. clif->specialeffect(bl, 438, AREA); if( --sc->data[SC_KAITE]->val2 <= 0 ) status_change_end(bl, SC_KAITE, INVALID_TIMER); return 2; } return 0; } /* * ========================================================================= * Does a skill attack with the given properties. * src is the master behind the attack (player/mob/pet) * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL * bl is the target to be attacked. * flag can hold a bunch of information: * flag&0xFFF is passed to the underlying battle_calc_attack for processing * (usually holds number of targets, or just 1 for simple splash attacks) * flag&0x1000 is used to tag that this is a splash-attack (so the damage * packet shouldn't display a skill animation) * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the * client (causes player characters to not scream skill name) *-------------------------------------------------------------------------*/ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { struct Damage dmg; struct status_data *sstatus, *tstatus; struct status_change *sc; struct map_session_data *sd, *tsd; int type; int64 damage; bool rmdamage = false;//magic reflected bool additional_effects = true, shadow_flag = false; if(skill_id > 0 && !skill_lv) return 0; nullpo_ret(src); // Source is the master behind the attack (player/mob/pet) nullpo_ret(dsrc); // dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. nullpo_ret(bl); //Target to be attacked. if (src != dsrc) { //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] if (!status->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) return 0; } else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) { //Note that splash attacks often only check versus the targeted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] if (!status->check_skilluse(src, bl, skill_id, 2)) return 0; } sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); // To block skills that aren't called via battle_check_target [Panikon] // issue: 8203 if( sd && ( (bl->type == BL_MOB && pc_has_permission(sd, PC_PERM_DISABLE_PVM)) || (bl->type == BL_PC && pc_has_permission(sd, PC_PERM_DISABLE_PVP)) ) ) return 0; sstatus = status->get_status_data(src); tstatus = status->get_status_data(bl); sc = status->get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? if(skill_id == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) return 0; //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. if (sc && sc->data[SC_TRICKDEAD]) return 0; dmg = battle->calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF); //Skotlex: Adjusted to the new system if( src->type == BL_PET ) { // [Valaris] struct pet_data *pd = (TBL_PET*)src; if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { int element = skill->get_ele(skill_id, skill_lv); /*if (skill_id == -1) Does it ever worked? element = sstatus->rhw.ele;*/ if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET)) dmg.damage = battle->attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv); else dmg.damage= skill_lv; dmg.damage2=0; dmg.div_= pd->a_skill->div_; } } if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { // Earthquake on multiple targets is not counted as a target skill. [Inkfish] if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) { //Magic reflection, switch caster/target struct block_list *tbl = bl; rmdamage = true; bl = src; src = tbl; dsrc = tbl; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); sc = status->get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. /* bugreport:2564 flag&2 disables double casting trigger */ flag |= 2; /* bugreport:7859 magical reflected zeroes blow count */ dmg.blewcount = 0; //Spirit of Wizard blocks Kaite's reflection if( type == 2 && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) { //Consume one Fragment per hit of the casted skill? [Skotlex] type = tsd?pc->search_inventory(tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0; if (type >= 0) { if ( tsd ) pc->delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME); dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; sc->data[SC_SOULLINK]->val3 = skill_id; sc->data[SC_SOULLINK]->val4 = dsrc->id; } } else if( type != 2 ) /* Kaite bypasses */ additional_effects = false; /** * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target **/ #if MAGIC_REFLECTION_TYPE #ifdef RENEWAL if( dmg.dmg_lv != ATK_MISS ) // Wiz SL canceled and consumed fragment #else // issue:6415 in pre-renewal Kaite reflected the entire damage received // regardless of caster's equipment (Aegis 11.1) if( dmg.dmg_lv != ATK_MISS && type == 1 ) //Wiz SL canceled and consumed fragment #endif { short s_ele = skill->get_ele(skill_id, skill_lv); if (s_ele == -1) // the skill takes the weapon's element s_ele = sstatus->rhw.ele; else if (s_ele == -2) //Use status element s_ele = status_get_attack_sc_element(src,status->get_sc(src)); else if( s_ele == -3 ) //Use random element s_ele = rnd()%ELE_MAX; dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl)); if( sc && sc->data[SC_ENERGYCOAT] ) { struct status_data *st = status->get_status_data(bl); int per = 100*st->sp / st->max_sp -1; //100% should be counted as the 80~99% interval per /=20; //Uses 20% SP intervals. //SP Cost: 1% + 0.5% per every 20% SP if (!status->charge(bl, 0, (10+5*per)*st->max_sp/1000)) status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); //Reduction: 6% + 6% every 20% dmg.damage -= dmg.damage * (6 * (1+per)) / 100; } } #endif /* MAGIC_REFLECTION_TYPE */ } if(sc && sc->data[SC_MAGICROD] && src == dsrc) { int sp = skill->get_sp(skill_id,skill_lv); dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex] sp = sp * sc->data[SC_MAGICROD]->val2 / 100; if(skill_id == WZ_WATERBALL && skill_lv > 1) sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball status->heal(bl, 0, sp, 2); } } damage = dmg.damage + dmg.damage2; if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING || skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_PROPERTYUNDEAD] ) damage = 1; if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){ struct block_list *nbl; nbl = battle->get_enemy_area(bl,bl->x,bl->y,2,BL_CHAR,bl->id); if( nbl ){ // Only one target is chosen. int temp = (int)(damage / (float)(10 / skill_lv)); clif->skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,temp,0), 1, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6); } } //Skill hit type type=(skill_id==0)?5:skill->get_hit(skill_id); if(damage < dmg.div_ //Only skills that knockback even when they miss. [Skotlex] && skill_id != CH_PALMSTRIKE) dmg.blewcount = 0; if(skill_id == CR_GRANDCROSS||skill_id == NPC_GRANDDARKNESS) { if(battle_config.gx_disptype) dsrc = src; if(src == bl) type = 4; else flag|=SD_ANIMATION; } if(skill_id == NJ_TATAMIGAESHI) { dsrc = src; //For correct knockback. flag|=SD_ANIMATION; } if(sd) { int combo = 0; //Used to signal if this skill can be combo'ed later on. struct status_change_entry *sce; if ((sce = sd->sc.data[SC_COMBOATTACK])) {//End combo state after skill is invoked. [Skotlex] switch (skill_id) { case TK_TURNKICK: case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: if (pc->famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time. sce->val1 = skill_id; //Update combo-skill sce->val3 = skill_id; if( sce->timer != INVALID_TIMER ) timer->delete(sce->timer, status->change_timer); sce->timer = timer->add(tick+sce->val4, status->change_timer, src->id, SC_COMBOATTACK); break; } unit->cancel_combo(src); // Cancel combo wait break; default: if( src == dsrc ) // Ground skills are exceptions. [Inkfish] status_change_end(src, SC_COMBOATTACK, INVALID_TIMER); } } switch(skill_id) { case MO_TRIPLEATTACK: if (pc->checkskill(sd, MO_CHAINCOMBO) > 0 || pc->checkskill(sd, SR_DRAGONCOMBO) > 0) combo=1; break; case MO_CHAINCOMBO: if(pc->checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) combo=1; break; case MO_COMBOFINISH: if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] party->skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv); if (pc->checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) combo=1; case CH_TIGERFIST: if (!combo && pc->checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) combo=1; case CH_CHAINCRUSH: if (!combo && pc->checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) combo=1; break; case AC_DOUBLE: if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc->checkskill(sd, HT_POWER)) { //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex] sc_start2(NULL,src,SC_COMBOATTACK,100,HT_POWER,bl->id,2000); clif->combo_delay(src,2000); } break; case TK_COUNTER: { //bonus from SG_FRIEND [Komurka] int level; if(sd->status.party_id>0 && (level = pc->checkskill(sd,SG_FRIEND))) party->skill_check(sd, sd->status.party_id, TK_COUNTER,level); } break; case SL_STIN: case SL_STUN: if (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY]) sc_start(src, src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); break; case GS_FULLBUSTER: //Can't attack nor use items until skill's delay expires. [Skotlex] sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; break; case TK_DODGE: if( pc->checkskill(sd, TK_JUMPKICK) > 0 ) combo = 1; break; case SR_DRAGONCOMBO: if( pc->checkskill(sd, SR_FALLENEMPIRE) > 0 ) combo = 1; break; case SR_FALLENEMPIRE: if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 ) combo = 1; break; } //Switch End if (combo) { //Possible to chain if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */ sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo); clif->combo_delay(src, combo); } } //Display damage. switch( skill_id ) { case PA_GOSPEL: //Should look like Holy Cross [Skotlex] dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); break; //Skills that need be passed as a normal attack for the client to display correctly. case HVAN_EXPLOSION: case NPC_SELFDESTRUCTION: if(src->type==BL_PC) dmg.blewcount = 10; dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] // fall through case KN_AUTOCOUNTER: case NPC_CRITICALSLASH: case TF_DOUBLE: case GS_CHAINACTION: dmg.dmotion = clif->damage(src,bl,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); break; case AS_SPLASHER: if( flag&SD_ANIMATION ) // the surrounding targets dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level else // the central target doesn't display an animation dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level break; case WL_HELLINFERNO: case SR_EARTHSHAKER: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6); break; case KO_MUCHANAGE: if( dmg.dmg_lv == ATK_FLEE ) break; case WL_SOULEXPANSION: case WL_COMET: case NJ_HUUMA: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8); break; case WL_CHAINLIGHTNING_ATK: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6); break; case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND: dmg.amotion = status_get_amotion(src) * 2; case LG_OVERBRAND_PLUSATK: dmg.dmotion = clif->skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5); break; case EL_FIRE_BOMB: case EL_FIRE_BOMB_ATK: case EL_FIRE_WAVE: case EL_FIRE_WAVE_ATK: case EL_FIRE_MANTLE: case EL_CIRCLE_OF_FIRE: case EL_FIRE_ARROW: case EL_ICE_NEEDLE: case EL_WATER_SCREW: case EL_WATER_SCREW_ATK: case EL_WIND_SLASH: case EL_TIDAL_WEAPON: case EL_ROCK_CRUSHER: case EL_ROCK_CRUSHER_ATK: case EL_HURRICANE: case EL_HURRICANE_ATK: case EL_TYPOON_MIS: case EL_TYPOON_MIS_ATK: case KO_BAKURETSU: case NC_MAGMA_ERUPTION: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5); break; case GN_SLINGITEM_RANGEMELEEATK: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6); break; case SC_FEINTBOMB: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,skill_lv,5); break; case GN_CRAZYWEED_ATK: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id, -2, 6); break; case EL_STONE_RAIN: dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5); break; case WM_SEVERE_RAINSTORM_MELEE: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6); break; case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6); break; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_, WL_TETRAVORTEX,-1,5); break; case HT_CLAYMORETRAP: case HT_BLASTMINE: case HT_FLASHER: case HT_FREEZINGTRAP: case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5); if( dsrc != src ) // avoid damage display redundancy break; case HT_LANDMINE: dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type); break; case WZ_SIGHTBLASTER: dmg.dmotion = clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); break; case AB_DUPLELIGHT_MELEE: case AB_DUPLELIGHT_MAGIC: dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */ default: if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit. type = 5; if( bl->type == BL_SKILL ){ TBL_SKILL *su = (TBL_SKILL*)bl; if( su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets clif->skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5); } dmg.dmotion = clif->skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type); break; } map->freeblock_lock(); if(damage > 0 && dmg.flag&BF_SKILL && tsd && pc->checkskill(tsd,RG_PLAGIARISM) && (!sc || !sc->data[SC_PRESERVE]) && damage < tsd->battle_status.hp) { //Updated to not be able to copy skills if the blow will kill you. [Skotlex] int copy_skill = skill_id, cidx = 0; /** * Copy Referral: dummy skills should point to their source upon copying **/ switch( skill_id ) { case AB_DUPLELIGHT_MELEE: case AB_DUPLELIGHT_MAGIC: copy_skill = AB_DUPLELIGHT; break; case WL_CHAINLIGHTNING_ATK: copy_skill = WL_CHAINLIGHTNING; break; case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: copy_skill = WM_REVERBERATION; break; case WM_SEVERE_RAINSTORM_MELEE: copy_skill = WM_SEVERE_RAINSTORM; break; case GN_CRAZYWEED_ATK: copy_skill = GN_CRAZYWEED; break; case GN_HELLS_PLANT_ATK: copy_skill = GN_HELLS_PLANT; break; case GN_SLINGITEM_RANGEMELEEATK: copy_skill = GN_SLINGITEM; break; case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: copy_skill = LG_OVERBRAND; break; } cidx = skill->get_index(copy_skill); if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) && can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru] { int lv, idx = 0; if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) { //Level dependent and limitation. lv = min(lv,skill->get_max(copy_skill)); if( tsd->reproduceskill_id ) { idx = skill->get_index(tsd->reproduceskill_id); if(tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) { tsd->status.skill[idx].id = 0; tsd->status.skill[idx].lv = 0; tsd->status.skill[idx].flag = 0; clif->deleteskill(tsd,tsd->reproduceskill_id); } } tsd->reproduceskill_id = copy_skill; pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL"), copy_skill); pc_setglobalreg(tsd, script->add_str("REPRODUCE_SKILL_LV"), lv); tsd->status.skill[cidx].id = copy_skill; tsd->status.skill[cidx].lv = lv; tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED; clif->addskill(tsd,copy_skill); } else { lv = skill_lv; if ( tsd->cloneskill_id ) { idx = skill->get_index(tsd->cloneskill_id); if ( tsd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED){ tsd->status.skill[idx].id = 0; tsd->status.skill[idx].lv = 0; tsd->status.skill[idx].flag = 0; clif->deleteskill(tsd,tsd->cloneskill_id); } } if ((type = pc->checkskill(tsd,RG_PLAGIARISM)) < lv) lv = type; tsd->cloneskill_id = copy_skill; pc_setglobalreg(tsd, script->add_str("CLONE_SKILL"), copy_skill); pc_setglobalreg(tsd, script->add_str("CLONE_SKILL_LV"), lv); tsd->status.skill[cidx].id = copy_skill; tsd->status.skill[cidx].lv = lv; tsd->status.skill[cidx].flag = SKILL_FLAG_PLAGIARIZED; clif->addskill(tsd,copy_skill); } } } if (dmg.dmg_lv >= ATK_MISS && (type = skill->get_walkdelay(skill_id, skill_lv)) > 0) { //Skills with can't walk delay also stop normal attacking for that //duration when the attack connects. [Skotlex] struct unit_data *ud = unit->bl2ud(src); if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) ud->attackabletime = tick + type; } shadow_flag = skill->check_shadowform(bl, damage, dmg.div_); if( !dmg.amotion ) { //Instant damage if( (!sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag) status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. if( !status->isdead(bl) && additional_effects ) skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); if( damage > 0 ) //Counter status effects [Skotlex] skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); } // Hell Inferno burning status only starts if Fire part hits. if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) ) sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); // Apply knock back chance in SC_TRIANGLESHOT skill. else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0; //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills) if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) { int8 dir = -1; // default switch(skill_id) {//direction case MG_FIREWALL: case PR_SANCTUARY: case SC_TRIANGLESHOT: case SR_KNUCKLEARROW: case GN_WALLOFTHORN: case EL_FIRE_MANTLE: dir = unit->getdir(bl);// backwards break; // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. case WZ_STORMGUST: dir = rnd()%8; break; case WL_CRIMSONROCK: dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]); break; case MC_CARTREVOLUTION: dir = 6; // Official servers push target to the West break; } /* monsters with skill lv higher than MAX_SKILL_LEVEL may get this value beyond the max depending on conditions, we cap to the system's limit */ if( dsrc && dsrc->type == BL_MOB && skill_lv > MAX_SKILL_LEVEL && dmg.blewcount > 25 ) dmg.blewcount = 25; //blown-specific handling switch( skill_id ) { case LG_OVERBRAND_BRANDISH: if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) < dmg.blewcount ) skill->addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION); break; case SR_KNUCKLEARROW: if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) { short dir_x, dir_y; dir_x = dirx[(dir+4)%8]; dir_y = diry[(dir+4)%8]; if( map->getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4); } break; default: skill->blown(dsrc,bl,dmg.blewcount,dir, 0x0 ); if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){ TBL_SKILL *su = (TBL_SKILL*)bl; if( su->group && su->group->skill_id == HT_BLASTMINE) skill->blown(src, bl, 3, -1, 0); } break; } } //Delayed damage must be dealt after the knockback (it needs to know actual position of target) if (dmg.amotion){ if( shadow_flag ){ if( !status->isdead(bl) && additional_effects ) skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); if( dmg.flag > ATK_BLOCK ) skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); }else battle->delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects); } if( sc && sc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) { struct status_change_entry *sce = sc->data[SC_DEVOTION]; struct block_list *d_bl = map->id2bl(sce->val1); if( d_bl && ( (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) || (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id) ) && check_distance_bl(bl, d_bl, sce->val3) ) { if(!rmdamage){ clif->damage(d_bl,d_bl, 0, 0, damage, 0, 0, 0); status_fix_damage(NULL,d_bl, damage, 0); } else{ //Reflected magics are done directly on the target not on paladin //This check is only for magical skill. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage clif->damage(bl,bl, 0, 0, damage, 0, 0, 0); status_fix_damage(bl,bl, damage, 0); } } else { status_change_end(bl, SC_DEVOTION, INVALID_TIMER); if( !dmg.amotion ) status_fix_damage(src,bl,damage,dmg.dmotion); } } if(damage > 0 && !(tstatus->mode&MD_BOSS)) { if( skill_id == RG_INTIMIDATE ) { int rate = 50 + skill_lv * 5; rate = rate + (status->get_lv(src) - status->get_lv(bl)); if(rnd()%100 < rate) skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag); } else if( skill_id == SC_FATALMENACE ) skill->addtimerskill(src,tick + 800,bl->id,skill->area_temp[4],skill->area_temp[5],skill_id,skill_lv,0,flag); } if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) dmg.flag |= BF_WEAPON; if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON || (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) ) { if (battle_config.left_cardfix_to_right) battle->drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS); else battle->drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); } if( damage > 0 ) { /** * Post-damage effects **/ switch( skill_id ) { case GC_VENOMPRESSURE: { struct status_change *ssc = status->get_sc(src); if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) { short rate = 100; if ( ssc->data[SC_POISONINGWEAPON]->val1 == 9 )// Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] rate = 100 - tstatus->int_ * 4 / 5; sc_start(src, bl,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); status_change_end(src,SC_POISONINGWEAPON,-1); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } } break; case WM_METALICSOUND: status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10))); break; case SR_TIGERCANNON: status_zap(bl, 0, damage/10); // 10% of damage dealt break; } if( sd ) skill->onskillusage(sd, bl, skill_id, tick); } if (!(flag&2) && (skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && (sc = status->get_sc(src)) && sc->data[SC_DOUBLECASTING] && rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2 ) { //skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); } map->freeblock_unlock(); return (int)cap_value(damage,INT_MIN,INT_MAX); } /*========================================== * sub function for recursive skill call. * Checking bl battle flag and display damage * then call func with source,target,skill_id,skill_lv,tick,flag *------------------------------------------*/ int skill_area_sub(struct block_list *bl, va_list ap) { struct block_list *src; uint16 skill_id,skill_lv; int flag; int64 tick; SkillFunc func; nullpo_ret(bl); src = va_arg(ap,struct block_list *); skill_id = va_arg(ap,int); skill_lv = va_arg(ap,int); tick = va_arg(ap,int64); flag = va_arg(ap,int); func = va_arg(ap,SkillFunc); if(battle->check_target(src,bl,flag) > 0) { // several splash skills need this initial dummy packet to display correctly if (flag&SD_PREAMBLE && skill->area_temp[2] == 0) clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if (flag&(SD_SPLASH|SD_PREAMBLE)) skill->area_temp[2]++; return func(src,bl,skill_id,skill_lv,tick,flag); } return 0; } int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { struct skill_unit *su; uint16 skill_id,g_skill_id; su = (struct skill_unit *)bl; if(bl->prev == NULL || bl->type != BL_SKILL) return 0; if(!su->alive) return 0; skill_id = va_arg(ap,int); g_skill_id = su->group->skill_id; switch (skill_id) { case MH_STEINWAND: case MG_SAFETYWALL: case AL_PNEUMA: case SC_MAELSTROM: case SO_ELEMENTAL_SHIELD: if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD) return 0; break; case AL_WARP: case HT_SKIDTRAP: case MA_SKIDTRAP: case HT_LANDMINE: case MA_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case MA_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case HT_TALKIEBOX: case HP_BASILICA: case RA_ELECTRICSHOCKER: case RA_CLUSTERBOMB: case RA_MAGENTATRAP: case RA_COBALTTRAP: case RA_MAIZETRAP: case RA_VERDURETRAP: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: case SC_DIMENSIONDOOR: case SC_BLOODYLUST: case SC_CHAOSPANIC: case GN_HELLS_PLANT: //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) if (skill_id != g_skill_id && !(skill->get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST) return 0; break; default: //Avoid stacking with same kind of trap. [Skotlex] if (g_skill_id != skill_id) return 0; break; } return 1; } int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { //Non players do not check for the skill's splash-trigger area. int range = bl->type == BL_PC ? skill->get_unit_range(skill_id, skill_lv):0; int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); if ( layout_type == - 1 || layout_type > MAX_SQUARE_LAYOUT ) { ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id); return 0; } range += layout_type; return map->foreachinarea(skill->check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id); } int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { uint16 skill_id; if(bl->prev == NULL) return 0; skill_id = va_arg(ap,int); if( status->isdead(bl) && skill_id != AL_WARP ) return 0; if( skill_id == HP_BASILICA && bl->type == BL_PC ) return 0; if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM ) return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] return 1; } int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { int range, type; switch (skill_id) { // to be expanded later case WZ_ICEWALL: range = 2; break; case SC_MANHOLE: range = 0; break; case GN_HELLS_PLANT: range = 0; break; default: { int layout_type = skill->get_unit_layout_type(skill_id,skill_lv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id); return 0; } range = skill->get_unit_range(skill_id,skill_lv) + layout_type; } break; } // if the caster is a monster/NPC, only check for players // otherwise just check characters if (bl->type == BL_PC) type = BL_CHAR; else type = BL_PC; return map->foreachinarea(skill->check_unit_range2_sub, bl->m, x - range, y - range, x + range, y + range, type, skill_id); } /*========================================== * Checks that you have the requirements for casting a skill for homunculus/mercenary. * Flag: * &1: finished casting the skill (invoke hp/sp/item consumption) * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) *------------------------------------------*/ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, int type) { struct status_data *st; struct map_session_data *sd = NULL; int i, hp, sp, hp_rate, sp_rate, state, mhp; uint16 idx; int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; if( lv < 1 || lv > MAX_SKILL_LEVEL ) return 0; nullpo_ret(bl); switch( bl->type ) { case BL_HOM: sd = ((TBL_HOM*)bl)->master; break; case BL_MER: sd = ((TBL_MER*)bl)->master; break; } st = status->get_status_data(bl); if( (idx = skill->get_index(skill_id)) == 0 ) return 0; // Requirements for( i = 0; i < ARRAYLENGTH(itemid); i++ ) { itemid[i] = skill->db[idx].itemid[i]; amount[i] = skill->db[idx].amount[i]; } hp = skill->db[idx].hp[lv-1]; sp = skill->db[idx].sp[lv-1]; hp_rate = skill->db[idx].hp_rate[lv-1]; sp_rate = skill->db[idx].sp_rate[lv-1]; state = skill->db[idx].state; if( (mhp = skill->db[idx].mhp[lv-1]) > 0 ) hp += (st->max_hp * mhp) / 100; if( hp_rate > 0 ) hp += (st->hp * hp_rate) / 100; else hp += (st->max_hp * (-hp_rate)) / 100; if( sp_rate > 0 ) sp += (st->sp * sp_rate) / 100; else sp += (st->max_sp * (-sp_rate)) / 100; if( bl->type == BL_HOM ) { // Intimacy Requirements struct homun_data *hd = BL_CAST(BL_HOM, bl); switch( skill_id ) { case HFLI_SBR44: if( hd->homunculus.intimacy <= 200 ) return 0; break; case HVAN_EXPLOSION: if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate ) return 0; break; } } if( !(type&2) ) { if( hp > 0 && st->hp <= (unsigned int)hp ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0); return 0; } if( sp > 0 && st->sp <= (unsigned int)sp ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0); return 0; } } if( !type ) switch( state ) { case ST_MOVE_ENABLE: if( !unit->can_move(bl) ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return 0; } break; } if( !(type&1) ) return 1; // Check item existences for( i = 0; i < ARRAYLENGTH(itemid); i++ ) { index[i] = -1; if( itemid[i] < 1 ) continue; // No item index[i] = pc->search_inventory(sd, itemid[i]); if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i]|(itemid[i] << 16)); return 0; } } // Consume items for( i = 0; i < ARRAYLENGTH(itemid); i++ ) { if( index[i] >= 0 ) pc->delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME); } if( type&2 ) return 1; if( sp || hp ) status_zap(bl, hp, sp); return 1; } /*========================================== * what the hell it doesn't need to receive this many params, it doesn't do anything ~_~ *------------------------------------------*/ int skill_area_sub_count(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { return 1; } /*========================================== * *------------------------------------------*/ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { struct block_list *src = map->id2bl(id),*target; struct unit_data *ud = unit->bl2ud(src); struct skill_timerskill *skl; int range; nullpo_ret(src); nullpo_ret(ud); skl = ud->skilltimerskill[data]; nullpo_ret(skl); ud->skilltimerskill[data] = NULL; do { if(src->prev == NULL) break; // Source not on Map if(skl->target_id) { target = map->id2bl(skl->target_id); if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) ) target = src; //Required since it has to warp. if(target == NULL) break; // Target offline? if(target->prev == NULL) break; // Target not on Map if(src->m != target->m) break; // Different Maps if(status->isdead(src)){ // Exceptions switch(skl->skill_id){ case WL_CHAINLIGHTNING_ATK: case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: case SR_FLASHCOMBO_ATK_STEP1: case SR_FLASHCOMBO_ATK_STEP2: case SR_FLASHCOMBO_ATK_STEP3: case SR_FLASHCOMBO_ATK_STEP4: break; default: continue; // Caster is Dead } } if(status->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) break; switch(skl->skill_id) { case RG_INTIMIDATE: if (unit->warp(src,-1,-1,-1,CLR_TELEPORT) == 0) { short x,y; map->search_freecell(src, 0, &x, &y, 1, 1, 0); if (target != src && !status->isdead(target)) unit->warp(target, -1, x, y, CLR_TELEPORT); } break; case BA_FROSTJOKER: case DC_SCREAM: range= skill->get_splash(skl->skill_id, skl->skill_lv); map->foreachinarea(skill->frostjoke_scream,skl->map,skl->x-range,skl->y-range, skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick); break; case KN_AUTOCOUNTER: clif->skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1); break; case NPC_EARTHQUAKE: if( skl->type > 1 ) skill->addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); skill->area_temp[0] = map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); skill->area_temp[1] = src->id; skill->area_temp[2] = 0; map->foreachinrange(skill->area_sub, src, skill->get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill->castend_damage_id); break; case WZ_WATERBALL: skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify if (!status->isdead(target)) skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); if (skl->type>1 && !status->isdead(target) && !status->isdead(src)) { skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); } else { struct status_change *sc = status->get_sc(src); if(sc) { if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD && sc->data[SC_SOULLINK]->val3 == skl->skill_id) sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. } } break; /** * Warlock **/ case WL_CHAINLIGHTNING_ATK: { struct block_list *nbl = NULL; // Next Target of Chain skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type)); // Hit a Lightning on the current Target skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 ) { // Remaining Chains Hit nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one... if( nbl == NULL) skl->x++; else skl->x = 0; skill->addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); } } break; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: clif->skill_nodamage(src, target, skl->skill_id, skl->skill_lv, 1); skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag); skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify if( skl->type == 4 ){ const enum sc_type scs[] = { SC_BURNING, SC_BLOODING, SC_FROSTMISTY, SC_STUN }; // status inflicts are depend on what summoned element is used. int rate = skl->y, index = skl->x-1; sc_start2(src,target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1)); } break; case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: skill->attack(skill->get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL); break; case SC_FATALMENACE: if( src == target ) // Casters Part unit->warp(src, -1, skl->x, skl->y, CLR_TELEPORT); else { // Target's Part short x = skl->x, y = skl->y; map->search_freecell(NULL, target->m, &x, &y, 2, 2, 1); unit->warp(target,-1,x,y,CLR_TELEPORT); } break; case LG_MOONSLASHER: case SR_WINDMILL: if( target->type == BL_PC ) { struct map_session_data *tsd = NULL; if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) { pc_setsit(tsd); skill->sit(tsd,1); clif->sitting(&tsd->bl); } } break; case SR_KNUCKLEARROW: skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); break; case GN_SPORE_EXPLOSION: map->foreachinrange(skill->area_sub, target, skill->get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, (int64)0, skl->flag|1|BCT_ENEMY, skill->castend_damage_id); break; case SR_FLASHCOMBO_ATK_STEP1: case SR_FLASHCOMBO_ATK_STEP2: case SR_FLASHCOMBO_ATK_STEP3: case SR_FLASHCOMBO_ATK_STEP4: if( src->type == BL_PC ) { struct map_session_data *sd = NULL; const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW}; if( (sd = ((TBL_PC*)src)) ){ uint16 cid = combos[skl->skill_id-SR_FLASHCOMBO_ATK_STEP1]; if( distance_xy(src->x, src->y, target->x, target->y) >= 3 ) break; skill->consume_requirement(sd,cid,pc->checkskill(sd, cid),1); skill->castend_damage_id(src, target, cid, pc->checkskill(sd, cid), tick, 0); } } break; case SC_ESCAPE: if( skl->type < 4+skl->skill_lv ){ clif->skill_damage(src,src,tick,0,0,-30000,1,skl->skill_id,skl->skill_lv,5); skill->blown(src,src,1,unit->getdir(src),0); skill->addtimerskill(src,tick+80,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type+1,0); } break; case RK_HUNDREDSPEAR: if(src->type == BL_PC) { int skill_lv = pc->checkskill((TBL_PC *)src, KN_SPEARBOOMERANG); if(skill_lv > 0) skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, skill_lv, tick, skl->flag); } else skill->attack(BF_WEAPON, src, src, target, KN_SPEARBOOMERANG, 1, tick, skl->flag); break; case CH_PALMSTRIKE: { struct status_change* tsc = status->get_sc(target); struct status_change* sc = status->get_sc(src); if( (tsc && tsc->option&OPTION_HIDE) || (sc && sc->option&OPTION_HIDE) ) { skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 ); break; } } default: skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; } } else { if(src->m != skl->map) break; switch( skl->skill_id ) { case WZ_METEOR: if( skl->type >= 0 ) { int x = skl->type>>16, y = skl->type&0xFFFF; if( path->search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) ) skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag); if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); } else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); break; // fall through ... case WL_EARTHSTRAIN: skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag); break; case LG_OVERBRAND_BRANDISH: skill->area_temp[1] = 0; map->foreachinpath(skill->attack_area,src->m,src->x,src->y,skl->x,skl->y,4,2,BL_CHAR, skill->get_type(skl->skill_id),src,src,skl->skill_id,skl->skill_lv,tick,skl->flag,BCT_ENEMY); break; case GN_CRAZYWEED: if( skl->type >= 0 ) { int x = skl->type>>16, y = skl->type&0xFFFF; if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) skill->castend_pos2(src, x, y, GN_CRAZYWEED_ATK, skl->skill_lv, tick, skl->flag); } else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) skill->castend_pos2(src, skl->x, skl->y, GN_CRAZYWEED_ATK, skl->skill_lv, tick, skl->flag); break; } } } while (0); //Free skl now that it is no longer needed. ers_free(skill->timer_ers, skl); return 0; } /*========================================== * *------------------------------------------*/ int skill_addtimerskill(struct block_list *src, int64 tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag) { int i; struct unit_data *ud; nullpo_retr(1, src); if (src->prev == NULL) return 0; ud = unit->bl2ud(src); nullpo_retr(1, ud); ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 ); if( i == MAX_SKILLTIMERSKILL ) return 1; ud->skilltimerskill[i] = ers_alloc(skill->timer_ers, struct skill_timerskill); ud->skilltimerskill[i]->timer = timer->add(tick, skill->timerskill, src->id, i); ud->skilltimerskill[i]->src_id = src->id; ud->skilltimerskill[i]->target_id = target; ud->skilltimerskill[i]->skill_id = skill_id; ud->skilltimerskill[i]->skill_lv = skill_lv; ud->skilltimerskill[i]->map = src->m; ud->skilltimerskill[i]->x = x; ud->skilltimerskill[i]->y = y; ud->skilltimerskill[i]->type = type; ud->skilltimerskill[i]->flag = flag; return 0; } /*========================================== * *------------------------------------------*/ int skill_cleartimerskill (struct block_list *src) { int i; struct unit_data *ud; nullpo_ret(src); ud = unit->bl2ud(src); nullpo_ret(ud); for(i=0;iskilltimerskill[i]) { switch(ud->skilltimerskill[i]->skill_id){ case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: case SR_FLASHCOMBO_ATK_STEP1: case SR_FLASHCOMBO_ATK_STEP2: case SR_FLASHCOMBO_ATK_STEP3: case SR_FLASHCOMBO_ATK_STEP4: continue; } timer->delete(ud->skilltimerskill[i]->timer, skill->timerskill); ers_free(skill->timer_ers, ud->skilltimerskill[i]); ud->skilltimerskill[i]=NULL; } } return 1; } int skill_activate_reverberation(struct block_list *bl, va_list ap) { struct skill_unit *su = (TBL_SKILL*)bl; struct skill_unit_group *sg; if( bl->type != BL_SKILL ) return 0; if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION && sg->unit_id == UNT_REVERBERATION ) { int64 tick = timer->gettick(); clif->changetraplook(bl,UNT_USED_TRAPS); map->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, tick); su->limit = DIFF_TICK32(tick,sg->tick)+1500; sg->unit_id = UNT_USED_TRAPS; } return 0; } int skill_reveal_trap (struct block_list *bl, va_list ap) { TBL_SKILL *su = (TBL_SKILL*)bl; if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] //clif->changetraplook(bl, su->group->unit_id); clif->getareachar_skillunit(&su->bl,su,AREA); return 1; } return 0; } /*========================================== * * *------------------------------------------*/ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { struct map_session_data *sd = NULL; struct status_data *tstatus; struct status_change *sc; if (skill_id > 0 && !skill_lv) return 0; nullpo_retr(1, src); nullpo_retr(1, bl); if (src->m != bl->m) return 1; if (bl->prev == NULL) return 1; sd = BL_CAST(BL_PC, src); if (status->isdead(bl)) return 1; if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) { //GTB makes all targeted magic display miss with a single bolt. sc_type sct = status->skill2sc(skill_id); if(sct != SC_NONE) status_change_end(bl, sct, INVALID_TIMER); clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id)); return 1; } sc = status->get_sc(src); if (sc && !sc->count) sc = NULL; //Unneeded tstatus = status->get_status_data(bl); map->freeblock_lock(); switch(skill_id) { case MER_CRASH: case SM_BASH: case MS_BASH: case MC_MAMMONITE: case TF_DOUBLE: case AC_DOUBLE: case MA_DOUBLE: case AS_SONICBLOW: case KN_PIERCE: case ML_PIERCE: case KN_SPEARBOOMERANG: case TF_POISON: case TF_SPRINKLESAND: case AC_CHARGEARROW: case MA_CHARGEARROW: case RG_INTIMIDATE: case AM_ACIDTERROR: case BA_MUSICALSTRIKE: case DC_THROWARROW: case BA_DISSONANCE: case CR_HOLYCROSS: case NPC_DARKCROSS: case CR_SHIELDCHARGE: case CR_SHIELDBOOMERANG: case NPC_PIERCINGATT: case NPC_MENTALBREAKER: case NPC_RANGEATTACK: case NPC_CRITICALSLASH: case NPC_COMBOATTACK: case NPC_GUIDEDATTACK: case NPC_POISON: case NPC_RANDOMATTACK: case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_TELEKINESISATTACK: case NPC_UNDEADATTACK: case NPC_ARMORBRAKE: case NPC_WEAPONBRAKER: case NPC_HELMBRAKE: case NPC_SHIELDBRAKE: case NPC_BLINDATTACK: case NPC_SILENCEATTACK: case NPC_STUNATTACK: case NPC_PETRIFYATTACK: case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case LK_AURABLADE: case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: case LK_HEADCRUSH: case CG_ARROWVULCAN: case HW_MAGICCRASHER: case ITM_TOMAHAWK: case MO_TRIPLEATTACK: case CH_CHAINCRUSH: case CH_TIGERFIST: case PA_SHIELDCHAIN: // 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: #ifndef RENEWAL case ASC_BREAKER: #endif case HFLI_MOON: //[orn] case HFLI_SBR44: //[orn] case NPC_BLEEDING: case NPC_CRITICALWOUND: case NPC_HELLPOWER: case RK_SONICWAVE: case RK_STORMBLAST: case AB_DUPLELIGHT_MELEE: case RA_AIMEDBOLT: case NC_AXEBOOMERANG: case NC_POWERSWING: case GC_CROSSIMPACT: case GC_VENOMPRESSURE: case SC_TRIANGLESHOT: case SC_FEINTBOMB: case LG_BANISHINGPOINT: case LG_SHIELDPRESS: case LG_RAGEBURST: case LG_RAYOFGENESIS: case LG_HESPERUSLIT: case SR_FALLENEMPIRE: case SR_CRESCENTELBOW_AUTOSPELL: case SR_GATEOFHELL: case SR_GENTLETOUCH_QUIET: case WM_SEVERE_RAINSTORM_MELEE: case WM_GREAT_ECHO: case GN_CRAZYWEED_ATK: case GN_SLINGITEM_RANGEMELEEATK: case KO_JYUMONJIKIRI: case KO_SETSUDAN: case GC_DARKCROW: case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; /** * Mechanic (MADO GEAR) **/ case NC_BOOSTKNUCKLE: case NC_PILEBUNKER: case NC_COLDSLOWER: if (sd) pc->overheat(sd,1); case RK_WINDCUTTER: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); break; case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) switch( rnd()%6 ){ case 0: flag |= BREAK_ANKLE; break; case 1: flag |= BREAK_WRIST; break; case 2: flag |= BREAK_KNEE; break; case 3: flag |= BREAK_SHOULDER; break; case 4: flag |= BREAK_WAIST; break; case 5: flag |= BREAK_NECK; break; } //TODO: is there really no cleaner way to do this? sc = status->get_sc(bl); if (sc) sc->jb_flag = flag; skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case MO_COMBOFINISH: if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) { //Becomes a splash attack when Soul Linked. map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv),splash_target(src), src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); } else skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case TK_STORMKICK: // Taekwon kicks [Dralnu] clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->area_temp[1] = 0; map->foreachinrange(skill->attack_area, src, skill->get_splash(skill_id, skill_lv), splash_target(src), BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); break; case KN_CHARGEATK: { bool path_exists = path->search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); unsigned int dist = distance_bl(src, bl); uint8 dir = map->calc_dir(bl, src->x, src->y); // teleport to target (if not on WoE grounds) if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 0, 1) ) clif->slide(src, bl->x, bl->y); // cause damage and knockback if the path to target was a straight one if( path_exists ) { skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist); skill->blown(src, bl, dist, dir, 0); //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, // make the caster look in the direction of the target unit->setdir(src, (dir+4)%8); } } break; case NC_FLAMELAUNCHER: if (sd) pc->overheat(sd,1); case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: case NJ_KAMAITACHI: case LG_CANNONSPEAR: //It won't shoot through walls since on castend there has to be a direct //line of sight between caster and target. skill->area_temp[1] = bl->id; map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); break; case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: skill->area_temp[1] = bl->id; map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); break; case MO_INVESTIGATE: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); break; case RG_BACKSTAP: { uint8 dir = map->calc_dir(src, bl->x, bl->y), t_dir = unit->getdir(bl); if ((!check_distance_bl(src, bl, 0) && !map->check_dir(dir, t_dir)) || bl->type == BL_SKILL) { status_change_end(src, SC_HIDING, INVALID_TIMER); skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] unit->setdir(bl,dir); } else if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case MO_FINGEROFFENSIVE: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if (battle_config.finger_offensive_type && sd) { int i; for (i = 1; i < sd->spiritball_old; i++) skill->addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); } status_change_end(src, SC_BLADESTOP, INVALID_TIMER); break; case MO_CHAINCOMBO: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); break; case NJ_ISSEN: case MO_EXTREMITYFIST: { short x, y, i = 2; // Move 2 cells for Issen(from target) struct block_list *mbl = bl; short dir = 0; skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if( skill_id == MO_EXTREMITYFIST ) { mbl = src; i = 3; // for Asura(from caster) status->set_sp(src, 0, 0); status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL sc_start(src, src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); #endif // RENEWAL } else { status_change_end(src, SC_NJ_NEN, INVALID_TIMER); status_change_end(src, SC_HIDING, INVALID_TIMER); #ifdef RENEWAL status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0); #else // not RENEWAL status->set_hp(src, 1, 0); #endif // RENEWAL } dir = map->calc_dir(src,bl->x,bl->y); if( dir > 0 && dir < 4) x = -i; else if( dir > 4 ) x = i; else x = 0; if( dir > 2 && dir < 6 ) y = -i; else if( dir == 7 || dir < 2 ) y = i; else y = 0; if( (mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground) ) // only NJ_ISSEN don't have slide effect in GVG && unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) { clif->slide(src, src->x, src->y); clif->fixpos(src); clif->spiritball(src); } } break; //Splash attack skills. case AS_GRIMTOOTH: case MC_CARTREVOLUTION: case NPC_SPLASHATTACK: flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit case AS_SPLASHER: case SM_MAGNUM: case MS_MAGNUM: case HT_BLITZBEAT: case AC_SHOWER: case MA_SHOWER: case MG_NAPALMBEAT: case MG_FIREBALL: case RG_RAID: case HW_NAPALMVULCAN: case NJ_HUUMA: case NJ_BAKUENRYU: case ASC_METEORASSAULT: case GS_DESPERADO: case GS_SPREADATTACK: case NPC_EARTHQUAKE: case NPC_PULSESTRIKE: case NPC_HELLJUDGEMENT: case NPC_VAMPIRE_GIFT: case RK_IGNITIONBREAK: case AB_JUDEX: case WL_SOULEXPANSION: case WL_CRIMSONROCK: case WL_COMET: case WL_JACKFROST: case RA_ARROWSTORM: case RA_WUGDASH: case NC_VULCANARM: case NC_ARMSCANNON: case NC_SELFDESTRUCTION: case NC_AXETORNADO: case GC_ROLLINGCUTTER: case GC_COUNTERSLASH: case LG_MOONSLASHER: case LG_EARTHDRIVE: case SR_TIGERCANNON: case SR_RAMPAGEBLASTER: case SR_SKYNETBLOW: case SR_WINDMILL: case SR_RIDEINLIGHTNING: case WM_REVERBERATION: case SO_VARETYR_SPEAR: case GN_CART_TORNADO: case GN_CARTCANNON: case KO_HAPPOKUNAI: case KO_HUUMARANKA: case KO_MUCHANAGE: case KO_BAKURETSU: case GN_ILLUSIONDOPING: case MH_XENO_SLASHER: if( flag&1 ) {//Recursive invocation // skill->area_temp[0] holds number of targets in area // skill->area_temp[1] holds the id of the original target // skill->area_temp[2] counts how many targets have already been processed int sflag = skill->area_temp[0] & 0xFFF, heal; if( flag&SD_LEVEL ) sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level if( (skill->area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION ) sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) { clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); status->heal(src,heal,0,0); } } else { switch ( skill_id ) { case NJ_BAKUENRYU: case LG_EARTHDRIVE: case GN_CARTCANNON: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case SR_TIGERCANNON: case GC_COUNTERSLASH: case GC_ROLLINGCUTTER: flag |= SD_ANIMATION; case LG_MOONSLASHER: case MH_XENO_SLASHER: clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); break; case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? skill->addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1); default: break; } skill->area_temp[0] = 0; skill->area_temp[1] = bl->id; skill->area_temp[2] = 0; if( skill_id == WL_CRIMSONROCK ) { skill->area_temp[4] = bl->x; skill->area_temp[5] = bl->y; } if( skill_id == NC_VULCANARM ) if (sd) pc->overheat(sd,1); // if skill damage should be split among targets, count them //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets //special case: Venom Splasher uses a different range for searching than for splashing if( flag&SD_LEVEL || skill->get_nk(skill_id)&NK_SPLASHSPLIT ) skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); // recursive invocation of skill->castend_damage_id() with flag|1 map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); } break; case KN_BRANDISHSPEAR: case ML_BRANDISH: //Coded apart for it needs the flag passed to the damage calculation. if (skill->area_temp[1] != bl->id) skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); else skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); break; case KN_BOWLINGBASH: case MS_BOWLINGBASH: if(flag&1){ if(bl->id==skill->area_temp[1]) break; //two hits for 500% skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION); skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION); } else { int i,c; c = skill->get_blewcount(skill_id,skill_lv); // keep moving target in the direction that src is looking, square by square for(i=0;iblown(src,bl,1,(unit->getdir(src)+4)%8,0x1)) break; //Can't knockback skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); if( skill->area_temp[0] > 1 ) break; // collision } clif->blown(bl); //Update target pos. if (i!=c) { //Splash skill->area_temp[1] = bl->id; map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); } //Weirdo dual-hit property, two attacks for 500% skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0); skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0); } break; case KN_SPEARSTAB: if(flag&1) { if (bl->id==skill->area_temp[1]) break; if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION)) skill->blown(src,bl,skill->area_temp[2],-1,0); } else { int x=bl->x,y=bl->y,i,dir; dir = map->calc_dir(bl,src->x,src->y); skill->area_temp[1] = bl->id; skill->area_temp[2] = skill->get_blewcount(skill_id,skill_lv); // all the enemies between the caster and the target are hit, as well as the target if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0)) skill->blown(src,bl,skill->area_temp[2],-1,0); for (i=0;i<4;i++) { map->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,src,skill_id,skill_lv, tick,flag|BCT_ENEMY|1,skill->castend_damage_id); x += dirx[dir]; y += diry[dir]; } } break; case TK_TURNKICK: case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] { skill->area_temp[1] = bl->id; //NOTE: This is used in skill->castend_nodamage_id to avoid affecting the target. if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag)) map->foreachinrange(skill->area_sub,bl, skill->get_splash(skill_id, skill_lv),BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1, skill->castend_nodamage_id); } break; case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] // clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ clif->damage(src,bl,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); break; case PR_TURNUNDEAD: case ALL_RESURRECTION: if (!battle->check_undead(tstatus->race, tstatus->def_ele)) break; skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; case MG_SOULSTRIKE: case NPC_DARKSTRIKE: case MG_COLDBOLT: case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case WZ_EARTHSPIKE: case AL_HEAL: case AL_HOLYLIGHT: case WZ_JUPITEL: case NPC_DARKTHUNDER: case PR_ASPERSIO: case MG_FROSTDIVER: case WZ_SIGHTBLASTER: case WZ_SIGHTRASHER: case NJ_KOUENKA: case NJ_HYOUSENSOU: case NJ_HUUJIN: case AB_ADORAMUS: case AB_RENOVATIO: case AB_HIGHNESSHEAL: case AB_DUPLELIGHT_MAGIC: case WM_METALICSOUND: case MH_ERASER_CUTTER: case KO_KAIHOU: skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; case NPC_MAGICALATTACK: skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); sc_start(src, src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case HVAN_CAPRICE: //[blackhole89] { int ran=rnd()%4; int sid = 0; switch(ran) { case 0: sid=MG_COLDBOLT; break; case 1: sid=MG_FIREBOLT; break; case 2: sid=MG_LIGHTNINGBOLT; break; case 3: sid=WZ_EARTHSPIKE; break; } skill->attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL); } break; case WZ_WATERBALL: { int range = skill_lv / 2; int maxlv = skill->get_max(skill_id); // learnable level int count = 0; int x, y; struct skill_unit *su; if( skill_lv > maxlv ) { if( src->type == BL_MOB && skill_lv == 10 ) range = 4; else range = maxlv / 2; } for( y = src->y - range; y <= src->y + range; ++y ) for( x = src->x - range; x <= src->x + range; ++x ) { if( !map->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) { if( src->type != BL_PC || map->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement count++; // natural water cell else if( (su = map->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (su = map->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) { count++; // skill-induced water cell skill->delunit(su); // consume cell } } } if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs skill->addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag); } skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; case PR_BENEDICTIO: //Should attack undead and demons. [Skotlex] if (battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) skill->attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); break; case SL_SMA: status_change_end(src, SC_SMA_READY, INVALID_TIMER); case SL_STIN: case SL_STUN: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; case NPC_DARKBREATH: clif->emotion(src,E_AG); case SN_FALCONASSAULT: case PA_PRESSURE: case CR_ACIDDEMONSTRATION: case TF_THROWSTONE: case NPC_SMOKING: case GS_FLING: case NJ_ZENYNAGE: case GN_THORNS_TRAP: case GN_HELLS_PLANT_ATK: #ifdef RENEWAL case ASC_BREAKER: #endif skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); break; /** * Rune Knight **/ case RK_DRAGONBREATH_WATER: case RK_DRAGONBREATH: { struct status_change *tsc = NULL; if( (tsc = status->get_sc(bl)) && (tsc->data[SC_HIDING] )) { clif->skill_nodamage(src,src,skill_id,skill_lv,1); } else skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); } break; case NPC_SELFDESTRUCTION: { struct status_change *tsc = NULL; if( (tsc = status->get_sc(bl)) && tsc->data[SC_HIDING] ) break; } case HVAN_EXPLOSION: if (src != bl) skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); break; // [Celest] case PF_SOULBURN: if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if (skill_lv == 5) skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); status_percent_damage(src, bl, 0, 100, false); } else { clif->skill_nodamage(src,src,skill_id,skill_lv,1); if (skill_lv == 5) skill->attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag); status_percent_damage(src, src, 0, 100, false); } break; case NPC_BLOODDRAIN: case NPC_ENERGYDRAIN: { int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); if (heal > 0){ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); status->heal(src, heal, 0, 0); } } break; case GS_BULLSEYE: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case NJ_KASUMIKIRI: if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0) sc_start(src,src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case NJ_KIRIKAGE: if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { //You don't move on GVG grounds. short x, y; map->search_freecell(bl, 0, &x, &y, 1, 1, 0); if (unit->movepos(src, x, y, 0, 0)) clif->slide(src,src->x,src->y); } status_change_end(src, SC_HIDING, INVALID_TIMER); skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case RK_HUNDREDSPEAR: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if(rnd()%100 < (10 + 3*skill_lv)) { if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 ) break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. skill->blown(src,bl,6,-1,0); skill->addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag); skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); } break; case RK_PHANTOMTHRUST: { struct map_session_data *tsd = BL_CAST(BL_PC, bl); unit->setdir(src,map->calc_dir(src, bl->x, bl->y)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->blown(src,bl,distance_bl(src,bl)-1,unit->getdir(src),0); if( sd && tsd && sd->status.party_id && sd->status.party_id && sd->status.party_id == tsd->status.party_id ) // Don't damage party members. ; // No damage to Members else skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); } break; case GC_DARKILLUSION: { short x, y; short dir = map->calc_dir(src,bl->x,bl->y); if( dir > 0 && dir < 4) x = 2; else if( dir > 4 ) x = -2; else x = 0; if( dir > 2 && dir < 6 ) y = 2; else if( dir == 7 || dir < 2 ) y = -2; else y = 0; if( unit->movepos(src, bl->x+x, bl->y+y, 1, 1) ) { clif->slide(src,bl->x+x,bl->y+y); clif->fixpos(src); // the official server send these two packets. skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if( rnd()%100 < 4 * skill_lv ) skill->castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag); } } break; case GC_WEAPONCRUSH: if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING ) skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0); break; case GC_CROSSRIPPERSLASHER: if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); else { skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER); } break; case GC_PHANTOMMENACE: if( flag&1 ) { // Only Hits Invisible Targets struct status_change *tsc = status->get_sc(bl); if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) ) skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); } break; case WL_CHAINLIGHTNING: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); break; case WL_DRAINLIFE: { int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); int rate = 70 + 5 * skill_lv; heal = heal * (5 + 5 * skill_lv) / 100; if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP heal = 0; // Don't absorb heal from Ice Walls or other skill units. if( heal && rnd()%100 < rate ) { status->heal(src, heal, 0, 0); clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); } } break; case WL_TETRAVORTEX: if( sc ){ int i = SC_SUMMON5, x = 0; int types[][2] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}}; for(; i >= SC_SUMMON1; i--){ if( sc->data[i] ){ int skillid = WL_TETRAVORTEX_FIRE + (sc->data[i]->val1 - WLS_FIRE) + (sc->data[i]->val1 == WLS_WIND) - (sc->data[i]->val1 == WLS_WATER), sc_index = 0, rate = 0; if( x < 4 ){ types[x][0] = (sc->data[i]->val1 - WLS_FIRE) + 1; types[x][1] = 25; // 25% each for equal sharing if( x == 3 ){ x = 0; sc_index = types[rnd()%4][0]; for(; x < 4; x++) if(types[x][0] == sc_index) rate += types[x][1]; } skill->addtimerskill(src, tick + (SC_SUMMON5-i) * 206, bl->id, sc_index, rate, skillid, skill_lv, x, flag); } status_change_end(src, (sc_type)i, INVALID_TIMER); x++; } } } break; case WL_RELEASE: if( sd ) { int i, cooldown; clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); skill->toggle_magicpower(src, skill_id); // Priority is to release SpellBook if( sc && sc->data[SC_READING_SB] ) { // SpellBook uint16 spell_skill_id, spell_skill_lv, point, s = 0; int spell[SC_SPELLBOOK7-SC_SPELLBOOK1 + 1]; for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--) // List all available spell to be released if( sc->data[i] ) spell[s++] = i; if ( s == 0 ) break; i = spell[s==1?0:rnd()%s];// Random select of spell to be released. if( s && sc->data[i] ){// Now extract the data from the preserved spell spell_skill_id = sc->data[i]->val1; spell_skill_lv = sc->data[i]->val2; point = sc->data[i]->val3; status_change_end(src, (sc_type)i, INVALID_TIMER); }else //something went wrong :( break; if( sc->data[SC_READING_SB]->val2 > point ) sc->data[SC_READING_SB]->val2 -= point; else // Last spell to be released status_change_end(src, SC_READING_SB, INVALID_TIMER); if( !skill->check_condition_castbegin(sd, spell_skill_id, spell_skill_lv) ) break; switch( skill->get_casttype(spell_skill_id) ) { case CAST_GROUND: skill->castend_pos2(src, bl->x, bl->y, spell_skill_id, spell_skill_lv, tick, 0); break; case CAST_NODAMAGE: skill->castend_nodamage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); break; case CAST_DAMAGE: skill->castend_damage_id(src, bl, spell_skill_id, spell_skill_lv, tick, 0); break; } sd->ud.canact_tick = tick + skill->delay_fix(src, spell_skill_id, spell_skill_lv); clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, spell_skill_id, spell_skill_lv), 0, 0, 0); cooldown = skill->get_cooldown(spell_skill_id, spell_skill_lv); for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { if (sd->skillcooldown[i].id == spell_skill_id){ cooldown += sd->skillcooldown[i].val; break; } } if(cooldown) skill->blockpc_start(sd, spell_skill_id, cooldown); }else if( sc ){ // Summon Balls for(i = SC_SUMMON5; i >= SC_SUMMON1; i--){ if( sc->data[i] ){ int skillid = WL_SUMMON_ATK_FIRE + (sc->data[i]->val1 - WLS_FIRE); skill->addtimerskill(src, tick + status_get_adelay(src) * (SC_SUMMON5 - i), bl->id, 0, 0, skillid, skill_lv, BF_MAGIC, flag); status_change_end(src, (sc_type)i, INVALID_TIMER); if(skill_lv == 1) break; } } } } break; case WL_FROSTMISTY: // Doesn't deal damage through non-shootable walls. if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); break; case WL_HELLINFERNO: skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK); break; case RA_WUGSTRIKE: if( sd && pc_isridingwug(sd) ){ short x[8]={0,-1,-1,-1,0,1,1,1}; short y[8]={1,1,0,-1,-1,-1,0,1}; uint8 dir = map->calc_dir(bl, src->x, src->y); if( unit->movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) { clif->slide(src, bl->x+x[dir], bl->y+y[dir]); clif->fixpos(src); skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); } break; } case RA_WUGBITE: if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case RA_SENSITIVEKEEN: if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets struct status_change * tsc = status->get_sc(bl); if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } } else { struct skill_unit *su = BL_CAST(BL_SKILL,bl); struct skill_unit_group* sg; if( su && (sg=su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP ) { if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) { struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP; item_tmp.identify = 1; if( item_tmp.nameid ) map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); } skill->delunit(su); } } break; case NC_INFRAREDSCAN: if( flag&1 ) { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] sc_start(src, bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. } else { map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if( sd ) pc->overheat(sd,1); } break; case NC_MAGNETICFIELD: sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); break; case SC_FATALMENACE: if( flag&1 ) skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); else { short x, y; map->search_freecell(src, 0, &x, &y, -1, -1, 0); // Destination area skill->area_temp[4] = x; skill->area_temp[5] = y; map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); } break; case LG_PINPOINTATTACK: if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) clif->slide(src,bl->x,bl->y); skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case LG_SHIELDSPELL: if ( skill_lv == 1 ) skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); else if ( skill_lv == 2 ) skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; case SR_DRAGONCOMBO: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case SR_KNUCKLEARROW: if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 1, 1) ) { clif->slide(src,bl->x,bl->y); clif->fixpos(src); // Aegis send this packet too. } if( flag&1 ) skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); else skill->addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2); break; case SR_HOWLINGOFLION: status_change_end(bl, SC_SWING, INVALID_TIMER); status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); status_change_end(bl, SC_SIREN, INVALID_TIMER); status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); break; case SR_EARTHSHAKER: if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed. skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } else{ map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); } break; case WM_SOUND_OF_DESTRUCTION: { struct status_change *tsc = status->get_sc(bl); if( tsc && tsc->count && ( tsc->data[SC_SWING] || tsc->data[SC_SYMPHONY_LOVE] || tsc->data[SC_MOONLIT_SERENADE] || tsc->data[SC_RUSH_WINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] || tsc->data[SC_SIREN] || tsc->data[SC_DEEP_SLEEP] || tsc->data[SC_SIRCLEOFNATURE] || tsc->data[SC_GLOOMYDAY] || tsc->data[SC_SONG_OF_MANA] || tsc->data[SC_DANCE_WITH_WUG] || tsc->data[SC_SATURDAY_NIGHT_FEVER] || tsc->data[SC_LERADS_DEW] || tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) && rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) { skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),8); status_change_end(bl, SC_SWING, INVALID_TIMER); status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); status_change_end(bl, SC_SIREN, INVALID_TIMER); status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); } } break; case SO_POISON_BUSTER: { struct status_change *tsc = status->get_sc(bl); if( tsc && tsc->data[SC_POISON] ) { skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); status_change_end(bl, SC_POISON, INVALID_TIMER); } else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } break; case GN_SPORE_EXPLOSION: if( flag&1 ) skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); else { clif->skill_nodamage(src, bl, skill_id, 0, 1); skill->addtimerskill(src, timer->gettick() + skill->get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0); } break; case EL_FIRE_BOMB: case EL_FIRE_WAVE: case EL_WATER_SCREW: case EL_HURRICANE: case EL_TYPOON_MIS: if( flag&1 ) skill->attack(skill->get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag); else { int i = skill->get_splash(skill_id,skill_lv); clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if( rnd()%100 < 30 ) map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); else skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); } break; case EL_ROCK_CRUSHER: clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if( rnd()%100 < 50 ) skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); else skill->attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag); break; case EL_STONE_RAIN: if( flag&1 ) skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); else { int i = skill->get_splash(skill_id,skill_lv); clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if( rnd()%100 < 30 ) map->foreachinrange(skill->area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); else skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); } break; case EL_FIRE_ARROW: case EL_ICE_NEEDLE: case EL_WIND_SLASH: case EL_STONE_HAMMER: clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); break; case EL_TIDAL_WEAPON: if( src->type == BL_ELEM ) { struct elemental_data *ele = BL_CAST(BL_ELEM,src); struct status_change *esc = status->get_sc(&ele->bl); struct status_change *tsc = status->get_sc(bl); sc_type type = status->skill2sc(skill_id), type2; type2 = type-1; clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if( (esc && esc->data[type2]) || (tsc && tsc->data[type]) ) { elemental->clean_single_effect(ele, skill_id); } if( rnd()%100 < 50 ) skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); else { sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); sc_start(src, battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); } clif->skill_nodamage(src,src,skill_id,skill_lv,1); } break; // Recursive homun skill case MH_MAGMA_FLOW: case MH_HEILIGE_STANGE: if(flag & 1) skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); else { map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id); } break; case MH_STAHL_HORN: case MH_NEEDLE_OF_PARALYZE: skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; case MH_TINDER_BREAKER: if (unit->movepos(src, bl->x, bl->y, 1, 1)) { #if PACKETVER >= 20111005 clif->snap(src, bl->x, bl->y); #else clif->skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick); #endif } clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; case 0:/* no skill - basic/normal attack */ if(sd) { if (flag & 3){ if (bl->id != skill->area_temp[1]) skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); } else { skill->area_temp[1] = bl->id; map->foreachinrange(skill->area_sub, bl, sd->bonus.splash_range, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill->castend_damage_id); flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] } } break; default: ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id); clif->skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, 0, abs(skill->get_num(skill_id, skill_lv)), skill_id, skill_lv, skill->get_hit(skill_id)); map->freeblock_unlock(); return 1; } if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); map->freeblock_unlock(); if( sd && !(flag&1) ) {// ensure that the skill last-cast tick is recorded sd->canskill_tick = timer->gettick(); if( sd->state.arrow_atk ) {// consume arrow on last invocation to this skill. battle->consume_ammo(sd, skill_id, skill_lv); } // perform skill requirement consumption skill->consume_requirement(sd,skill_id,skill_lv,2); } return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { struct block_list *target, *src; struct map_session_data *sd; struct mob_data *md; struct unit_data *ud; struct status_change *sc = NULL; int inf,inf2,flag = 0; src = map->id2bl(id); if( src == NULL ) { ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id); return 0;// not found } ud = unit->bl2ud(src); if( ud == NULL ) { ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id); return 0;// ??? } sd = BL_CAST(BL_PC, src); md = BL_CAST(BL_MOB, src); if( src->prev == NULL ) { ud->skilltimer = INVALID_TIMER; return 0; } if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit->skillcastcancel() if( ud->skilltimer != tid ) { ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); ud->skilltimer = INVALID_TIMER; return 0; } if( sd && ud->skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) ) {// restore original walk speed ud->skilltimer = INVALID_TIMER; status_calc_bl(&sd->bl, SCB_SPEED); } ud->skilltimer = INVALID_TIMER; } if (ud->skilltarget == id) target = src; else target = map->id2bl(ud->skilltarget); // Use a do so that you can break out of it when the skill fails. do { if(!target || target->prev==NULL) break; if(src->m != target->m || status->isdead(src)) break; switch (ud->skill_id) { //These should become skill_castend_pos case WE_CALLPARTNER: if(sd) clif->callpartner(sd); case WE_CALLPARENT: case WE_CALLBABY: case AM_RESURRECTHOMUN: case PF_SPIDERWEB: //Find a random spot to place the skill. [Skotlex] inf2 = skill->get_splash(ud->skill_id, ud->skill_lv); ud->skillx = target->x + inf2; ud->skilly = target->y + inf2; if (inf2 && !map->random_dir(target, &ud->skillx, &ud->skilly)) { ud->skillx = target->x; ud->skilly = target->y; } ud->skilltimer=tid; return skill->castend_pos(tid,tick,id,data); case GN_WALLOFTHORN: ud->skillx = target->x; ud->skilly = target->y; ud->skilltimer = tid; return skill->castend_pos(tid,tick,id,data); } if(ud->skill_id == RG_BACKSTAP) { uint8 dir = map->calc_dir(src,target->x,target->y),t_dir = unit->getdir(target); if(check_distance_bl(src, target, 0) || map->check_dir(dir,t_dir)) { break; } } if( ud->skill_id == PR_TURNUNDEAD ) { struct status_data *tstatus = status->get_status_data(target); if( !battle->check_undead(tstatus->race, tstatus->def_ele) ) break; } if( ud->skill_id == RA_WUGSTRIKE ){ if( !path->search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) break; } if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) { sc = status->get_sc(target); if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) ) { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex] clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0); break; } } else { // Check target validity. inf = skill->get_inf(ud->skill_id); inf2 = skill->get_inf2(ud->skill_id); if(inf&INF_ATTACK_SKILL || (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills ) // Casted through combo. inf = BCT_ENEMY; //Offensive skill. else if(inf2&INF2_NO_ENEMY) inf = BCT_NOENEMY; else inf = 0; if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) { inf |= (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)| (inf2&INF2_GUILD_ONLY?BCT_GUILD:0); //Remove neutral targets (but allow enemy if skill is designed to be so) inf &= ~BCT_NEUTRAL; } if( sd && (inf2&INF2_CHORUS_SKILL) && skill->check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) { clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0); break; } if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB ) { if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM ) break; } else if (inf && battle->check_target(src, target, inf) <= 0){ if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); break; } else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) { if( !map_flag_vs(src->m) && battle->check_target(src,target,BCT_PARTY) <= 0 ) break; // You can use Phantom Thurst on party members in normal maps too. [pakpil] } if( inf&BCT_ENEMY && (sc = status->get_sc(target)) && sc->data[SC_FOGWALL] && rnd() % 100 < 75 ) { // Fogwall makes all offensive-type targeted skills fail at 75% if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0); break; } } //Avoid doing double checks for instant-cast skills. if (tid != INVALID_TIMER && !status->check_skilluse(src, target, ud->skill_id, 1)) break; if(md) { md->last_thinktime=tick +MIN_MOBTHINKTIME; if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) clif->emotion(src, md->db->skill[md->skill_idx].emotion); } if(src != target && battle_config.skill_add_range && !check_distance_bl(src, target, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) { if (sd) { clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3); } break; } if( sd ) { if( !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) break; else skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); } #ifdef OFFICIAL_WALKPATH if( !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) ) break; #endif if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) break; if (ud->state.running && ud->skill_id == TK_JUMPKICK) { ud->state.running = 0; status_change_end(src, SC_RUN, INVALID_TIMER); flag = 1; } if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH) unit->stop_walking(src,1); if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); // Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] if (sd) { // Cooldown application int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. if (sd->skillcooldown[i].id == ud->skill_id){ cooldown += sd->skillcooldown[i].val; break; } } if(cooldown) skill->blockpc_start(sd, ud->skill_id, cooldown); } if( battle_config.display_status_timers && sd ) clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); if( sd ) { switch( ud->skill_id ) { case GS_DESPERADO: sd->canequip_tick = tick + skill->get_time(ud->skill_id, ud->skill_lv); break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: if( (sc = status->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) { const struct TimerData *td = timer->get(sc->data[SC_NOEQUIPSHIELD]->timer); if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) break; } sc_start2(src,src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv)); break; } } if (skill->get_state(ud->skill_id) != ST_MOVE_ENABLE) unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); if(battle_config.skill_log && battle_config.skill_log&src->type) ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n", src->type, src->id, ud->skill_id, ud->skill_lv, target->id); map->freeblock_lock(); // SC_MAGICPOWER needs to switch states before any damage is actually dealt skill->toggle_magicpower(src, ud->skill_id); /* On aegis damage skills are also increase by camouflage. Need confirmation on kRO. if( ud->skill_id != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); */ if (skill->get_casttype(ud->skill_id) == CAST_NODAMAGE) skill->castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); else skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); sc = status->get_sc(src); if(sc && sc->count) { if( sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD && sc->data[SC_SOULLINK]->val3 == ud->skill_id && ud->skill_id != WZ_WATERBALL ) sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd ) skill->blockpc_start(sd,BD_ADAPTATION,3000); } if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish] sd->skillitem = sd->skillitemlv = 0; if (ud->skilltimer == INVALID_TIMER) { if(md) md->skill_idx = -1; else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' ud->skill_lv = ud->skilltarget = 0; } map->freeblock_unlock(); return 1; } while(0); //Skill failed. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) { //When Asura fails... (except when it fails from Fog of Wall) //Consume SP/spheres skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1); status->set_sp(src, 0, 0); sc = &sd->sc; if (sc->count) { //End states status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL sc_start(src, src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv)); #endif } if (target && target->m == src->m) { //Move character to target anyway. int dir, x, y; dir = map->calc_dir(src,target->x,target->y); if( dir > 0 && dir < 4) x = -2; else if( dir > 4 ) x = 2; else x = 0; if( dir > 2 && dir < 6 ) y = -2; else if( dir == 7 || dir < 2 ) y = 2; else y = 0; if (unit->movepos(src, src->x+x, src->y+y, 1, 1)) { //Display movement + animation. clif->slide(src,src->x,src->y); clif->spiritball(src); } clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); } } ud->skill_id = ud->skill_lv = ud->skilltarget = 0; if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) ud->canact_tick = tick; //You can't place a skill failed packet here because it would be //sent in ALL cases, even cases where skill_check_condition fails //which would lead to double 'skill failed' messages u.u [Skotlex] if(sd) sd->skillitem = sd->skillitemlv = 0; else if(md) md->skill_idx = -1; return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { struct map_session_data *sd, *dstsd; struct mob_data *md, *dstmd; struct homun_data *hd; struct mercenary_data *mer; struct status_data *sstatus, *tstatus; struct status_change *tsc; struct status_change_entry *tsce; int element = 0; enum sc_type type; if(skill_id > 0 && !skill_lv) return 0; // [Celest] nullpo_retr(1, src); nullpo_retr(1, bl); if (src->m != bl->m) return 1; sd = BL_CAST(BL_PC, src); hd = BL_CAST(BL_HOM, src); md = BL_CAST(BL_MOB, src); mer = BL_CAST(BL_MER, src); dstsd = BL_CAST(BL_PC, bl); dstmd = BL_CAST(BL_MOB, bl); if(bl->prev == NULL) return 1; if(status->isdead(src)) return 1; if( src != bl && status->isdead(bl) ) { /** * Skills that may be cast on dead targets **/ switch( skill_id ) { case NPC_WIDESOULDRAIN: case PR_REDEMPTIO: case ALL_RESURRECTION: case WM_DEADHILLHERE: break; default: return 1; } } tstatus = status->get_status_data(bl); sstatus = status->get_status_data(src); //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] switch (skill_id) { case HLIF_HEAL: // [orn] if (bl->type != BL_HOM) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ; break ; } case AL_HEAL: /** * Arch Bishop **/ case AB_RENOVATIO: case AB_HIGHNESSHEAL: case AL_INCAGI: if( sd && dstsd && pc_ismadogear(dstsd) ){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); return 0; } case ALL_RESURRECTION: case PR_ASPERSIO: //Apparently only player casted skills can be offensive like this. if (sd && battle->check_undead(tstatus->race,tstatus->def_ele) && skill_id != AL_INCAGI) { if (battle->check_target(src, bl, BCT_ENEMY) < 1) { //Offensive heal does not works on non-enemies. [Skotlex] clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); } break; case SO_ELEMENTAL_SHIELD: { struct party_data *p; short ret = 0; int x0, y0, x1, y1, range, i; if(sd == NULL || !sd->ed) break; if((p = party->search(sd->status.party_id)) == NULL) break; range = skill_get_splash(skill_id,skill_lv); x0 = sd->bl.x - range; y0 = sd->bl.y - range; x1 = sd->bl.x + range; y1 = sd->bl.y + range; elemental->delete(sd->ed,0); if(!skill->check_unit_range(src,src->x,src->y,skill_id,skill_lv)) ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); for(i = 0; i < MAX_PARTY; i++) { struct map_session_data *psd = p->data[i].sd; if(!psd) continue; if(psd->bl.m != sd->bl.m || !psd->bl.prev) continue; if(range && (psd->bl.x < x0 || psd->bl.y < y0 || psd->bl.x > x1 || psd->bl.y > y1)) continue; if(!skill->check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv)) ret |= skill->castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag); } return ret; } break; case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] return skill->castend_damage_id(src, bl, skill_id, skill_lv, tick, flag); case MH_STEINWAND: { struct block_list *s_src = battle->get_master(src); short ret = 0; if(!skill->check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration ret = skill->castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homun if(s_src && !skill->check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv)) ret |= skill->castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master if (hd) skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); return ret; } break; case RK_MILLENNIUMSHIELD: case RK_CRUSHSTRIKE: case RK_REFRESH: case RK_GIANTGROWTH: case RK_STONEHARDSKIN: case RK_VITALITYACTIVATION: case RK_STORMBLAST: case RK_FIGHTINGSPIRIT: case RK_ABUNDANCE: if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){ if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ skill->consume_requirement(sd,skill_id,skill_lv,2); map->freeblock_unlock(); return 0; } } break; default: //Skill is actually ground placed. if (src == bl && skill->get_unit_id(skill_id,0)) return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0); } type = status->skill2sc(skill_id); tsc = status->get_sc(bl); tsce = (tsc && type != -1)?tsc->data[type]:NULL; if (src!=bl && type > -1 && (element = skill->get_ele(skill_id, skill_lv)) > ELE_NEUTRAL && skill->get_inf(skill_id) != INF_SUPPORT_SKILL && battle->attr_fix(NULL, NULL, 100, element, tstatus->def_ele, tstatus->ele_lv) <= 0) return 1; //Skills that cause an status should be blocked if the target element blocks its element. map->freeblock_lock(); switch(skill_id) { case HLIF_HEAL: // [orn] case AL_HEAL: /** * Arch Bishop **/ case AB_HIGHNESSHEAL: { int heal = skill->calc_heal(src, bl, (skill_id == AB_HIGHNESSHEAL)?AL_HEAL:skill_id, (skill_id == AB_HIGHNESSHEAL)?10:skill_lv, true); int heal_get_jobexp; //Highness Heal: starts at 1.7 boost + 0.3 for each level if( skill_id == AB_HIGHNESSHEAL ) { heal = heal * ( 17 + 3 * skill_lv ) / 10; } if( status->isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ) heal=0; if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 ) heal = heal*2; if( tsc && tsc->count ) { if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal if (--tsc->data[SC_KAITE]->val2 <= 0) status_change_end(bl, SC_KAITE, INVALID_TIMER); if (src == bl) heal=0; //When you try to heal yourself under Kaite, the heal is voided. else { bl = src; dstsd = sd; } } else if (tsc->data[SC_BERSERK]) heal = 0; //Needed so that it actually displays 0 when healing. } clif->skill_nodamage (src, bl, skill_id, heal, 1); if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL ) heal = ~heal + 1; heal_get_jobexp = status->heal(bl,heal,0,0); if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; if (heal_get_jobexp <= 0) heal_get_jobexp = 1; pc->gainexp (sd, bl, 0, heal_get_jobexp, false); } } break; case PR_REDEMPTIO: if (sd && !(flag&1)) { if (sd->status.party_id == 0) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } skill->area_temp[0] = 0; party->foreachsamemap(skill->area_sub, sd,skill->get_splash(skill_id, skill_lv), src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); if (skill->area_temp[0] == 0) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } skill->area_temp[0] = 5 - skill->area_temp[0]; // The actual penalty... if (skill->area_temp[0] > 0 && !map->list[src->m].flag.noexppenalty) { //Apply penalty sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * skill->area_temp[0] * 2/1000); //0.2% penalty per each. sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * skill->area_temp[0] * 2/1000); clif->updatestatus(sd,SP_BASEEXP); clif->updatestatus(sd,SP_JOBEXP); } status->set_hp(src, 1, 0); status->set_sp(src, 0, 0); break; } else if (status->isdead(bl) && flag&1) { //Revive skill->area_temp[0]++; //Count it in, then fall-through to the Resurrection code. skill_lv = 3; //Resurrection level 3 is used } else //Invalid target, skip resurrection. break; case ALL_RESURRECTION: if(sd && (map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground)) { //No reviving in WoE grounds! clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if (!status->isdead(bl)) break; { int per = 0, sper = 0; if (tsc && tsc->data[SC_HELLPOWER]) break; if (map->list[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) break; switch(skill_lv){ case 1: per=10; break; case 2: per=30; break; case 3: per=50; break; case 4: per=80; break; } if(dstsd && dstsd->special_state.restart_full_recover) per = sper = 100; if (status->revive(bl, per, sper)) { clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation. if(sd && dstsd && battle_config.resurrection_exp > 0) { int exp = 0,jexp = 0; int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; if(lv > 0 && pc->nextbaseexp(dstsd)) { exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); if (exp < 1) exp = 1; } if(jlv > 0 && pc->nextjobexp(dstsd)) { jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); if (jexp < 1) jexp = 1; } if(exp > 0 || jexp > 0) pc->gainexp (sd, bl, exp, jexp, false); } } } break; case AL_DECAGI: clif->skill_nodamage (src, bl, skill_id, skill_lv, sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, /* monsters using lvl 48 get the rate benefit but the duration of lvl 10 */ ( src->type == BL_MOB && skill_lv == 48 ) ? skill->get_time(skill_id,10) : skill->get_time(skill_id,skill_lv))); break; case MER_DECAGI: if( tsc && !tsc->data[SC_ADORAMUS] ) //Prevent duplicate agi-down effect. clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); break; case AL_CRUCIS: if (flag&1) sc_start(src, bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); else { map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case PR_LEXDIVINA: case MER_LEXDIVINA: if( tsce ) status_change_end(bl,type, INVALID_TIMER); else sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); break; case SA_ABRACADABRA: { int abra_skill_id = 0, abra_skill_lv, abra_idx; do { abra_idx = rnd() % MAX_SKILL_ABRA_DB; abra_skill_id = skill->abra_db[abra_idx].skill_id; } while (abra_skill_id == 0 || skill->abra_db[abra_idx].req_lv > skill_lv || //Required lv for it to appear rnd()%10000 >= skill->abra_db[abra_idx].per ); abra_skill_lv = min(skill_lv, skill->get_max(abra_skill_id)); clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); if( sd ) {// player-casted sd->state.abra_flag = 1; sd->skillitem = abra_skill_id; sd->skillitemlv = abra_skill_lv; clif->item_skill(sd, abra_skill_id, abra_skill_lv); } else {// mob-casted struct unit_data *ud = unit->bl2ud(src); int inf = skill->get_inf(abra_skill_id); if (!ud) break; if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { if (src->type == BL_PET) bl = (struct block_list*)((TBL_PET*)src)->msd; if (!bl) bl = src; unit->skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); } else { //Assume offensive skills int target_id = 0; if (ud->target) target_id = ud->target; else switch (src->type) { case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; } if (!target_id) break; if (skill->get_casttype(abra_skill_id) == CAST_GROUND) { bl = map->id2bl(target_id); if (!bl) bl = src; unit->skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv); } else unit->skilluse_id(src, target_id, abra_skill_id, abra_skill_lv); } } } break; case SA_COMA: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src, bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); break; case SA_FULLRECOVERY: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if (status->isimmune(bl)) break; status_percent_heal(bl, 100, 100); break; case NPC_ALLHEAL: { int heal; if( status->isimmune(bl) ) break; heal = status_percent_heal(bl, 100, 0); clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1); if( dstmd ) { // Reset Damage Logs memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); dstmd->tdmg = 0; } } break; case SA_SUMMONMONSTER: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if (sd) mob->once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_MEDIUM, AI_NONE); break; case SA_LEVELUP: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if (sd && pc->nextbaseexp(sd)) pc->gainexp(sd, NULL, pc->nextbaseexp(sd) * 10 / 100, 0, false); break; case SA_INSTANTDEATH: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); status->set_hp(bl,1,0); break; case SA_QUESTION: case SA_GRAVITY: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case SA_CLASSCHANGE: case SA_MONOCELL: if (dstmd) { int class_; if ( sd && dstmd->status.mode&MD_BOSS ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } class_ = skill_id==SA_MONOCELL?1002:mob->get_random_id(4, 1, 0); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); mob->class_change(dstmd,class_); if( tsc && dstmd->status.mode&MD_BOSS ) { int i; const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_NJ_SUITON, SC_NOEQUIPWEAPON, SC_NOEQUIPSHIELD, SC_NOEQUIPARMOR, SC_NOEQUIPHELM, SC_BLADESTOP }; for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER); for (i = 0; i < ARRAYLENGTH(scs); i++) if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); } } break; case SA_DEATH: if ( sd && dstmd && dstmd->status.mode&MD_BOSS ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); status_kill(bl); break; case SA_REVERSEORCISH: case ALL_REVERSEORCISH: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); break; case SA_FORTUNE: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if(sd) pc->getzeny(sd,status->get_lv(bl)*100,LOG_TYPE_STEAL,NULL); break; case SA_TAMINGMONSTER: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if (sd && dstmd) { int i; ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet->db[i].class_ ); if( i < MAX_PET_DB ) pet->catch_process1(sd, dstmd->class_); } break; case CR_PROVIDENCE: if(sd && dstsd){ //Check they are not another crusader [Skotlex] if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; } } clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case CG_MARIONETTE: { struct status_change* sc = status->get_sc(src); if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) { // Cannot cast on another bard/dancer-type class of the same gender as caster clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; } if( sc && tsc ) { if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) { sc_start(src,src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); sc_start(src,bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } else if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id && tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id ) { status_change_end(src, SC_MARIONETTE_MASTER, INVALID_TIMER); status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); } else { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; } } } break; case RG_CLOSECONFINE: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); break; case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: if (dstsd) { if(dstsd->status.weapon == W_FIST || (dstsd->sc.count && !dstsd->sc.data[type] && ( //Allow re-enchanting to lengthen time. [Skotlex] dstsd->sc.data[SC_PROPERTYFIRE] || dstsd->sc.data[SC_PROPERTYWATER] || dstsd->sc.data[SC_PROPERTYWIND] || dstsd->sc.data[SC_PROPERTYGROUND] || dstsd->sc.data[SC_PROPERTYDARK] || dstsd->sc.data[SC_PROPERTYTELEKINESIS] || dstsd->sc.data[SC_ENCHANTPOISON] )) ) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } } // 100% success rate at lv4 & 5, but lasts longer at lv5 if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) clif->message(sd->fd, msg_txt(869)); // "You broke the target's weapon." } break; case PR_ASPERSIO: if (sd && dstmd) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case ITEM_ENCHANTARMS: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,100,skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); break; case TK_SEVENWIND: switch(skill->get_ele(skill_id,skill_lv)) { case ELE_EARTH : type = SC_PROPERTYGROUND; break; case ELE_WIND : type = SC_PROPERTYWIND; break; case ELE_WATER : type = SC_PROPERTYWATER; break; case ELE_FIRE : type = SC_PROPERTYFIRE; break; case ELE_GHOST : type = SC_PROPERTYTELEKINESIS; break; case ELE_DARK : type = SC_PROPERTYDARK; break; case ELE_HOLY : type = SC_ASPERSIO; break; } clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); sc_start2(src,bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); break; case PR_KYRIE: case MER_KYRIE: clif->skill_nodamage(bl,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; //Passive Magnum, should had been casted on yourself. case SM_MAGNUM: case MS_MAGNUM: skill->area_temp[1] = 0; map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); clif->skill_nodamage (src,src,skill_id,skill_lv,1); // Initiate 10% of your damage becomes fire element. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); if( sd ) skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv)); else if( bl->type == BL_MER ) skill->blockmerc_start((TBL_MER*)bl, skill_id, skill->get_time(skill_id, skill_lv)); break; case TK_JUMPKICK: /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit->movepos (exploitable) */ if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) { if( unit->movepos(src, bl->x, bl->y, 1, 1) ) { skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); clif->slide(src,bl->x,bl->y); } } else clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); break; case AL_INCAGI: case AL_BLESSING: case MER_INCAGI: case MER_BLESSING: if (dstsd != NULL && tsc->data[SC_PROPERTYUNDEAD]) { skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); break; } case PR_SLOWPOISON: case PR_IMPOSITIO: case PR_LEXAETERNA: case PR_SUFFRAGIUM: case PR_BENEDICTIO: case LK_BERSERK: case MS_BERSERK: case KN_TWOHANDQUICKEN: case KN_ONEHAND: case MER_QUICKEN: case CR_SPEARQUICKEN: case CR_REFLECTSHIELD: case MS_REFLECTSHIELD: case AS_POISONREACT: case MC_LOUD: case MG_ENERGYCOAT: case MO_EXPLOSIONSPIRITS: case MO_STEELBODY: case MO_BLADESTOP: case LK_AURABLADE: case LK_PARRYING: case MS_PARRYING: case LK_CONCENTRATION: case WS_CARTBOOST: case SN_SIGHT: case WS_MELTDOWN: case WS_OVERTHRUSTMAX: case ST_REJECTSWORD: case HW_MAGICPOWER: case PF_MEMORIZE: case PA_SACRIFICE: case ASC_EDP: case PF_DOUBLECASTING: case SG_SUN_COMFORT: case SG_MOON_COMFORT: case SG_STAR_COMFORT: case NPC_HALLUCINATION: case GS_MADNESSCANCEL: case GS_ADJUSTMENT: case GS_INCREASING: case NJ_KASUMIKIRI: case NJ_UTSUSEMI: case NJ_NEN: case NPC_DEFENDER: case NPC_MAGICMIRROR: case ST_PRESERVE: case NPC_INVINCIBLE: case NPC_INVINCIBLEOFF: case RK_DEATHBOUND: case AB_RENOVATIO: case AB_EXPIATIO: case AB_DUPLELIGHT: case AB_SECRAMENT: case NC_ACCELERATION: case NC_HOVERING: case NC_SHAPESHIFT: case WL_RECOGNIZEDSPELL: case GC_VENOMIMPRESS: case SC_INVISIBILITY: case SC_DEADLYINFECT: case LG_EXEEDBREAK: case LG_PRESTIGE: case SR_CRESCENTELBOW: case SR_LIGHTNINGWALK: case SR_GENTLETOUCH_ENERGYGAIN: case GN_CARTBOOST: case KO_MEIKYOUSISUI: case ALL_FULL_THROTTLE: case RA_UNLIMIT: case WL_TELEKINESIS_INTENSE: case AB_OFFERTORIUM: case RK_GIANTGROWTH: case RK_VITALITYACTIVATION: case RK_ABUNDANCE: case RK_CRUSHSTRIKE: case ALL_ODINS_POWER: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case KN_AUTOCOUNTER: sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); skill->addtimerskill(src, tick + 100, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); break; case SO_STRIKING: if (sd) { int bonus = 25 + 10 * skill_lv; bonus += (pc->checkskill(sd, SA_FLAMELAUNCHER)+pc->checkskill(sd, SA_FROSTWEAPON)+pc->checkskill(sd, SA_LIGHTNINGLOADER)+pc->checkskill(sd, SA_SEISMICWEAPON))*5; clif->skill_nodamage( src, bl, skill_id, skill_lv, battle->check_target(src,bl,BCT_PARTY) > 0 ? sc_start2(src, bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : 0 ); } break; case NPC_STOP: if( clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) sc_start2(src,src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); break; case HP_ASSUMPTIO: if( sd && dstmd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case MG_SIGHT: case MER_SIGHT: case AL_RUWACH: case WZ_SIGHTBLASTER: case NPC_WIDESIGHT: case NPC_STONESKIN: case NPC_ANTIMAGIC: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); break; case HLIF_AVOID: case HAMI_DEFENCE: { int duration = skill->get_time(skill_id,skill_lv); clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,duration)); // Master clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // Homun } break; case NJ_BUNSINJYUTSU: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); status_change_end(bl, SC_NJ_NEN, INVALID_TIMER); break; #if 0 /* Was modified to only affect targetted char. [Skotlex] */ case HP_ASSUMPTIO: if (flag&1) sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); else { map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; #endif // 0 case SM_ENDURE: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (sd) skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv)); break; case ALL_ANGEL_PROTECT: if( dstsd ) clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case AS_ENCHANTPOISON: // Prevent spamming [Valaris] if (sd && dstsd && dstsd->sc.count) { if (dstsd->sc.data[SC_PROPERTYFIRE] || dstsd->sc.data[SC_PROPERTYWATER] || dstsd->sc.data[SC_PROPERTYWIND] || dstsd->sc.data[SC_PROPERTYGROUND] || dstsd->sc.data[SC_PROPERTYDARK] || dstsd->sc.data[SC_PROPERTYTELEKINESIS] // dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex] ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case LK_TENSIONRELAX: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); break; case MC_CHANGECART: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case TK_MISSION: if (sd) { int id; if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one clif->mission_info(sd, sd->mission_mobid, sd->mission_count); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } id = mob->get_random_id(0,0xF, sd->status.base_level); if (!id) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } sd->mission_mobid = id; sd->mission_count = 0; pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), id); clif->mission_info(sd, id, 0); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case AC_CONCENTRATION: { clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); map->foreachinrange(status->change_timer_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src,NULL,type,tick); } break; case SM_PROVOKE: case SM_SELFPROVOKE: case MER_PROVOKE: { int failure; if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) ) { map->freeblock_unlock(); return 1; } //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, (failure = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); if( !failure ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 0; } unit->skillcastcancel(bl, 2); if( tsc && tsc->count ) { status_change_end(bl, SC_FREEZE, INVALID_TIMER); if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE ) status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER); } if( dstmd ) { dstmd->state.provoke_flag = src->id; mob->target(dstmd, src, skill->get_range2(src,skill_id,skill_lv)); } } break; case ML_DEVOTION: case CR_DEVOTION: { int count, lv, i; if( !dstsd || (!sd && !mer) ) { // Only players can be devoted if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } if( (lv = status->get_lv(src) - dstsd->status.base_level) < 0 ) lv = -lv; if( lv > battle_config.devotion_level_difference || // Level difference requeriments (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted. { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; } i = 0; count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner if( sd ) { // Player Devoting Player ARR_FIND(0, count, i, sd->devotion[i] == bl->id ); if( i == count ) { ARR_FIND(0, count, i, sd->devotion[i] == 0 ); if( i == count ) { // No free slots, skill Fail clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); map->freeblock_unlock(); return 1; } } sd->devotion[i] = bl->id; } else mer->devotion_flag = 1; // Mercenary Devoting Owner clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); clif->devotion(src, NULL); } break; case MO_CALLSPIRITS: if(sd) { int limit = skill_lv; if( sd->sc.data[SC_RAISINGDRAGON] ) limit += sd->sc.data[SC_RAISINGDRAGON]->val1; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); } break; case CH_SOULCOLLECT: if(sd) { int limit = 5, i; if( sd->sc.data[SC_RAISINGDRAGON] ) limit += sd->sc.data[SC_RAISINGDRAGON]->val1; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); for (i = 0; i < limit; i++) pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),limit); } break; case MO_KITRANSLATION: if(dstsd && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION)) { pc->addspiritball(dstsd,skill->get_time(skill_id,skill_lv),5); } break; case TK_TURNKICK: case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] if (skill->area_temp[1] != bl->id) { skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),-1,0); skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback } break; case MO_ABSORBSPIRITS: { int sp = 0; if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] sp = dstsd->spiritball * 7; pc->delspiritball(dstsd,dstsd->spiritball,0); } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] sp = 2 * dstmd->level; mob->target(dstmd,src,0); } if (sp) status->heal(src, 0, sp, 3); clif->skill_nodamage(src,bl,skill_id,skill_lv,sp?1:0); } break; case AC_MAKINGARROW: if(sd) { clif->arrow_create_list(sd); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case AM_PHARMACY: if(sd) { clif->skill_produce_mix_list(sd,skill_id,22); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case SA_CREATECON: if(sd) { clif->elementalconverter_list(sd); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case BS_HAMMERFALL: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); break; case RG_RAID: skill->area_temp[1] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); status_change_end(src, SC_HIDING, INVALID_TIMER); break; case ASC_METEORASSAULT: case GS_SPREADATTACK: case RK_STORMBLAST: case NC_AXETORNADO: case GC_COUNTERSLASH: case SR_SKYNETBLOW: case SR_RAMPAGEBLASTER: case SR_HOWLINGOFLION: case KO_HAPPOKUNAI: { int count = 0; skill->area_temp[1] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); count = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); if( !count && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); } break; case NC_EMERGENCYCOOL: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); status_change_end(src,SC_OVERHEAT,INVALID_TIMER); break; case SR_WINDMILL: case GN_CART_TORNADO: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); case SR_EARTHSHAKER: case NC_INFRAREDSCAN: case NPC_EARTHQUAKE: case NPC_VAMPIRE_GIFT: case NPC_HELLJUDGEMENT: case NPC_PULSESTRIKE: case LG_MOONSLASHER: skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); break; case KN_BRANDISHSPEAR: case ML_BRANDISH: skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag); break; case WZ_SIGHTRASHER: //Passive side of the attack. status_change_end(src, SC_SIGHT, INVALID_TIMER); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub,src, skill->get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); break; case NJ_HYOUSYOURAKU: case NJ_RAIGEKISAI: case WZ_FROSTNOVA: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->area_temp[1] = 0; map->foreachinrange(skill->attack_area, src, skill->get_splash(skill_id, skill_lv), splash_target(src), BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); break; case HVAN_EXPLOSION: // [orn] case NPC_SELFDESTRUCTION: { //Self Destruction hits everyone in range (allies+enemies) //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. int targetmask = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? BCT_ENEMY:BCT_ALL; clif->skill_nodamage(src, src, skill_id, -1, 1); map->delblock(src); //Required to prevent chain-self-destructions hitting back. map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|targetmask, skill->castend_damage_id); map->addblock(src); status->damage(src, src, sstatus->max_hp,0,0,1); } break; case AL_ANGELUS: case PR_MAGNIFICAT: case PR_GLORIA: case SN_WINDWALK: case CASH_BLESSING: case CASH_INCAGI: case CASH_ASSUMPTIO: case WM_FRIGG_SONG: if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); else if( sd ) party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; case MER_MAGNIFICAT: if( mer != NULL ) { clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) party->foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); else if( mer->master && !(flag&1) ) clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } break; case BS_ADRENALINE: case BS_ADRENALINE2: case BS_WEAPONPERFECT: case BS_OVERTHRUST: if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { clif->skill_nodamage(bl,bl,skill_id,skill_lv, sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); } else if (sd) { party->foreachsamemap(skill->area_sub, sd,skill->get_splash(skill_id, skill_lv), src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } break; case BS_MAXIMIZE: case NV_TRICKDEAD: case CR_DEFENDER: case ML_DEFENDER: case CR_AUTOGUARD: case ML_AUTOGUARD: case TK_READYSTORM: case TK_READYDOWN: case TK_READYTURN: case TK_READYCOUNTER: case TK_DODGE: case CR_SHRINK: case SG_FUSION: case GS_GATLINGFEVER: if( tsce ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); map->freeblock_unlock(); return 0; } clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case SL_KAITE: case SL_KAAHI: case SL_KAIZEL: case SL_KAUPE: if (sd) { if (!dstsd || !( (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || dstsd->status.char_id == sd->status.char_id || dstsd->status.char_id == sd->status.partner_id || dstsd->status.char_id == sd->status.child ) ) { status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); break; case SM_AUTOBERSERK: case MER_AUTOBERSERK: { int failure; if( tsce ) failure = status_change_end(bl, type, INVALID_TIMER); else failure = sc_start(src,bl,type,100,skill_lv,60000); clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); } break; case TF_HIDING: case ST_CHASEWALK: case KO_YAMIKUMO: if (tsce) { clif->skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation. map->freeblock_unlock(); return 0; } else if( tsc && tsc->option&OPTION_MADOGEAR ) { //Mado Gear cannot hide if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 0; } clif->skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case TK_RUN: if (tsce) { clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); map->freeblock_unlock(); return 0; } clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,0)); if (sd) // If the client receives a skill-use packet immediately before a walkok packet, it will discard the walk packet! [Skotlex] clif->walkok(sd); // So aegis has to resend the walk ok. break; case AS_CLOAKING: case GC_CLOAKINGEXCEED: case LG_FORCEOFVANGUARD: case SC_REPRODUCE: if (tsce) { int failure = status_change_end(bl, type, INVALID_TIMER); if( failure ) clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); if ( skill_id == LG_FORCEOFVANGUARD ) break; map->freeblock_unlock(); return 0; } case RA_CAMOUFLAGE: { int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); if( failure ) clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case BD_ADAPTATION: if(tsc && tsc->data[SC_DANCING]){ clif->skill_nodamage(src,bl,skill_id,skill_lv,1); status_change_end(bl, SC_DANCING, INVALID_TIMER); } break; case BA_FROSTJOKER: case DC_SCREAM: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag); if (md) { // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) char temp[70]; snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill->db[skill_id].desc); clif->disp_overhead(&md->bl,temp); } break; case BA_PANGVOICE: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); break; case DC_WINKCHARM: if( dstsd ) clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); else if( dstmd ) { if( status->get_lv(src) > status->get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) && !(tstatus->mode&MD_BOSS) ) { clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); } else { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } } break; case TF_STEAL: if(sd) { if(pc->steal_item(sd,bl,skill_lv)) clif->skill_nodamage(src,bl,skill_id,skill_lv,1); else clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); } break; case RG_STEALCOIN: if(sd) { int amount = pc->steal_coin(sd, bl); if( amount > 0 ) { dstmd->state.provoke_flag = src->id; mob->target(dstmd, src, skill->get_range2(src, skill_id, skill_lv)); clif->skill_nodamage(src, bl, skill_id, amount, 1); } else clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } break; case MG_STONECURSE: { int brate = 0; if (tstatus->mode&MD_BOSS) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if(status->isimmune(bl) || !tsc) break; if (sd && sd->sc.data[SC_PETROLOGY_OPTION]) brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3; if (tsc->data[SC_STONE]) { status_change_end(bl, SC_STONE, INVALID_TIMER); if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate, skill_lv, 0, 0, skill->get_time(skill_id, skill_lv), skill->get_time2(skill_id,skill_lv))) clif->skill_nodamage(src,bl,skill_id,skill_lv,1); else if(sd) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); // Level 6-10 doesn't consume a red gem if it fails [celest] if (skill_lv > 5) { // not to consume items map->freeblock_unlock(); return 0; } } } break; case NV_FIRSTAID: clif->skill_nodamage(src,bl,skill_id,5,1); status->heal(bl,5,0,0); break; case AL_CURE: if(status->isimmune(bl)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } status_change_end(bl, SC_SILENCE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); status_change_end(bl, SC_CONFUSION, INVALID_TIMER); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case TF_DETOXIFY: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); status_change_end(bl, SC_POISON, INVALID_TIMER); status_change_end(bl, SC_DPOISON, INVALID_TIMER); break; case PR_STRECOVERY: if(status->isimmune(bl)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } if (tsc && tsc->opt1) { status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER); } //Is this equation really right? It looks so... special. if( battle->check_undead(tstatus->race,tstatus->def_ele) ) { status->change_start(src, bl, SC_BLIND, 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if(dstmd) mob->unlocktarget(dstmd,tick); break; // Mercenary Supportive Skills case MER_BENEDICTION: status_change_end(bl, SC_CURSE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_COMPRESS: status_change_end(bl, SC_BLOODING, INVALID_TIMER); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_MENTALCURE: status_change_end(bl, SC_CONFUSION, INVALID_TIMER); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_RECUPERATE: status_change_end(bl, SC_POISON, INVALID_TIMER); status_change_end(bl, SC_SILENCE, INVALID_TIMER); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_REGAIN: status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_TENDER: status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STONE, INVALID_TIMER); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_SCAPEGOAT: if( mer && mer->master ) { status->heal(&mer->master->bl, mer->battle_status.hp, 0, 2); status->damage(src, src, mer->battle_status.max_hp, 0, 0, 1); } break; case MER_ESTIMATION: if( !mer ) break; sd = mer->master; case WZ_ESTIMATION: if( sd == NULL ) break; if( dstsd ) { // Fail on Players clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) break; // Cannot be Used on Emperium clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); clif->skill_estimation(sd, bl); if( skill_id == MER_ESTIMATION ) sd = NULL; break; case BS_REPAIRWEAPON: if(sd && dstsd) clif->item_repair_list(sd,dstsd,skill_lv); break; case MC_IDENTIFY: if(sd) { clif->item_identify_list(sd); if( sd->menuskill_id != MC_IDENTIFY ) {/* failed, don't consume anything, return */ map->freeblock_unlock(); return 1; } status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded } break; // Weapon Refining [Celest] case WS_WEAPONREFINE: if(sd){ sd->state.prerefining = 1; clif->item_refine_list(sd); } break; case MC_VENDING: if(sd) { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] if ( !pc_can_give_items(sd) ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else { sd->state.prevend = sd->state.workinprogress = 3; clif->openvendingreq(sd,2+skill_lv); } } break; case AL_TELEPORT: if(sd) { if (map->list[bl->m].flag.noteleport && skill_lv <= 2) { clif->skill_mapinfomessage(sd,0); break; } if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza] char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_TELEPORT)); clif->message(sd->fd, output); //"Duel: Can't use %s in duel." break; } if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 ) { if( skill_lv == 1 ) pc->randomwarp(sd,CLR_TELEPORT); else pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if( skill_lv == 1 ) clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0); else clif->skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0); } else unit->warp(bl,-1,-1,-1,CLR_TELEPORT); break; case NPC_EXPULSION: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); unit->warp(bl,-1,-1,-1,CLR_TELEPORT); break; case AL_HOLYWATER: if(sd) { if (skill->produce_mix(sd, skill_id, 523, 0, 0, 0, 1)) clif->skill_nodamage(src,bl,skill_id,skill_lv,1); else clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case TF_PICKSTONE: if(sd) { int eflag; struct item item_tmp; struct block_list tbl; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); memset(&item_tmp,0,sizeof(item_tmp)); memset(&tbl,0,sizeof(tbl)); // [MouseJstr] item_tmp.nameid = ITEMID_STONE; item_tmp.identify = 1; tbl.id = 0; clif->takeitem(&sd->bl,&tbl); eflag = pc->additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE); if(eflag) { clif->additem(sd,0,0,eflag); map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } break; case ASC_CDP: if(sd) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. } break; case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case RG_STRIPHELM: case ST_FULLSTRIP: case GC_WEAPONCRUSH: case SC_STRIPACCESSARY: { unsigned short location = 0; int d = 0, rate; //Rate in percent if ( skill_id == ST_FULLSTRIP ) { rate = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5; } else if( skill_id == SC_STRIPACCESSARY ) { rate = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5; } else { rate = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5; } if (rate < 5) rate = 5; //Minimum rate 5% //Duration in ms if( skill_id == GC_WEAPONCRUSH){ d = skill->get_time(skill_id,skill_lv); if(bl->type == BL_PC) d += skill_lv * 15 + (sstatus->dex - tstatus->dex); else d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2; }else d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500; if (d < 0) d = 0; //Minimum duration 0ms switch (skill_id) { case RG_STRIPWEAPON: case GC_WEAPONCRUSH: location = EQP_WEAPON; break; case RG_STRIPSHIELD: location = EQP_SHIELD; break; case RG_STRIPARMOR: location = EQP_ARMOR; break; case RG_STRIPHELM: location = EQP_HELM; break; case ST_FULLSTRIP: location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM; break; case SC_STRIPACCESSARY: location = EQP_ACC; break; } //Special message when trying to use strip on FCP [Jobbie] if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_PROTECTWEAPON] && tsc->data[SC_PROTECTHELM] && tsc->data[SC_PROTECTARMOR] && tsc->data[SC_PROTECTSHIELD]) { clif->gospel_info(sd, 0x28); break; } //Attempts to strip at rate i and duration d if( (rate = skill->strip_equip(bl, location, rate, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) ) clif->skill_nodamage(src,bl,skill_id,skill_lv,rate); //Nothing stripped. if( sd && !rate ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } case AM_BERSERKPITCHER: case AM_POTIONPITCHER: { int i,sp = 0; int64 hp = 0; if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { map->freeblock_unlock(); return 1; } if( sd ) { int x,bonus=100, potion = min(500+skill_lv,505); x = skill_lv%11 - 1; i = pc->search_inventory(sd,skill->db[skill_id].itemid[x]); if( i < 0 || skill->db[skill_id].itemid[x] <= 0 ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; } if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill->db[skill_id].amount[x]) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; } if( skill_id == AM_BERSERKPITCHER ) { if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; } } script->potion_flag = 1; script->potion_hp = script->potion_sp = script->potion_per_hp = script->potion_per_sp = 0; script->potion_target = bl->id; script->run(sd->inventory_data[i]->script,0,sd->bl.id,0); script->potion_flag = script->potion_target = 0; if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ALCHEMIST ) bonus += sd->status.base_level; if( script->potion_per_hp > 0 || script->potion_per_sp > 0 ) { hp = tstatus->max_hp * script->potion_per_hp / 100; hp = hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; if( dstsd ) { sp = dstsd->status.max_sp * script->potion_per_sp / 100; sp = sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; } } else { if( script->potion_hp > 0 ) { hp = script->potion_hp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; hp = hp * (100 + (tstatus->vit<<1)) / 100; if( dstsd ) hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; } if( script->potion_sp > 0 ) { sp = script->potion_sp * (100 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; sp = sp * (100 + (tstatus->int_<<1)) / 100; if( dstsd ) sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10) / 100; } } for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) { if (sd->itemhealrate[i].nameid == potion) { hp += hp * sd->itemhealrate[i].rate / 100; sp += sp * sd->itemhealrate[i].rate / 100; break; } } if( (i = pc->skillheal_bonus(sd, skill_id)) ) { hp += hp * i / 100; sp += sp * i / 100; } } else { hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100; hp = hp * (100 + (tstatus->vit<<1)) / 100; if( dstsd ) hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; } if( dstsd && (i = pc->skillheal2_bonus(dstsd, skill_id)) ) { hp += hp * i / 100; sp += sp * i / 100; } if( tsc && tsc->count ) { if( tsc->data[SC_CRITICALWOUND] ) { hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; } if( tsc->data[SC_DEATHHURT] ) { hp -= hp * 20 / 100; sp -= sp * 20 / 100; } if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) { hp += hp / 10; sp += sp / 10; } } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) ) clif->skill_nodamage(NULL,bl,AL_HEAL,(int)hp,1); if( sp > 0 ) clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); #ifdef RENEWAL if( tsc && tsc->data[SC_EXTREMITYFIST2] ) sp = 0; #endif status->heal(bl,(int)hp,sp,0); } break; case AM_CP_WEAPON: case AM_CP_SHIELD: case AM_CP_ARMOR: case AM_CP_HELM: { unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; if( sd && ( bl->type != BL_PC || ( dstsd && pc->checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); // Don't consume item requirements return 0; } clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } break; case AM_TWILIGHT1: if (sd) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); //Prepare 200 White Potions. if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200)) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case AM_TWILIGHT2: if (sd) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); //Prepare 200 Slim White Potions. if (!skill->produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200)) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case AM_TWILIGHT3: if (sd) { int ebottle = pc->search_inventory(sd,ITEMID_EMPTY_BOTTLE); if( ebottle >= 0 ) ebottle = sd->status.inventory[ebottle].amount; //check if you can produce all three, if not, then fail: if (!skill->can_produce_mix(sd,ITEMID_ALCHOL,-1, 100) //100 Alcohol || !skill->can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle || !skill->can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle || ebottle < 200 //200 empty bottle are required at total. ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->produce_mix(sd, skill_id, ITEMID_ALCHOL, 0, 0, 0, 100); skill->produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50); skill->produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50); } break; case SA_DISPELL: { int splash; if (flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1) { int i; if( sd && dstsd && !map_flag_vs(sd->bl.m) && (sd->status.party_id == 0 || sd->status.party_id != dstsd->status.party_id) ) { // Outside PvP it should only affect party members and no skill fail message. break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_ROGUE) //Rogue's spirit defends against dispel. || (dstsd && pc_ismadogear(dstsd)) || rnd()%100 >= 50+10*skill_lv ) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if(status->isimmune(bl) || !tsc || !tsc->count) break; for(i = 0; i < SC_MAX; i++) { if ( !tsc->data[i] ) continue; if( SC_COMMON_MAX < i ) { if ( status->get_sc_type(i)&SC_NO_DISPELL ) continue; } switch (i) { /** * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore **/ case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE: case SC_SERVICEFORYOU: if( tsc->data[i]->val4 ) //val4 = out-of-song-area continue; break; case SC_ASSUMPTIO: if( bl->type == BL_MOB ) continue; break; case SC_BERSERK: case SC_SATURDAY_NIGHT_FEVER: tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. break; } status_change_end(bl, (sc_type)i, INVALID_TIMER); } break; } else { //Affect all targets on splash area. map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id); } } break; case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); break; case TK_HIGHJUMP: { int x,y, dir = unit->getdir(src); //Fails on noteleport maps, except for GvG and BG maps [Skotlex] if( map->list[src->m].flag.noteleport && !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m)) ) { x = src->x; y = src->y; } else { x = src->x + dirx[dir]*skill_lv*2; y = src->y + diry[dir]*skill_lv*2; } clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); if(!map->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map->getcell(src->m,x,y,CELL_CHKREACH)) { clif->slide(src,x,y); unit->movepos(src, x, y, 1, 0); } } break; case SA_CASTCANCEL: case SO_SPELLFIST: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); unit->skillcastcancel(src,1); if(sd) { int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old); if( skill_id == SO_SPELLFIST ){ sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); sd->skill_id_old = sd->skill_lv_old = 0; break; } sp = sp * (90 - (skill_lv-1)*20) / 100; if(sp < 0) sp = 0; status_zap(src, 0, sp); } break; case SA_SPELLBREAKER: { int sp; if(tsc && tsc->data[SC_MAGICROD]) { sp = skill->get_sp(skill_id,skill_lv); sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; if(sp < 1) sp = 1; status->heal(bl,0,sp,2); status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. } else { struct unit_data *ud = unit->bl2ud(bl); int bl_skill_id=0,bl_skill_lv=0,hp = 0; if (!ud || ud->skilltimer == INVALID_TIMER) break; //Nothing to cancel. bl_skill_id = ud->skill_id; bl_skill_lv = ud->skill_lv; if (tstatus->mode & MD_BOSS) { //Only 10% success chance against bosses. [Skotlex] if (rnd()%100 < 90) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] clif->skill_nodamage(src,bl,skill_id,skill_lv,1); unit->skillcastcancel(bl,0); sp = skill->get_sp(bl_skill_id,bl_skill_lv); status_zap(bl, hp, sp); if (hp && skill_lv >= 5) hp>>=1; //Recover half damaged HP at level 5 [Skotlex] else hp = 0; if (sp) //Recover some of the SP used sp = sp*(25*(skill_lv-1))/100; if(hp || sp) status->heal(src, hp, sp, 2); } } break; case SA_MAGICROD: clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case SA_AUTOSPELL: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if(sd){ sd->state.workinprogress = 3; clif->autospell(sd,skill_lv); }else { int maxlv=1,spellid=0; static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; if(skill_lv >= 10) { spellid = MG_FROSTDIVER; // if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE) // maxlv = 10; // else maxlv = skill_lv - 9; } else if(skill_lv >=8) { spellid = MG_FIREBALL; maxlv = skill_lv - 7; } else if(skill_lv >=5) { spellid = MG_SOULSTRIKE; maxlv = skill_lv - 4; } else if(skill_lv >=2) { int i = rnd()%3; spellid = spellarray[i]; maxlv = skill_lv - 1; } else if(skill_lv > 0) { spellid = MG_NAPALMBEAT; maxlv = 3; } if(spellid > 0) sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, skill->get_time(SA_AUTOSPELL,skill_lv)); } break; case BS_GREED: if(sd){ clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->greed,bl, skill->get_splash(skill_id, skill_lv),BL_ITEM,bl); } break; case SA_ELEMENTWATER: case SA_ELEMENTFIRE: case SA_ELEMENTGROUND: case SA_ELEMENTWIND: if(sd && !dstmd) //Only works on monsters. break; if(tstatus->mode&MD_BOSS) break; case NPC_ATTRICHANGE: case NPC_CHANGEWATER: case NPC_CHANGEGROUND: case NPC_CHANGEFIRE: case NPC_CHANGEWIND: case NPC_CHANGEPOISON: case NPC_CHANGEHOLY: case NPC_CHANGEDARKNESS: case NPC_CHANGETELEKINESIS: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id, skill_lv))); break; case NPC_CHANGEUNDEAD: //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] //TO-DO This is ugly, fix it if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id, skill_lv))); break; case NPC_PROVOCATION: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if (md) mob->unlocktarget(md, tick); break; case NPC_KEEPING: case NPC_BARRIER: { int skill_time = skill->get_time(skill_id,skill_lv); struct unit_data *ud = unit->bl2ud(bl); if (clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_time)) && ud) { //Disable attacking/acting/moving for skill's duration. ud->attackabletime = ud->canact_tick = ud->canmove_tick = tick + skill_time; } } break; case NPC_REBIRTH: if( md && md->state.rebirth ) break; // only works once sc_start(src,bl,type,100,skill_lv,-1); break; case NPC_DARKBLESSING: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); break; case NPC_LICK: status_zap(bl, 0, 100); clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); break; case NPC_SUICIDE: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); status_kill(src); //When suiciding, neither exp nor drops is given. break; case NPC_SUMMONSLAVE: case NPC_SUMMONMONSTER: if(md && md->skill_idx >= 0) mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id); break; case NPC_CALLSLAVE: mob->warpslave(src,MOB_SLAVEDISTANCE); break; case NPC_RANDOMMOVE: if (md) { md->next_walktime = tick - 1; mob->randomwalk(md,tick); } break; case NPC_SPEEDUP: { // or does it increase casting rate? just a guess xD int i = SC_ATTHASTE_POTION1 + skill_lv - 1; if (i > SC_ATTHASTE_INFINITY) i = SC_ATTHASTE_INFINITY; clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); } break; case NPC_REVENGE: // not really needed... but adding here anyway ^^ if (md && md->master_id > 0) { struct block_list *mbl, *tbl; if ((mbl = map->id2bl(md->master_id)) == NULL || (tbl = battle->get_targeted(mbl)) == NULL) break; md->state.provoke_flag = tbl->id; mob->target(md, tbl, sstatus->rhw.range); } break; case NPC_RUN: { const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; uint8 dir = (bl == src)?unit->getdir(src):map->calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. unit->stop_attack(src); //Run skillv tiles overriding the can-move check. if (unit->walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md) md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the AI. } break; case NPC_TRANSFORMATION: case NPC_METAMORPHOSIS: if(md && md->skill_idx >= 0) { int class_ = mob->random_class (md->db->skill[md->skill_idx].val,0); if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex] mob->summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id); if (class_) mob->class_change(md, class_); } break; case NPC_EMOTION_ON: case NPC_EMOTION: //val[0] is the emotion to use. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] //val[1] 'sets' the mode //val[2] adds to the current mode //val[3] removes from the current mode //val[4] if set, asks to delete the previous mode change. if(md && md->skill_idx >= 0 && tsc) { clif->emotion(bl, md->db->skill[md->skill_idx].val[0]); if(md->db->skill[md->skill_idx].val[4] && tsce) status_change_end(bl, type, INVALID_TIMER); //If mode gets set by NPC_EMOTION then the target should be reset [Playtester] if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1]) mob->unlocktarget(md,tick); if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) sc_start4(src, src, type, 100, skill_lv, md->db->skill[md->skill_idx].val[1], md->db->skill[md->skill_idx].val[2], md->db->skill[md->skill_idx].val[3], skill->get_time(skill_id, skill_lv)); } break; case NPC_POWERUP: sc_start(src,bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); break; case NPC_AGIUP: sc_start(src,bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); break; case NPC_INVISIBLE: //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); break; case NPC_SIEGEMODE: // not sure what it does clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case WE_MALE: { int hp_rate = (!skill_lv)? 0:skill->db[skill_id].hp_rate[skill_lv-1]; int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it cost the caster. [Skotlex] clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1); } break; case WE_FEMALE: { int sp_rate = (!skill_lv)? 0:skill->db[skill_id].sp_rate[skill_lv-1]; int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it cost the caster. [Skotlex] clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1); } break; // parent-baby skills case WE_BABY: if(sd) { struct map_session_data *f_sd = pc->get_father(sd); struct map_session_data *m_sd = pc->get_mother(sd); bool we_baby_parents = false; if(m_sd && check_distance_bl(bl,&m_sd->bl,AREA_SIZE)) { sc_start(src,&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->specialeffect(&m_sd->bl,408,AREA); we_baby_parents = true; } if(f_sd && check_distance_bl(bl,&f_sd->bl,AREA_SIZE)) { sc_start(src,&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->specialeffect(&f_sd->bl,408,AREA); we_baby_parents = true; } if (!we_baby_parents) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 0; } else status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); } break; case PF_HPCONVERSION: { int hp, sp; hp = sstatus->max_hp/10; sp = hp * 10 * skill_lv / 100; if (!status->charge(src,hp,0)) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); status->heal(bl,0,sp,2); } break; case MA_REMOVETRAP: case HT_REMOVETRAP: { struct skill_unit* su; struct skill_unit_group* sg; su = BL_CAST(BL_SKILL, bl); // Mercenaries can remove any trap // Players can only remove their own traps or traps on Vs maps. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) { clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) && sg->unit_id != UNT_THORNS_TRAP ) { // prevent picking up expired traps if( battle_config.skill_removetrap_type ) { int i; // get back all items used to deploy the trap for( i = 0; i < 10; i++ ) { if( skill->db[su->group->skill_id].itemid[i] > 0 ) { int success; struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = skill->db[su->group->skill_id].itemid[i]; item_tmp.identify = 1; if( item_tmp.nameid && (success=pc->additem(sd,&item_tmp,skill->db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { clif->additem(sd,0,0,success); map->addflooritem(&item_tmp,skill->db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } } else { // get back 1 trap struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP; item_tmp.identify = 1; if( item_tmp.nameid && (flag=pc->additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) ) { clif->additem(sd,0,0,flag); map->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } skill->delunit(su); }else if(sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } break; case HT_SPRINGTRAP: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); { struct skill_unit *su=NULL; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ switch(su->group->unit_id){ case UNT_ANKLESNARE: // 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 fall through to below case UNT_BLASTMINE: case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLAYMORETRAP: case UNT_TALKIEBOX: su->group->unit_id = UNT_USED_TRAPS; clif->changetraplook(bl, UNT_USED_TRAPS); su->group->limit=DIFF_TICK32(tick+1500,su->group->tick); su->limit=DIFF_TICK32(tick+1500,su->group->tick); } } } break; case BD_ENCORE: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if(sd) unit->skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance); break; case AS_SPLASHER: if( tstatus->mode&MD_BOSS #ifndef RENEWAL /** Renewal dropped the 3/4 hp requirement **/ || tstatus-> hp > tstatus->max_hp*3/4 #endif // RENEWAL ) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 1; } clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); #ifndef RENEWAL if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000); #endif break; case PF_MINDBREAKER: { if(tstatus->mode&MD_BOSS || battle->check_undead(tstatus->race,tstatus->def_ele) ) { map->freeblock_unlock(); return 1; } if (tsce) { //HelloKitty2 (?) explained that this silently fails when target is //already inflicted. [Skotlex] map->freeblock_unlock(); return 1; } //Has a 55% + skill_lv*5% success chance. if (!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))) ) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 0; } unit->skillcastcancel(bl,0); if(tsc && tsc->count){ status_change_end(bl, SC_FREEZE, INVALID_TIMER); if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE) status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_SLEEP, INVALID_TIMER); } if(dstmd) mob->target(dstmd,src,skill->get_range2(src,skill_id,skill_lv)); } break; case PF_SOULCHANGE: { unsigned int sp1 = 0, sp2 = 0; if (dstmd) { if (dstmd->state.soul_change_flag) { if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } dstmd->state.soul_change_flag = 1; sp2 = sstatus->max_sp * 3 /100; status->heal(src, 0, sp2, 2); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; } sp1 = sstatus->sp; sp2 = tstatus->sp; #ifdef RENEWAL sp1 = sp1 / 2; sp2 = sp2 / 2; if( tsc && tsc->data[SC_EXTREMITYFIST2] ) sp1 = tstatus->sp; #endif // RENEWAL status->set_sp(src, sp2, 3); status->set_sp(bl, sp1, 3); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; // Slim Pitcher case CR_SLIMPITCHER: // Updated to block Slim Pitcher from working on barricades and guardian stones. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) ) break; if (script->potion_hp || script->potion_sp) { int hp = script->potion_hp, sp = script->potion_sp; hp = hp * (100 + (tstatus->vit<<1))/100; sp = sp * (100 + (tstatus->int_<<1))/100; if (dstsd) { if (hp) hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100; if (sp) sp = sp * (100 + pc->checkskill(dstsd,MG_SRECOVERY)*10 + pc->skillheal2_bonus(dstsd, skill_id))/100; } if( tsc && tsc->count ) { if (tsc->data[SC_CRITICALWOUND]) { hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100; sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100; } if (tsc->data[SC_DEATHHURT]) { hp -= hp * 20 / 100; sp -= sp * 20 / 100; } if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) { hp += hp / 10; sp += sp / 10; } } if(hp > 0) clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1); if(sp > 0) clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); status->heal(bl,hp,sp,0); } break; // Full Chemical Protection case CR_FULLPROTECTION: { unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; int i, s = 0, skilltime = skill->get_time(skill_id,skill_lv); for (i=0 ; i<4; i++) { if( bl->type != BL_PC || ( dstsd && pc->checkequip(dstsd,equip[i]) < 0 ) ) continue; sc_start(src,bl,(sc_type)(SC_PROTECTWEAPON + i),100,skill_lv,skilltime); s++; } if( sd && !s ){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); // Don't consume item requirements return 0; } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case RG_CLEANER: //AppleGirl clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case CG_LONGINGFREEDOM: { if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] { clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } } break; case CG_TAROTCARD: { int eff, count = -1; if( tsc && tsc->data[type] ){ map->freeblock_unlock(); return 0; } if( rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 0; } status_zap(src,0,skill->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [Inkfish] do { eff = rnd() % 14; if( eff == 5 ) clif->specialeffect(src, 528, AREA); else clif->specialeffect(bl, 523 + eff, AREA); switch (eff) { case 0: // heals SP to 0 status_percent_damage(src, bl, 0, 100, false); break; case 1: // matk halved sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; case 2: // all buffs removed status->change_clear_buffs(bl,1); break; case 3: // 1000 damage, random armor destroyed { status_fix_damage(src, bl, 1000, 0); clif->damage(src,bl,0,0,1000,0,0,0); if( !status->isdead(bl) ) { int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); } } break; case 4: // atk halved sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; case 5: // 2000HP heal, random teleported status->heal(src, 2000, 0, 0); if( !map_flag_vs(bl->m) ) unit->warp(bl, -1,-1,-1, CLR_TELEPORT); break; case 6: // random 2 other effects if (count == -1) count = 3; else count++; //Should not re-trigger this one. break; case 7: // stop freeze or stoned { enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); } break; case 8: // curse coma and poison sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case 9: // confusion sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case 10: // 6666 damage, atk matk halved, cursed status_fix_damage(src, bl, 6666, 0); clif->damage(src,bl,0,0,6666,0,0,0); sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); break; case 11: // 4444 damage status_fix_damage(src, bl, 4444, 0); clif->damage(src,bl,0,0,4444,0,0,0); break; case 12: // stun sc_start(src,bl,SC_STUN,100,skill_lv,5000); break; case 13: // atk,matk,hit,flee,def reduced sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; default: break; } } while ((--count) > 0); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case SL_ALCHEMIST: case SL_ASSASIN: case SL_BARDDANCER: case SL_BLACKSMITH: case SL_CRUSADER: case SL_HUNTER: case SL_KNIGHT: case SL_MONK: case SL_PRIEST: case SL_ROGUE: case SL_SAGE: case SL_SOULLINKER: case SL_STAR: case SL_SUPERNOVICE: case SL_WIZARD: //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SOULLINK constant. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) { //Erase death count 1% of the casts dstsd->die_counter = 0; pc_setglobalreg(dstsd,script->add_str("PC_DIE_COUNTER"), 0); clif->specialeffect(bl, 0x152, AREA); //SC_SOULLINK invokes status_calc_pc for us. } clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; case SL_HIGH: if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; case SL_SWOO: if (tsce) { if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8); status_change_end(bl, SC_SWOO, INVALID_TIMER); break; } case SL_SKA: // [marquis007] case SL_SKE: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (skill_id == SL_SKE) sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; // New guild skills [Celest] case GD_BATTLEORDER: if(flag&1) { if (status->get_guild_id(src) == status->get_guild_id(bl)) sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); } else if (status->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_PC, src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, skill->castend_nodamage_id); if (sd) guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); } break; case GD_REGENERATION: if(flag&1) { if (status->get_guild_id(src) == status->get_guild_id(bl)) sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); } else if (status->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_PC, src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, skill->castend_nodamage_id); if (sd) guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); } break; case GD_RESTORE: if(flag&1) { if (status->get_guild_id(src) == status->get_guild_id(bl)) clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); } else if (status->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_PC, src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, skill->castend_nodamage_id); if (sd) guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); } break; case GD_EMERGENCYCALL: { int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; int i, j = 0; struct guild *g; // i don't know if it actually summons in a circle, but oh well. ;P g = sd ? sd->guild : guild->search(status->get_guild_id(src)); if (!g) break; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); for(i = 0; i < g->max_member; i++, j++) { if (j>8) j=0; if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { if (map->list[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) continue; if(map->getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) dx[j] = dy[j] = 0; pc->setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN); } } if (sd) guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); } break; case SG_FEEL: //AuronX reported you CAN memorize the same map as all three. [Skotlex] if (sd) { if(!sd->feel_map[skill_lv-1].index) clif->feel_req(sd->fd,sd, skill_lv); else clif->feel_info(sd, skill_lv-1, 1); } break; case SG_HATE: if (sd) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if (!pc->set_hate_mob(sd, skill_lv-1, bl)) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case GS_GLITTERING: if(sd) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if(rnd()%100 < (20+10*skill_lv)) pc->addspiritball(sd,skill->get_time(skill_id,skill_lv),10); else if(sd->spiritball > 0) pc->delspiritball(sd,1,0); } break; case GS_CRACKER: /* per official standards, this skill works on players and mobs. */ if (sd && (dstsd || dstmd)) { int rate = 65 -5*distance_bl(src,bl); //Base rate if (rate < 30) rate = 30; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); sc_start(src,bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv)); } break; case AM_CALLHOMUN: // [orn] if( sd ) { if (homun->call(sd)) clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); else clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case AM_REST: if (sd) { if (homun->vaporize(sd,HOM_ST_REST)) clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); else clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case HAMI_CASTLE: // [orn] if(rnd()%100 < 20*skill_lv && src != bl) { int x,y; x = src->x; y = src->y; if (hd) skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); if (unit->movepos(src,bl->x,bl->y,0,0)) { clif->skill_nodamage(src,src,skill_id,skill_lv,1); // Homun clif->slide(src,bl->x,bl->y) ; if (unit->movepos(bl,x,y,0,0)) { clif->skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master clif->slide(bl,x,y) ; } //TODO: Shouldn't also players and the like switch targets? map->foreachinrange(skill->chastle_mob_changetarget,src, AREA_SIZE, BL_MOB, bl, src); } } // Failed else if (hd && hd->master) clif->skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0); else if (sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case HVAN_CHAOTIC: // [orn] { static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; int r = rnd()%100; int target = (skill_lv-1)%5; int hp; if(rget_master(src); else //Enemy bl = map->id2bl(battle->get_target(src)); if (!bl) bl = src; hp = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true); //Eh? why double skill packet? clif->skill_nodamage(src,bl,AL_HEAL,hp,1); clif->skill_nodamage(src,bl,skill_id,hp,1); status->heal(bl, hp, 0, 0); } break; // Homun single-target support skills [orn] case HAMI_BLOODLUST: case HFLI_FLEET: case HFLI_SPEED: case HLIF_CHANGE: case MH_ANGRIFFS_MODUS: case MH_GOLDENE_FERSE: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (hd) skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); break; case NPC_DRAGONFEAR: if (flag&1) { const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING }; int i, j; j = i = rnd()%ARRAYLENGTH(sc); while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { i++; if ( i == ARRAYLENGTH(sc) ) i = 0; if (i == j) break; } break; } case NPC_WIDEBLEEDING: case NPC_WIDECONFUSE: case NPC_WIDECURSE: case NPC_WIDEFREEZE: case NPC_WIDESLEEP: case NPC_WIDESILENCE: case NPC_WIDESTONE: case NPC_WIDESTUN: case NPC_SLOWCAST: case NPC_WIDEHELLDIGNITY: case NPC_WIDEHEALTHFEAR: case NPC_WIDEBODYBURNNING: case NPC_WIDEFROSTMISTY: case NPC_WIDECOLD: case NPC_WIDE_DEEP_SLEEP: case NPC_WIDESIREN: if (flag&1){ switch( type ){ case SC_BURNING: sc_start4(src,bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); break; case SC_SIREN: sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; default: sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); } } else { skill->area_temp[2] = 0; //For SD_PREAMBLE clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv),BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, skill->castend_nodamage_id); } break; case NPC_WIDESOULDRAIN: if (flag&1) status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false); else { skill->area_temp[2] = 0; //For SD_PREAMBLE clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv),BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, skill->castend_nodamage_id); } break; case ALL_PARTYFLEE: if( sd && !(flag&1) ) { if( !sd->status.party_id ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } else clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case NPC_TALK: case ALL_WEWISH: case ALL_CATCRY: case ALL_DREAM_SUMMERNIGHT: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case ALL_BUYING_STORE: if( sd ) {// players only, skill allows 5 buying slots clif->skill_nodamage(src, bl, skill_id, skill_lv, buyingstore->setup(sd, MAX_BUYINGSTORE_SLOTS)); } break; case RK_ENCHANTBLADE: clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv))); break; case RK_DRAGONHOWLING: if( flag&1) sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); else { skill->area_temp[2] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, skill->castend_nodamage_id); } break; case RK_IGNITIONBREAK: case LG_EARTHDRIVE: { int splash; clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); splash = skill->get_splash(skill_id,skill_lv); if( skill_id == LG_EARTHDRIVE ) { int dummy = 1; map->foreachinarea(skill->cell_overlap, src->m, src->x-splash, src->y-splash, src->x+splash, src->y+splash, BL_SKILL, LG_EARTHDRIVE, &dummy, src); } map->foreachinrange(skill->area_sub, bl,splash,BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); } break; case RK_STONEHARDSKIN: if( sd ) { int heal = sstatus->hp / 5; // 20% HP if( status->charge(bl,heal,0) ) clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); else clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case RK_REFRESH: { int heal = status_get_max_hp(bl) * 25 / 100; clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); status->heal(bl,heal,0,1); status->change_clear_buffs(bl,4); } break; case RK_MILLENNIUMSHIELD: if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 9 ) { short chance = 0; short num_shields = 0; chance = rnd()%100 + 1;//Generates a random number between 1 - 100 which is then used to determine how many shields will generate. if ( chance >= 1 && chance <= 20 )//20% chance for 4 shields. num_shields = 4; else if ( chance >= 21 && chance <= 50 )//30% chance for 3 shields. num_shields = 3; else if ( chance >= 51 && chance <= 100 )//50% chance for 2 shields. num_shields = 2; sc_start4(src,bl,type,100,skill_lv,num_shields,1000,0,skill->get_time(skill_id,skill_lv)); clif->millenniumshield(src,num_shields); clif->skill_nodamage(src,bl,skill_id,1,1); } break; case RK_FIGHTINGSPIRIT: if( flag&1 ) { int atkbonus = 7 * party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count); if( src == bl ) sc_start2(src,bl,type,100,atkbonus,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); else sc_start(src,bl,type,100,atkbonus / 4,skill->get_time(skill_id,skill_lv)); } else if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 5 ) { if( sd->status.party_id ) party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); else sc_start2(src,bl,type,100,7,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,1,1); } break; case RK_LUXANIMA: if( sd == NULL || sd->status.party_id == 0 || flag&1 ){ if( src == bl ) break; while( skill->area_temp[5] >= 0x10 ){ int value = 0; type = SC_NONE; if( skill->area_temp[5]&0x10 ){ value = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); clif->millenniumshield(bl,value); skill->area_temp[5] &= ~0x10; type = SC_MILLENNIUMSHIELD; }else if( skill->area_temp[5]&0x20 ){ value = status_get_max_hp(bl) * 25 / 100; status->change_clear_buffs(bl,4); skill->area_temp[5] &= ~0x20; status->heal(bl,value,0,1); type = SC_REFRESH; }else if( skill->area_temp[5]&0x40 ){ skill->area_temp[5] &= ~0x40; type = SC_GIANTGROWTH; }else if( skill->area_temp[5]&0x80 ){ if( dstsd ){ value = sstatus->hp / 4; if( status->charge(bl,value,0) ) type = SC_STONEHARDSKIN; skill->area_temp[5] &= ~0x80; } }else if( skill->area_temp[5]&0x100 ){ skill->area_temp[5] &= ~0x100; type = SC_VITALITYACTIVATION; }else if( skill->area_temp[5]&0x200 ){ skill->area_temp[5] &= ~0x200; type = SC_ABUNDANCE; } if( type > SC_NONE ) clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src,bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv))); } }else if( sd ){ if( tsc && tsc->count ){ if(tsc->data[SC_MILLENNIUMSHIELD]) skill->area_temp[5] |= 0x10; if(tsc->data[SC_REFRESH]) skill->area_temp[5] |= 0x20; if(tsc->data[SC_GIANTGROWTH]) skill->area_temp[5] |= 0x40; if(tsc->data[SC_STONEHARDSKIN]) skill->area_temp[5] |= 0x80; if(tsc->data[SC_VITALITYACTIVATION]) skill->area_temp[5] |= 0x100; if(tsc->data[SC_ABUNDANCE]) skill->area_temp[5] |= 0x200; } clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } break; /** * Guilotine Cross **/ case GC_ROLLINGCUTTER: { short count = 1; skill->area_temp[2] = 0; map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill->castend_damage_id); if( tsc && tsc->data[SC_ROLLINGCUTTER] ) { // Every time the skill is casted the status change is reseted adding a counter. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; if( count > 10 ) count = 10; // Max counter status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); } sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,src,skill_id,skill_lv,1); } break; case GC_WEAPONBLOCKING: if( tsc && tsc->data[SC_WEAPONBLOCKING] ) status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); else sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case GC_CREATENEWPOISON: if( sd ) { clif->skill_produce_mix_list(sd,skill_id,25); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case GC_POISONINGWEAPON: if( sd ) { clif->poison_list(sd,skill_lv); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case GC_ANTIDOTE: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if( tsc ) { status_change_end(bl, SC_PARALYSE, INVALID_TIMER); status_change_end(bl, SC_PYREXIA, INVALID_TIMER); status_change_end(bl, SC_DEATHHURT, INVALID_TIMER); status_change_end(bl, SC_LEECHESEND, INVALID_TIMER); status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER); status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER); status_change_end(bl, SC_TOXIN, INVALID_TIMER); status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER); } break; case GC_PHANTOMMENACE: { int r; clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); r = skill->get_splash(skill_id, skill_lv); map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); map->foreachinarea( status->change_timer_sub, src->m, src->x-r, src->y-r, src->x+r, src->y+r, BL_CHAR, src, NULL, SC_SIGHT, tick); } break; case GC_HALLUCINATIONWALK: { int heal = status_get_max_hp(bl) * ( 18 - 2 * skill_lv ) / 100; if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); break; } if( !status->charge(bl,heal,0) ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } break; /** * Arch Bishop **/ case AB_ANCILLA: if( sd ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1); } break; case AB_CLEMENTIA: case AB_CANTO: { int level = 0; if( sd ) level = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI); if( sd == NULL || sd->status.party_id == 0 || flag&1 ) clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv))); else if( sd ) { if( !level ) clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); else party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } } break; case AB_PRAEFATIO: if( (flag&1) || sd == NULL || sd->status.party_id == 0 ) { int count = 1; if( dstsd && dstsd->special_state.no_magic_damage ) break; if( sd && sd->status.party_id != 0 ) count = party->foreachsamemap(party->sub_count, sd, 0); clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, count, skill->get_time(skill_id, skill_lv))); } else if( sd ) party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; case AB_CHEAL: if( sd == NULL || sd->status.party_id == 0 || flag&1 ) { if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) { int lv = pc->checkskill(sd, AL_HEAL); int heal = skill_calc_heal(src, bl, AL_HEAL, lv, true); if( sd->status.party_id ) { int partycount = party->foreachsamemap(party->sub_count, sd, 0); if (partycount > 1) heal += ((heal / 100) * (partycount * 10) / 4); } if( status->isimmune(bl) || (dstsd && pc_ismadogear(dstsd)) ) heal = 0; clif->skill_nodamage(bl, bl, skill_id, heal, 1); if( tsc && tsc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; status->heal(bl, heal, 0, 1); } } else if( sd ) party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; case AB_ORATIO: if( flag&1 ) sc_start(src, bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); else { map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case AB_LAUDAAGNUS: if( (flag&1 || sd == NULL) || !sd->status.party_id) { if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] || tsc->data[SC_BURNING] || tsc->data[SC_FROSTMISTY] || tsc->data[SC_COLD])) { // Success Chance: (40 + 10 * Skill Level) % if( rnd()%100 > 40+10*skill_lv ) break; status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); status_change_end(bl, SC_BURNING, INVALID_TIMER); status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); status_change_end(bl, SC_COLD, INVALID_TIMER); }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); } else if( sd ) party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; case AB_LAUDARAMUS: if( (flag&1 || sd == NULL) || !sd->status.party_id ) { if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEP_SLEEP]) ){ // Success Chance: (40 + 10 * Skill Level) % if( rnd()%100 > 40+10*skill_lv ) break; status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); status_change_end(bl, SC_SILENCE, INVALID_TIMER); status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); } else if( sd ) party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; case AB_CLEARANCE: { int splash; if( flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1 ) { int i; //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] if( bl->type != BL_MOB && battle->check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party. break; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if(status->isimmune(bl) || !tsc || !tsc->count) break; for(i = 0; i < SC_MAX; i++) { if ( !tsc->data[i] ) continue; if( SC_COMMON_MAX > i ) if ( status->get_sc_type(i)&SC_NO_CLEARANCE ) continue; switch (i) { case SC_ASSUMPTIO: if( bl->type == BL_MOB ) continue; break; case SC_BERSERK: case SC_SATURDAY_NIGHT_FEVER: tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. break; } status_change_end(bl,(sc_type)i,INVALID_TIMER); } break; } else { map->foreachinrange(skill->area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill->castend_damage_id); } } break; case AB_SILENTIUM: // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine] map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); break; /** * Warlock **/ case WL_STASIS: if( flag&1 ) sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); else { map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case WL_WHITEIMPRISON: if( (src == bl || battle->check_target(src, bl, BCT_ENEMY) > 0 ) && !is_boss(bl) )// Should not work with bosses. { int rate = ( sd? sd->status.job_level : 50 ) / 4; if( src == bl ) rate = 100; // Success Chance: On self, 100% else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) % else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % if( sd ) skill->blockpc_start(sd,skill_id,4000); if( !(tsc && tsc->data[type]) ){ int failure = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); if( sd && !failure ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } }else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); break; case WL_FROSTMISTY: if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) break; // Doesn't hit/cause Freezing to invisible enemy // Really? [Rytech] clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); break; case WL_JACKFROST: if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))) break; // Do not hit invisible enemy clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinshootrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); break; case WL_MARSHOFABYSS: clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case WL_SIENNAEXECRATE: if( flag&1 ) { if( status->isimmune(bl) || !tsc ) break; if( tsc && tsc->data[SC_STONE] ) status_change_end(bl,SC_STONE,INVALID_TIMER); else status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2); } else { int rate = 45 + 5 * skill_lv; if( rnd()%100 < rate ){ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); }else if( sd ) // Failure on Rate clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB: case WL_SUMMONSTONE: { int i; for( i = SC_SUMMON1; i <= SC_SUMMON5; i++ ){ if( tsc && !tsc->data[i] ){ // officially it doesn't work like a stack int ele = WLS_FIRE + (skill_id - WL_SUMMONFB) - (skill_id == WL_SUMMONSTONE ? 4 : 0); clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); break; } } } break; case WL_READING_SB: if( sd ) { struct status_change *sc = status->get_sc(bl); int i; for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break; if( i == SC_SPELLBOOK7 ) { clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); break; } sc_start(src, bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. clif->spellbook_list(sd); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; /** * Ranger **/ case RA_FEARBREEZE: clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case RA_WUGMASTERY: if( sd ) { if( !pc_iswug(sd) ) pc->setoption(sd,sd->sc.option|OPTION_WUG); else pc->setoption(sd,sd->sc.option&~OPTION_WUG); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case RA_WUGRIDER: if( sd ) { if( !pc_isridingwug(sd) && pc_iswug(sd) ) { pc->setoption(sd,sd->sc.option&~OPTION_WUG); pc->setoption(sd,sd->sc.option|OPTION_WUGRIDER); } else if( pc_isridingwug(sd) ) { pc->setoption(sd,sd->sc.option&~OPTION_WUGRIDER); pc->setoption(sd,sd->sc.option|OPTION_WUG); } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case RA_WUGDASH: if( tsce ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); map->freeblock_unlock(); return 0; } if( sd && pc_isridingwug(sd) ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,1)); clif->walkok(sd); } break; case RA_SENSITIVEKEEN: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill->castend_damage_id); break; /** * Mechanic **/ case NC_F_SIDESLIDE: case NC_B_SIDESLIDE: { uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit->getdir(src)+4)%8 : unit->getdir(src); skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0); clif->slide(src,src->x,src->y); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case NC_SELFDESTRUCTION: if( sd ) { if( pc_ismadogear(sd) ) pc->setmadogear(sd, 0); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); status->set_sp(src, 0, 0); } break; case NC_ANALYZE: clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); if( sd ) pc->overheat(sd,1); break; case NC_MAGNETICFIELD: { int failure; if( (failure = sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) { map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); if (sd) pc->overheat(sd,1); } clif->skill_nodamage(src,src,skill_id,skill_lv,failure); } break; case NC_REPAIR: if( sd ) { int heal, hp = 0; // % of max hp regen if( !dstsd || !pc_ismadogear(dstsd) ) { clif->skill_fail(sd, skill_id,USESKILL_FAIL_TOTARGET,0); break; } switch (cap_value(skill_lv, 1, 5)) { case 1: hp = 4; break; case 2: hp = 7; break; case 3: hp = 13; break; case 4: hp = 17; break; case 5: hp = 23; break; } heal = tstatus->max_hp * hp / 100; status->heal(bl,heal,0,2); clif->skill_nodamage(src, bl, skill_id, skill_lv, heal); } break; case NC_DISJOINT: { if( bl->type != BL_MOB ) break; md = map->id2md(bl->id); if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND ) status_kill(bl); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case SC_AUTOSHADOWSPELL: if( sd ) { int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id); if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) { sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] clif->autoshadowspell_list(sd); clif->skill_nodamage(src,bl,skill_id,1,1); } else clif->skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0); } break; case SC_SHADOWFORM: if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) dstsd->shadowform_id = src->id; } else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case SC_BODYPAINT: if( flag&1 ) { if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ) ) { status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); sc_start(src,bl,type,20 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); } } else { clif->skill_nodamage(src, bl, skill_id, 0, 1); map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); } break; case SC_ENERVATION: case SC_GROOMY: case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case SC_WEAKNESS: if( !(tsc && tsc->data[type]) ) { int joblvbonus = 0; int rate = 0; if (is_boss(bl)) break; joblvbonus = ( sd ? sd->status.job_level : 50 ); //First we set the success chance based on the caster's build which increases the chance. rate = 10 * skill_lv + rnd_value( sstatus->dex / 12, sstatus->dex / 4 ) + joblvbonus + status->get_lv(src) / 10; // We then reduce the success chance based on the target's build. rate -= rnd_value( tstatus->agi / 6, tstatus->agi / 3 ) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0 ) + status->get_lv(bl) / 10; //Finally we set the minimum success chance cap based on the caster's skill level and DEX. rate = cap_value( rate, skill_lv + sstatus->dex / 20, 100); clif->skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); if ( tsc && tsc->data[SC__IGNORANCE] && skill_id == SC_IGNORANCE) { //If the target was successfully inflected with the Ignorance status, drain some of the targets SP. int sp = 100 * skill_lv; if( dstmd ) sp = dstmd->level * 2; if( status_zap(bl,0,sp) ) status->heal(src,0,sp/2,3);//What does flag 3 do? [Rytech] } if ( tsc && tsc->data[SC__UNLUCKY] && skill_id == SC_UNLUCKY) { //If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's. switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's regardless of resistance. case 0: status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); break; case 1: status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); break; case 2: status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); } } } else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case LG_TRAMPLE: clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); map->foreachinrange(skill->destroy_trap,bl,skill->get_splash(skill_id,skill_lv),BL_SKILL,tick); break; case LG_REFLECTDAMAGE: if( tsc && tsc->data[type] ) status_change_end(bl,type,INVALID_TIMER); else sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case LG_SHIELDSPELL: if( !sd ) break; if( flag&1 ) { sc_start(src,bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000); } else { int opt = 0, val = 0, splashrange = 0; struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; if( !shield_data || shield_data->type != IT_ARMOR ) { //Skill will first check if a shield is equipped. If none is found on the caster the skill will fail. clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } //Generates a number between 1 - 3. The number generated will determine which effect will be triggered. opt = rnd()%3 + 1; switch( skill_lv ) { case 1: if ( shield_data->def >= 0 && shield_data->def <= 40) splashrange = 1; else if ( shield_data->def >= 41 && shield_data->def <= 80) splashrange = 2; else splashrange = 3; switch( opt ) { case 1: sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); //Splash AoE ATK clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); break; case 2: val = shield_data->def/10; //Damage Reflecting Increase. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000); break; case 3: //Weapon Attack Increase. val = shield_data->def; sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000); break; } break; case 2: if( sd->bonus.shieldmdef == 0 ) break; // Nothing should happen if the shield has no mdef, not even displaying a message if ( sd->bonus.shieldmdef >= 1 && sd->bonus.shieldmdef <= 3 ) splashrange = 1; else if ( sd->bonus.shieldmdef >= 4 && sd->bonus.shieldmdef <= 5 ) splashrange = 2; else splashrange = 3; switch( opt ) { case 1: sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); //Splash AoE MATK clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); break; case 2: sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 2000); //Splash AoE Lex Divina clif->skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); break; case 3: if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 30000) ) //Magnificat clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); break; } break; case 3: { int rate = 0; struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; if( shield->refine == 0 ) break; // Nothing should happen if the shield has no refine, not even displaying a message switch( opt ) { case 1: sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield->refine * 30000); //Now breaks Armor at 100% rate break; case 2: val = shield->refine * 10 * status->get_lv(src) / 100; //DEF Increase rate = (shield->refine * 2) + (status_get_luk(src) / 10); //Status Resistance Rate if( sc_start2(src,bl,SC_SHIELDSPELL_REF,100,opt,val,shield->refine * 20000)) clif->skill_nodamage(src,bl,SC_SCRESIST,skill_lv, sc_start(src,bl,SC_SCRESIST,100,rate,shield->refine * 30000)); break; case 3: sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery val = sstatus->max_hp * ((status->get_lv(src) / 10) + (shield->refine + 1)) / 100; status->heal(bl, val, 0, 2); status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER); break; } } break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case LG_PIETY: if( flag&1 ) sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); else { skill->area_temp[2] = 0; map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case LG_KINGS_GRACE: if( flag&1 ){ int i; sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); for(i=0; idata[i]) continue; switch(i){ case SC_POISON: case SC_BLIND: case SC_FREEZE: case SC_STONE: case SC_STUN: case SC_SLEEP: case SC_BLOODING: case SC_CURSE: case SC_CONFUSION: case SC_ILLUSION: case SC_SILENCE: case SC_BURNING: case SC_COLD: case SC_FROSTMISTY: case SC_DEEP_SLEEP: case SC_FEAR: case SC_MANDRAGORA: case SC__CHAOS: status_change_end(bl, (sc_type)i, INVALID_TIMER); } } }else { skill->area_temp[2] = 0; if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) ) flag |= BCT_GUILD; map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case LG_INSPIRATION: if( sd && !map->list[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { sd->status.base_exp -= min(sd->status.base_exp, pc->nextbaseexp(sd) * 1 / 100); // 1% penalty. sd->status.job_exp -= min(sd->status.job_exp, pc->nextjobexp(sd) * 1 / 100); clif->updatestatus(sd,SP_BASEEXP); clif->updatestatus(sd,SP_JOBEXP); } clif->skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case SR_CURSEDCIRCLE: if( flag&1 ) { if( is_boss(bl) ) break; if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { if( bl->type == BL_MOB ) mob->unlocktarget((TBL_MOB*)bl,timer->gettick()); unit->stop_attack(bl); clif->bladestop(src, bl->id, 1); map->freeblock_unlock(); return 1; } } else { int count = 0; clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); count = map->forcountinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-characters BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); if( sd ) pc->delspiritball(sd, count, 0); clif->skill_nodamage(src, src, skill_id, skill_lv, sc_start2(src, src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); } break; case SR_RAISINGDRAGON: if( sd ) { short max = 5 + skill_lv; int i; sc_start(src, bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); for( i = 0; i < max; i++ ) // Don't call more than max available spheres. pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max); clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); } break; case SR_ASSIMILATEPOWER: if( flag&1 ) { int sp = 0; if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER ) { sp = dstsd->spiritball; //1%sp per spiritball. pc->delspiritball(dstsd, dstsd->spiritball, 0); status_percent_heal(src, 0, sp); } clif->skill_nodamage(src, bl, skill_id, skill_lv, sp ? 1:0); } else { clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id); } break; case SR_POWERVELOCITY: if( !dstsd ) break; if( sd && dstsd->spiritball <= 5 ) { int i; for(i = 0; i <= 5; i++) { pc->addspiritball(dstsd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), i); pc->delspiritball(sd, sd->spiritball, 0); } } clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); break; case SR_GENTLETOUCH_CURE: { int heal; if( status->isimmune(bl) ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100; status->heal(bl, heal, 0, 0); if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) { status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); status_change_end(bl, SC_POISON, INVALID_TIMER); status_change_end(bl, SC_SILENCE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); status_change_end(bl, SC_ILLUSION, INVALID_TIMER); status_change_end(bl, SC_BURNING, INVALID_TIMER); status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case SR_GENTLETOUCH_CHANGE: case SR_GENTLETOUCH_REVITALIZE: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv))); break; case SR_FLASHCOMBO: { int i; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); for(i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++) skill->addtimerskill(src, tick + 400 * (i - SR_FLASHCOMBO_ATK_STEP1), bl->id, 0, 0, i, skill_lv, BF_WEAPON, flag|SD_LEVEL); } break; case WA_SWING_DANCE: case WA_SYMPHONY_OF_LOVER: case WA_MOONLIT_SERENADE: case MI_RUSH_WINDMILL: case MI_ECHOSONG: if( flag&1 ) sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),skill->get_time(skill_id,skill_lv)); else if( sd ) { party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); sc_start2(src,bl,type,100,skill_lv,pc->checkskill(sd,WM_LESSON),skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case MI_HARMONIZE: clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):1),skill->get_time(skill_id,skill_lv))); break; case WM_DEADHILLHERE: if( bl->type == BL_PC ) { if( !status->isdead(bl) ) break; if( rnd()%100 < 88 + 2 * skill_lv ) { int heal = 0; status_zap(bl, 0, tstatus->sp * (60 - 10 * skill_lv) / 100); heal = tstatus->sp; if ( heal <= 0 ) heal = 1; status->fixed_revive(bl, heal, 0); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); status->set_sp(bl, 0, 0); } } break; case WM_LULLABY_DEEPSLEEP: if ( flag&1 ) sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); else if ( sd ) { int rate = 4 * skill_lv + 2 * pc->checkskill(sd,WM_LESSON) + status->get_lv(src)/15 + sd->status.job_level/5; if ( rnd()%100 < rate ) { flag |= BCT_PARTY|BCT_GUILD; map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_CHAR|BL_NPC|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); } } break; case WM_SIRCLEOFNATURE: flag |= BCT_SELF|BCT_PARTY|BCT_GUILD; case WM_VOICEOFSIREN: if( skill_id != WM_SIRCLEOFNATURE ) flag &= ~BCT_SELF; if( flag&1 ) { sc_start2(src,bl,type,100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); } else if( sd ) { int rate = 6 * skill_lv + pc->checkskill(sd,WM_LESSON) + sd->status.job_level/2; if ( rnd()%100 < rate ) { flag |= BCT_PARTY|BCT_GUILD; map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_NPC|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); status_change_end(bl, SC_SIREN, INVALID_TIMER); } } break; case WM_GLOOMYDAY: if ( tsc && tsc->data[type] ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } // val4 indicates caster's voice lesson level sc_start4(src,bl,type,100,skill_lv, 0, 0, sd?pc->checkskill(sd,WM_LESSON):10, skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case WM_SONG_OF_MANA: case WM_DANCE_WITH_WUG: case WM_LERADS_DEW: case WM_UNLIMITED_HUMMING_VOICE: { int chorusbonus = battle->calc_chorusbonus(sd); if( flag&1 ) sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); else if( sd ) { party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } } break; case WM_SATURDAY_NIGHT_FEVER: { if( flag&1 ) { int madnesscheck = 0; if ( sd )//Required to check if the lord of madness effect will be applied. madnesscheck = map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); if ( madnesscheck >= 8 )//The god of madness deals 9999 fixed unreduceable damage when 8 or more enemy players are affected. status_fix_damage(src, bl, 9999, clif->damage(src, bl, 0, 0, 9999, 0, 0, 0)); //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealt as reflected damage which I don't have it coded like that yet. [Rytech] } else if( sd ) { int rate = sstatus->int_ / 6 + (sd? sd->status.job_level:0) / 5 + skill_lv * 4; if ( rnd()%100 < rate ) { map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } } } break; case WM_MELODYOFSINK: case WM_BEYOND_OF_WARCRY: { int chorusbonus = battle->calc_chorusbonus(sd); if( flag&1 ) sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); else if( sd ) { if ( rnd()%100 < 15 + 5 * skill_lv + 5 * chorusbonus ) { map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } } } break; case WM_RANDOMIZESPELL: { int improv_skill_id = 0, improv_skill_lv, improv_idx; do { improv_idx = rnd() % MAX_SKILL_IMPROVISE_DB; improv_skill_id = skill->improvise_db[improv_idx].skill_id; } while( improv_skill_id == 0 || rnd()%10000 >= skill->improvise_db[improv_idx].per ); improv_skill_lv = 4 + skill_lv; clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); if( sd ) { sd->state.abra_flag = 2; sd->skillitem = improv_skill_id; sd->skillitemlv = improv_skill_lv; clif->item_skill(sd, improv_skill_id, improv_skill_lv); } else { struct unit_data *ud = unit->bl2ud(src); int inf = skill->get_inf(improv_skill_id); if (!ud) break; if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { if (src->type == BL_PET) bl = (struct block_list*)((TBL_PET*)src)->msd; if (!bl) bl = src; unit->skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv); } else { int target_id = 0; if (ud->target) target_id = ud->target; else switch (src->type) { case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; } if (!target_id) break; if (skill->get_casttype(improv_skill_id) == CAST_GROUND) { bl = map->id2bl(target_id); if (!bl) bl = src; unit->skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv); } else unit->skilluse_id(src, target_id, improv_skill_id, improv_skill_lv); } } } break; case RETURN_TO_ELDICASTES: case ALL_GUARDIAN_RECALL: if( sd ) { short x, y; // Destiny position. unsigned short map_index; if( skill_id == RETURN_TO_ELDICASTES) { x = 198; y = 187; map_index = mapindex->name2id(MAP_DICASTES); } else { x = 44; y = 151; map_index = mapindex->name2id(MAP_MORA); } if(!map_index) { //Given map not found? clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); return 0; } pc->setpos(sd, map_index, x, y, CLR_TELEPORT); } break; case GM_SANDMAN: if( tsc ) { if( tsc->opt1 == OPT1_SLEEP ) tsc->opt1 = 0; else tsc->opt1 = OPT1_SLEEP; clif->changeoption(bl); clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); } break; case SO_ARRULLO: { // [(15 + 5 * Skill Level) + ( Caster?s INT / 5 ) + ( Caster?s Job Level / 5 ) - ( Target?s INT / 6 ) - ( Target?s LUK / 10 )] % int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd? sd->status.job_level:0)/5; rate -= status_get_int(bl)/6 - status_get_luk(bl)/10; clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); sc_start2(src,bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); } break; case SO_SUMMON_AGNI: case SO_SUMMON_AQUA: case SO_SUMMON_VENTUS: case SO_SUMMON_TERA: if( sd ) { int elemental_class = skill->get_elemental_type(skill_id,skill_lv); // Remove previous elemental first. if( sd->ed ) elemental->delete(sd->ed,0); // Summoning the new one. if( !elemental->create(sd,elemental_class,skill->get_time(skill_id,skill_lv)) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case SO_EL_CONTROL: if( sd ) { int mode = EL_MODE_PASSIVE; // Standard mode. if( !sd->ed ) break; if( skill_lv == 4 ) {// At level 4 delete elementals. elemental->delete(sd->ed, 0); break; } switch( skill_lv ) {// Select mode based on skill level used. case 2: mode = EL_MODE_ASSIST; break; case 3: mode = EL_MODE_AGGRESSIVE; break; } if( !elemental->change_mode(sd->ed,mode) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case SO_EL_ACTION: if( sd ) { int duration = 3000; if( !sd->ed ) break; switch(sd->ed->db->class_){ case 2115:case 2124: case 2118:case 2121: duration = 6000; break; case 2116:case 2119: case 2122:case 2125: duration = 9000; break; } sd->skill_id_old = skill_id; elemental->action(sd->ed, bl, tick); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->blockpc_start(sd, skill_id, duration); } break; case SO_EL_CURE: if( sd ) { struct elemental_data *ed = sd->ed; int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100; int e_hp, e_sp; if( !ed ) break; if( !status->charge(&sd->bl,s_hp,s_sp) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } e_hp = ed->battle_status.max_hp * 10 / 100; e_sp = ed->battle_status.max_sp * 10 / 100; status->heal(&ed->bl,e_hp,e_sp,3); clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); } break; case GN_CHANGEMATERIAL: case SO_EL_ANALYSIS: if( sd ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); clif->skill_itemlistwindow(sd,skill_id,skill_lv); } break; case GN_BLOOD_SUCKER: { struct status_change *sc = status->get_sc(src); if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) { if( tsc && tsc->data[type] ){ (sc->bs_counter)--; status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer } clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); (sc->bs_counter)++; } else if( sd ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } } break; case GN_MANDRAGORA: if( flag&1 ) { int chance = 25 + 10 * skill_lv - (status_get_vit(bl) + status_get_luk(bl)) / 5; if ( chance < 10 ) chance = 10;//Minimal chance is 10%. if ( rnd()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech] sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); } } else if ( sd ) { map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); clif->skill_nodamage(bl, src, skill_id, skill_lv, 1); } break; case GN_SLINGITEM: if( sd ) { short ammo_id; int equip_idx = sd->equip_index[EQI_AMMO]; if( equip_idx <= 0 ) break; // No ammo. ammo_id = sd->inventory_data[equip_idx]->nameid; if( ammo_id <= 0 ) break; sd->itemid = ammo_id; if( itemdb_is_GNbomb(ammo_id) ) { if(battle->check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy. if( ammo_id == ITEMID_PINEAPPLE_BOMB ) map->foreachincell(skill->area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); else skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag); } else //Otherwise, it fails, shows animation and removes items. clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0); } else if( itemdb_is_GNthrowable(ammo_id) ) { struct script_code *scriptroot = sd->inventory_data[equip_idx]->script; if( !scriptroot ) break; if( dstsd ) script->run(scriptroot,0,dstsd->bl.id,npc->fake_nd->bl.id); else script->run(scriptroot,0,src->id,0); } } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); clif->skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation. break; case GN_MIX_COOKING: case GN_MAKEBOMB: case GN_S_PHARMACY: if( sd ) { int qty = 1; sd->skill_id_old = skill_id; sd->skill_lv_old = skill_lv; if( skill_id != GN_S_PHARMACY && skill_lv > 1 ) qty = 10; clif->cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case EL_CIRCLE_OF_FIRE: case EL_PYROTECHNIC: case EL_HEATER: case EL_TROPIC: case EL_AQUAPLAY: case EL_COOLER: case EL_CHILLY_AIR: case EL_GUST: case EL_BLAST: case EL_WILD_STORM: case EL_PETROLOGY: case EL_CURSED_SOIL: case EL_UPHEAVAL: case EL_FIRE_CLOAK: case EL_WATER_DROP: case EL_WIND_CURTAIN: case EL_SOLID_SKIN: case EL_STONE_SHIELD: case EL_WIND_STEP: { struct elemental_data *ele = BL_CAST(BL_ELEM, src); if( ele ) { sc_type type2 = type-1; struct status_change *sc = status->get_sc(&ele->bl); if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { elemental->clean_single_effect(ele, skill_id); } else { clif->skill_nodamage(src,src,skill_id,skill_lv,1); clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0); sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); } } } break; case EL_FIRE_MANTLE: case EL_WATER_BARRIER: case EL_ZEPHYR: case EL_POWER_OF_GAIA: clif->skill_nodamage(src,src,skill_id,skill_lv,1); clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); break; case EL_WATER_SCREEN: { struct elemental_data *ele = BL_CAST(BL_ELEM, src); if( ele ) { struct status_change *sc = status->get_sc(&ele->bl); sc_type type2 = type-1; clif->skill_nodamage(src,src,skill_id,skill_lv,1); if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { elemental->clean_single_effect(ele, skill_id); } else { // This not heals at the end. clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); sc_start(src, bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); } } } break; case KO_KAHU_ENTEN: case KO_HYOUHU_HUBUKI: case KO_KAZEHU_SEIRAN: case KO_DOHU_KOUKAI: if(sd) { int i; int ttype = skill->get_ele(skill_id, skill_lv); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); ARR_FIND(1, 6, i, sd->charm[i] > 0 && ttype != i); if( i < 6 ) pc->del_charm(sd, sd->charm[i], i); // replace with a new one. pc->add_charm(sd, skill->get_time(skill_id, skill_lv), 10, ttype); } break; case KO_ZANZOU: if(sd) { struct mob_data *summon_md; summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_MEDIUM, AI_NONE); if( summon_md ) { summon_md->master_id = src->id; summon_md->special_state.ai = AI_ZANZOU; if( summon_md->deletetimer != INVALID_TIMER ) timer->delete(summon_md->deletetimer, mob->timer_delete); summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); mob->spawn( summon_md ); pc->setinvincibletimer(sd,500);// unlock target lock clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),unit->getdir(bl),0); } } break; case KO_KYOUGAKU: { int rate = max(5, (45 + 5 * skill_lv - status_get_int(bl) / 10)); if( sd && !map_flag_gvg2(src->m) ){ clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0); break; } if( dstsd && tsc && !tsc->data[type] && rand()%100 < rate ){ clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); }else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } break; case KO_JYUSATSU: if( dstsd && tsc && !tsc->data[type] && rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ) { clif->skill_nodamage(src, bl, skill_id, skill_lv, status->change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1)); status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0); if( status->get_lv(bl) <= status->get_lv(src) ) status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0); } else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case KO_GENWAKU: if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle->check_target(src,bl,BCT_ENEMY) > 0 ) { int x = src->x, y = src->y; if( sd && rnd()%100 > max(5, (45 + 5 * skill_lv) - status_get_int(bl) / 10) ){//[(Base chance of success) - ( target's int / 10)]%. clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } if (unit->movepos(src, bl->x, bl->y, 0, 0)) { clif->skill_nodamage(src, src, skill_id, skill_lv, 1); clif->slide(src, bl->x, bl->y) ; sc_start(src, src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv)); if ( !is_boss(bl) && unit->stop_walking(&sd->bl, 1) && unit->movepos(bl, x, y, 0, 0) ) { if( dstsd && pc_issit(dstsd) ) pc->setstand(dstsd); clif->slide(bl, x, y) ; sc_start(src, bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); } } } break; case OB_AKAITSUKI: case OB_OBOROGENSOU: if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters. || is_boss(bl) ) ){ // Does not work on Boss monsters. clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET_PLAYER, 0); break; } case KO_IZAYOI: case OB_ZANGETSU: case KG_KYOMU: case KG_KAGEMUSYA: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); break; case KG_KAGEHUMI: if( flag&1 ){ if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){ sc_start(src, src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); } if( skill->area_temp[2] == 1 ){ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); sc_start(src, src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); } } else { skill->area_temp[2] = 0; map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); } break; case MH_LIGHT_OF_REGENE: if( hd && battle->get_master(src) ) { hd->homunculus.intimacy = (751 + rnd()%99) * 100; // random between 751 ~ 850 clif->send_homdata(hd->master, SP_INTIMATE, hd->homunculus.intimacy / 100); //refresh intimacy info sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); } break; case MH_OVERED_BOOST: if ( hd && battle->get_master(src) ) { sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); sc_start(src, battle->get_master(src), type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); } break; case MH_SILENT_BREEZE: { const enum sc_type scs[] = { SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION }; int heal; if(tsc){ int i; for (i = 0; i < ARRAYLENGTH(scs); i++) { if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); } } heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->battle_status, status->get_lv(&hd->bl)); status->heal(bl, heal, 0, 0); clif->skill_nodamage(src, src, skill_id, skill_lv, clif->skill_nodamage(src, bl, AL_HEAL, heal, 1)); status->change_start(src, bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); } break; case MH_GRANITIC_ARMOR: case MH_PYROCLASTIC: if( hd ){ struct block_list *s_bl = battle->get_master(src); if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); } break; case MH_MAGMA_FLOW: case MH_PAIN_KILLER: sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); if (hd) skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); break; case MH_SUMMON_LEGION: { int summons[5] = {1004, 1303, 1303, 1994, 1994}; int qty[5] = {3 , 3 , 4 , 4 , 5}; struct mob_data *summon_md; int i, dummy = 0; i = map->foreachinmap(skill->check_condition_mob_master_sub, src->m, BL_MOB, src->id, summons[skill_lv-1], skill_id, &dummy); if(i >= qty[skill_lv-1]) break; for(i=0; ionce_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_MEDIUM, AI_ATTACK); if (summon_md) { summon_md->master_id = src->id; if (summon_md->deletetimer != INVALID_TIMER) timer->delete(summon_md->deletetimer, mob->timer_delete); summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); mob->spawn(summon_md); //Now it is ready for spawning. sc_start4(src,&summon_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); } } if (hd) skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); } break; case SO_ELEMENTAL_SHIELD:/* somehow its handled outside this switch, so we need a empty case otherwise default would be triggered. */ break; default: ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->freeblock_unlock(); return 1; } if(skill_id != SR_CURSEDCIRCLE) { struct status_change *sc = status->get_sc(src); if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); } if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex] mob->log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus) mob->skill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16)); } if( sd && !(flag&1) ) { // ensure that the skill last-cast tick is recorded sd->canskill_tick = timer->gettick(); if( sd->state.arrow_atk ) { // consume arrow on last invocation to this skill. battle->consume_ammo(sd, skill_id, skill_lv); } skill->onskillusage(sd, bl, skill_id, tick); // perform skill requirement consumption if( skill_id != NC_SELFDESTRUCTION ) skill->consume_requirement(sd,skill_id,skill_lv,2); } map->freeblock_unlock(); return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { struct block_list* src = map->id2bl(id); int maxcount; struct map_session_data *sd; struct unit_data *ud = unit->bl2ud(src); struct mob_data *md; nullpo_ret(ud); sd = BL_CAST(BL_PC , src); md = BL_CAST(BL_MOB, src); if( src->prev == NULL ) { ud->skilltimer = INVALID_TIMER; return 0; } if( ud->skilltimer != tid ) { ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid); ud->skilltimer = INVALID_TIMER; return 0; } if( sd && ud->skilltimer != INVALID_TIMER && ( pc->checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) ) {// restore original walk speed ud->skilltimer = INVALID_TIMER; status_calc_bl(&sd->bl, SCB_SPEED); } ud->skilltimer = INVALID_TIMER; do { if( status->isdead(src) ) break; if( !(src->type&battle_config.skill_reiteration) && skill->get_unit_flag(ud->skill_id)&UF_NOREITERATION && skill->check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) ) { if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); break; } if( src->type&battle_config.skill_nofootset && skill->get_unit_flag(ud->skill_id)&UF_NOFOOTSET && skill->check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) ) { if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); break; } if( src->type&battle_config.land_skill_limit && (maxcount = skill->get_maxcount(ud->skill_id, ud->skill_lv)) > 0 ) { int i; for(i=0;iskillunit[i] && maxcount;i++) { if(ud->skillunit[i]->skill_id == ud->skill_id) maxcount--; } if( maxcount == 0 ) { if (sd) clif->skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); break; } } if(tid != INVALID_TIMER) { //Avoid double checks on instant cast skills. [Skotlex] if (!status->check_skilluse(src, NULL, ud->skill_id, 1)) break; if(battle_config.skill_add_range && !check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) { if (sd && battle_config.skill_out_range_consume) //Consume items anyway. skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,3); break; } } if( sd ) { if( ud->skill_id != AL_WARP && !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) break; else skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); } if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) break; if(md) { md->last_thinktime=tick +MIN_MOBTHINKTIME; if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) clif->emotion(src, md->db->skill[md->skill_idx].emotion); } if(battle_config.skill_log && battle_config.skill_log&src->type) ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly); if (ud->walktimer != INVALID_TIMER) unit->stop_walking(src,1); if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); if (sd) { //Cooldown application int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. if (sd->skillcooldown[i].id == ud->skill_id){ cooldown += sd->skillcooldown[i].val; break; } } if(cooldown) skill->blockpc_start(sd, ud->skill_id, cooldown); } if( battle_config.display_status_timers && sd ) clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); // if( sd ) // { // switch( ud->skill_id ) // { // case ????: // sd->canequip_tick = tick + ????; // break; // } // } unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses map->freeblock_lock(); skill->castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0); if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish] sd->skillitem = sd->skillitemlv = 0; if (ud->skilltimer == INVALID_TIMER) { if (md) md->skill_idx = -1; else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' ud->skill_lv = ud->skillx = ud->skilly = 0; } map->freeblock_unlock(); return 1; } while(0); if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) ud->canact_tick = tick; ud->skill_id = ud->skill_lv = 0; if(sd) sd->skillitem = sd->skillitemlv = 0; else if(md) md->skill_idx = -1; return 0; } static int check_npc_chaospanic(struct block_list* bl, va_list args) { TBL_NPC* nd = (TBL_NPC*)bl; if( nd->option&(OPTION_HIDE|OPTION_INVISIBLE) || nd->class_ != 45 ) return 0; return 1; } /* skill count without self */ static int skill_count_wos(struct block_list *bl,va_list ap) { struct block_list* src = va_arg(ap, struct block_list*); if( src->id != bl->id ) { return 1; } return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname) { nullpo_ret(sd); //Simplify skill_failed code. #define skill_failed(sd) ( (sd)->menuskill_id = (sd)->menuskill_val = 0 ) if(skill_id != sd->menuskill_id) return 0; if( sd->bl.prev == NULL || pc_isdead(sd) ) { skill_failed(sd); return 0; } if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) { skill_failed(sd); return 0; } if(sd->sc.count && ( sd->sc.data[SC_SILENCE] || sd->sc.data[SC_ROKISWEIL] || sd->sc.data[SC_AUTOCOUNTER] || sd->sc.data[SC_STEELBODY] || (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc->checkskill(sd, WM_LESSON)) || sd->sc.data[SC_BERSERK] || sd->sc.data[SC_BASILICA] || sd->sc.data[SC_MARIONETTE_MASTER] || sd->sc.data[SC_WHITEIMPRISON] || (sd->sc.data[SC_STASIS] && skill->block_check(&sd->bl, SC_STASIS, skill_id)) || (sd->sc.data[SC_KG_KAGEHUMI] && skill->block_check(&sd->bl, SC_KG_KAGEHUMI, skill_id)) || sd->sc.data[SC_OBLIVIONCURSE] || sd->sc.data[SC__MANHOLE] || (sd->sc.data[SC_VOLCANIC_ASH] && rnd()%2) //50% fail chance under ASH )) { skill_failed(sd); return 0; } pc_stop_attack(sd); pc_stop_walking(sd,0); if(battle_config.skill_log && battle_config.skill_log&BL_PC) ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname); if(strcmp(mapname,"cancel")==0) { skill_failed(sd); return 0; } switch(skill_id) { case AL_TELEPORT: // The storage window is closed automatically by the client when there's // any kind of map change, so we need to restore it automatically // issue: 8027 if(strcmp(mapname,"Random")==0) pc->randomwarp(sd,CLR_TELEPORT); else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here. pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); clif->refresh_storagewindow(sd); break; case AL_WARP: { const struct point *p[4]; struct skill_unit_group *group; int i, lv, wx, wy; int maxcount=0; int x,y; unsigned short map_index; map_index = mapindex->name2id(mapname); if(!map_index) { //Given map not found? clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); skill_failed(sd); return 0; } p[0] = &sd->status.save_point; p[1] = &sd->status.memo_point[0]; p[2] = &sd->status.memo_point[1]; p[3] = &sd->status.memo_point[2]; if((maxcount = skill->get_maxcount(skill_id, sd->menuskill_val)) > 0) { for(i=0;iud.skillunit[i] && maxcount;i++) { if(sd->ud.skillunit[i]->skill_id == skill_id) maxcount--; } if(!maxcount) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); skill_failed(sd); return 0; } } lv = sd->skillitem==skill_id?sd->skillitemlv:pc->checkskill(sd,skill_id); wx = sd->menuskill_val>>16; wy = sd->menuskill_val&0xffff; if( lv <= 0 ) return 0; if( lv > 4 ) lv = 4; // crash prevention // check if the chosen map exists in the memo list ARR_FIND( 0, lv, i, map_index == p[i]->map ); if( i < lv ) { x=p[i]->x; y=p[i]->y; } else { skill_failed(sd); return 0; } if(!skill->check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skill_id/skill_lv... skill_failed(sd); return 0; } skill->consume_requirement(sd,sd->menuskill_id,lv,2); sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish] if((group=skill->unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) { skill_failed(sd); return 0; } group->val1 = (group->val1<<16)|(short)0; // record the destination coordinates group->val2 = (x<<16)|y; group->val3 = map_index; } break; } sd->menuskill_id = sd->menuskill_val = 0; return 0; #undef skill_failed } /*========================================== * *------------------------------------------*/ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { struct map_session_data* sd; struct status_change* sc; struct status_change_entry *sce; struct skill_unit_group* sg; enum sc_type type; int r; //if(skill_lv <= 0) return 0; if(skill_id > 0 && !skill_lv) return 0; // [Celest] nullpo_ret(src); if(status->isdead(src)) return 0; sd = BL_CAST(BL_PC, src); sc = status->get_sc(src); type = status->skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skill_id) { //Skill effect. case WZ_METEOR: case MO_BODYRELOCATION: case CR_CULTIVATION: case HW_GANBANTEIN: case LG_EARTHDRIVE: case SC_ESCAPE: break; //Effect is displayed on respective switch case. default: if(skill->get_inf(skill_id)&INF_SELF_SKILL) clif->skill_nodamage(src,src,skill_id,skill_lv,1); else clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); } // SC_MAGICPOWER needs to switch states before any damage is actually dealt skill->toggle_magicpower(src, skill_id); switch(skill_id) { case PR_BENEDICTIO: r = skill->get_splash(skill_id, skill_lv); skill->area_temp[1] = src->id; map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id); map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); break; case BS_HAMMERFALL: r = skill->get_splash(skill_id, skill_lv); map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill->castend_nodamage_id); break; case HT_DETECTING: r = skill->get_splash(skill_id, skill_lv); map->foreachinarea(status->change_timer_sub, src->m, x-r, y-r, x+r,y+r,BL_CHAR, src,NULL,SC_SIGHT,tick); if(battle_config.traps_setting&1) map->foreachinarea(skill_reveal_trap, src->m, x-r, y-r, x+r, y+r, BL_SKILL); break; case SR_RIDEINLIGHTNING: r = skill->get_splash(skill_id, skill_lv); map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); break; case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: //Does not consumes if the skill is already active. [Skotlex] if ((sg= skill->locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE )) { if (sg->limit - DIFF_TICK(timer->gettick(), sg->tick) > 0) { skill->unitsetting(src,skill_id,skill_lv,x,y,0); return 0; // not to consume items } else sg->limit = 0; //Disable it. } skill->unitsetting(src,skill_id,skill_lv,x,y,0); break; case SC_CHAOSPANIC: case SC_MAELSTROM: if (sd && map->foreachinarea(&check_npc_chaospanic,src->m, x-3, y-3, x+3, y+3, BL_NPC) > 0 ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } case MG_SAFETYWALL: case MG_FIREWALL: case MG_THUNDERSTORM: case AL_PNEUMA: case WZ_ICEWALL: case WZ_FIREPILLAR: case WZ_QUAGMIRE: case WZ_VERMILION: case WZ_STORMGUST: case WZ_HEAVENDRIVE: case PR_SANCTUARY: case PR_MAGNUS: case CR_GRANDCROSS: case NPC_GRANDDARKNESS: case HT_SKIDTRAP: case MA_SKIDTRAP: case HT_LANDMINE: case MA_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case MA_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case AS_VENOMDUST: case AM_DEMONSTRATION: case PF_FOGWALL: case PF_SPIDERWEB: case HT_TALKIEBOX: case WE_CALLPARTNER: case WE_CALLPARENT: case WE_CALLBABY: case AC_SHOWER: //Ground-placed skill implementation. case MA_SHOWER: case SA_LANDPROTECTOR: case BD_LULLABY: case BD_RICHMANKIM: case BD_ETERNALCHAOS: case BD_DRUMBATTLEFIELD: case BD_RINGNIBELUNGEN: case BD_ROKISWEIL: case BD_INTOABYSS: case BD_SIEGFRIED: case BA_DISSONANCE: case BA_POEMBRAGI: case BA_WHISTLE: case BA_ASSASSINCROSS: case BA_APPLEIDUN: case DC_UGLYDANCE: case DC_HUMMING: case DC_DONTFORGETME: case DC_FORTUNEKISS: case DC_SERVICEFORYOU: case CG_MOONLIT: case GS_DESPERADO: case NJ_KAENSIN: case NJ_BAKUENRYU: case NJ_SUITON: case NJ_HYOUSYOURAKU: case NJ_RAIGEKISAI: case NJ_KAMAITACHI: #ifdef RENEWAL case NJ_HUUMA: #endif case NPC_EVILLAND: case WL_COMET: case RA_ELECTRICSHOCKER: case RA_CLUSTERBOMB: case RA_MAGENTATRAP: case RA_COBALTTRAP: case RA_MAIZETRAP: case RA_VERDURETRAP: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: case SC_MANHOLE: case SC_DIMENSIONDOOR: case SC_BLOODYLUST: case WM_REVERBERATION: case WM_SEVERE_RAINSTORM: case WM_POEMOFNETHERWORLD: case SO_PSYCHIC_WAVE: case SO_VACUUM_EXTREME: case GN_WALLOFTHORN: case GN_THORNS_TRAP: case GN_DEMONIC_FIRE: case GN_HELLS_PLANT: case SO_EARTHGRAVE: case SO_DIAMONDDUST: case SO_FIRE_INSIGNIA: case SO_WATER_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: case KO_HUUMARANKA: case KO_MUCHANAGE: case KO_BAKURETSU: case KO_ZENKAI: case MH_LAVA_SLIDE: case MH_VOLCANIC_ASH: case MH_POISON_MIST: case MH_STEINWAND: case NC_MAGMA_ERUPTION: case SO_ELEMENTAL_SHIELD: case RL_B_TRAP: case MH_XENO_SLASHER: flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). case GS_GROUNDDRIFT: //Ammo should be deleted right away. skill->unitsetting(src,skill_id,skill_lv,x,y,0); break; case RG_GRAFFITI: /* Graffiti [Valaris] */ skill->clear_unitgroup(src); skill->unitsetting(src,skill_id,skill_lv,x,y,0); flag|=1; break; case HP_BASILICA: if( sc->data[SC_BASILICA] ) status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica else { // Create Basilica. Start SC on caster. Unit timer start SC on others. if( map->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); return 1; } skill->clear_unitgroup(src); if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); flag|=1; } break; case CG_HERMODE: skill->clear_unitgroup(src); if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) sc_start4(src,src,SC_DANCING,100, skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; case RG_CLEANER: // [Valaris] r = skill->get_splash(skill_id, skill_lv); map->foreachinarea(skill->graffitiremover,src->m,x-r,y-r,x+r,y+r,BL_SKILL); break; case SO_WARMER: flag|= 8; case SO_CLOUD_KILL: skill->unitsetting(src,skill_id,skill_lv,x,y,0); break; case WZ_METEOR: { int area = skill->get_splash(skill_id, skill_lv); short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; int i; for( i = 0; i < 2 + (skill_lv>>1); i++ ) { // Creates a random Cell in the Splash Area tmpx = x - area + rnd()%(area * 2 + 1); tmpy = y - area + rnd()%(area * 2 + 1); if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) ) clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick); if( i > 0 ) skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0); x1 = tmpx; y1 = tmpy; } skill->addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0); } break; case AL_WARP: if(sd) { clif->skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map, (skill_lv >= 2) ? sd->status.memo_point[0].map : 0, (skill_lv >= 3) ? sd->status.memo_point[1].map : 0, (skill_lv >= 4) ? sd->status.memo_point[2].map : 0 ); } if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); return 0; // not to consume item. case MO_BODYRELOCATION: if (unit->movepos(src, x, y, 1, 1)) { #if PACKETVER >= 20111005 clif->snap(src, src->x, src->y); #else clif->skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick); #endif if (sd) skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000); } break; case NJ_SHADOWJUMP: if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { //You don't move on GVG grounds. unit->movepos(src, x, y, 1, 0); clif->slide(src,x,y); } status_change_end(src, SC_HIDING, INVALID_TIMER); break; case AM_SPHEREMINE: case AM_CANNIBALIZE: { int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; int class_ = skill_id==AM_SPHEREMINE?1142:summons[skill_lv-1]; struct mob_data *md; // Correct info, don't change any of this! [Celest] md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_MEDIUM, AI_NONE); if (md) { md->master_id = src->id; md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; if( md->deletetimer != INVALID_TIMER ) timer->delete(md->deletetimer, mob->timer_delete); md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id,skill_lv), mob->timer_delete, md->bl.id, 0); mob->spawn (md); //Now it is ready for spawning. } } break; // Slim Pitcher [Celest] case CR_SLIMPITCHER: if (sd) { int i = skill_lv%11 - 1; int j = pc->search_inventory(sd,skill->db[skill_id].itemid[i]); if( j < 0 || skill->db[skill_id].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->db[skill_id].amount[i] ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } script->potion_flag = 1; script->potion_hp = 0; script->potion_sp = 0; script->run(sd->inventory_data[j]->script,0,sd->bl.id,0); script->potion_flag = 0; //Apply skill bonuses i = pc->checkskill(sd,CR_SLIMPITCHER)*10 + pc->checkskill(sd,AM_POTIONPITCHER)*10 + pc->checkskill(sd,AM_LEARNINGPOTION)*5 + pc->skillheal_bonus(sd, skill_id); script->potion_hp = script->potion_hp * (100+i)/100; script->potion_sp = script->potion_sp * (100+i)/100; if(script->potion_hp > 0 || script->potion_sp > 0) { i = skill->get_splash(skill_id, skill_lv); map->foreachinarea(skill->area_sub, src->m,x-i,y-i,x+i,y+i,BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, skill->castend_nodamage_id); } } else { int i = skill_lv%11 - 1; struct item_data *item; i = skill->db[skill_id].itemid[i]; item = itemdb->search(i); script->potion_flag = 1; script->potion_hp = 0; script->potion_sp = 0; script->run(item->script,0,src->id,0); script->potion_flag = 0; i = skill->get_max(CR_SLIMPITCHER)*10; script->potion_hp = script->potion_hp * (100+i)/100; script->potion_sp = script->potion_sp * (100+i)/100; if(script->potion_hp > 0 || script->potion_sp > 0) { i = skill->get_splash(skill_id, skill_lv); map->foreachinarea(skill->area_sub, src->m,x-i,y-i,x+i,y+i,BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, skill->castend_nodamage_id); } } break; case HW_GANBANTEIN: if (rnd()%100 < 80) { int dummy = 1; clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); r = skill->get_splash(skill_id, skill_lv); map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, HW_GANBANTEIN, &dummy, src); } else { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } break; case HW_GRAVITATION: if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; // Plant Cultivation [Celest] case CR_CULTIVATION: if (sd) { if( map->count_oncell(src->m,x,y,BL_CHAR) > 0 ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } clif->skill_poseffect(src,skill_id,skill_lv,x,y,tick); if (rnd()%100 < 50) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } else { TBL_MOB* md = mob->once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_MEDIUM, AI_NONE); int i; if (!md) break; if ((i = skill->get_time(skill_id, skill_lv)) > 0) { if( md->deletetimer != INVALID_TIMER ) timer->delete(md->deletetimer, mob->timer_delete); md->deletetimer = timer->add(tick + i, mob->timer_delete, md->bl.id, 0); } mob->spawn (md); } } break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: skill->clear_unitgroup(src); if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; case PA_GOSPEL: if (sce && sce->val4 == BCT_SELF) { status_change_end(src, SC_GOSPEL, INVALID_TIMER); return 0; } else { sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0); if (!sg) break; if (sce) status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] status->change_clear_buffs(src,3); sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet } break; case NJ_TATAMIGAESHI: if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case AM_RESURRECTHOMUN: // [orn] if (sd) { if (!homun->ressurect(sd, 20*skill_lv, x, y)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } break; case RK_WINDCUTTER: clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); case NC_COLDSLOWER: case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: r = skill->get_splash(skill_id,skill_lv); map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); break; case WM_GREAT_ECHO: case WM_SOUND_OF_DESTRUCTION: r = skill->get_splash(skill_id,skill_lv); map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); break; case WM_LULLABY_DEEPSLEEP: r = skill->get_splash(skill_id,skill_lv); map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); break; case WM_VOICEOFSIREN: r = skill->get_splash(skill_id,skill_lv); map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill->castend_damage_id); break; case SO_ARRULLO: r = skill->get_splash(skill_id,skill_lv); map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); break; /** * Guilotine Cross **/ case GC_POISONSMOKE: if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0); return 0; } clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); skill->unitsetting(src, skill_id, skill_lv, x, y, flag); //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect. break; /** * Arch Bishop **/ case AB_EPICLESIS: if( (sg = skill->unitsetting(src, skill_id, skill_lv, x, y, 0)) ) { r = sg->unit->range; map->foreachinarea(skill->area_sub, src->m, x - r, y - r, x + r, y + r, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill->castend_nodamage_id); } break; case WL_EARTHSTRAIN: { int i, wave = skill_lv + 4, dir = map->calc_dir(src,x,y); int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting for( i = 1; i <= wave; i++ ) { switch( dir ){ case 0: case 1: case 7: sy = y + i; break; case 3: case 4: case 5: sy = y - i; break; case 2: sx = x - i; break; case 6: sx = x + i; break; } skill->addtimerskill(src,timer->gettick() + (50 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); } } break; /** * Ranger **/ case RA_DETONATOR: r = skill->get_splash(skill_id, skill_lv); map->foreachinarea(skill->detonator, src->m, x-r, y-r, x+r, y+r, BL_SKILL, src); clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); break; /** * Mechanic **/ case NC_NEUTRALBARRIER: case NC_STEALTHFIELD: skill->clear_unitgroup(src); // To remove previous skills - cannot used combined if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); if( sd ) pc->overheat(sd,1); } break; case NC_SILVERSNIPER: { int class_ = 2042; struct mob_data *md; md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_MEDIUM, AI_NONE); if( md ) { md->master_id = src->id; md->special_state.ai = AI_FLORA; if( md->deletetimer != INVALID_TIMER ) timer->delete(md->deletetimer, mob->timer_delete); md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0); mob->spawn( md ); } } break; case NC_MAGICDECOY: if( sd ) clif->magicdecoy_list(sd,skill_lv,x,y); break; case SC_FEINTBOMB: skill->unitsetting(src, skill_id, skill_lv, x, y, 0); // Set bomb on current Position clif->skill_nodamage(src, src, skill_id, skill_lv, 1); if( skill->blown(src, src, 3 * skill_lv, unit->getdir(src), 0) && sc) { sc_start(src, src, SC__FEINTBOMB_MASTER, 100, 0, skill->get_unit_interval(SC_FEINTBOMB)); } break; case SC_ESCAPE: clif->skill_nodamage(src,src,skill_id,-1,1); skill->unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2); skill->addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0); break; case LG_OVERBRAND: skill->area_temp[1] = 0; map->foreachinpath(skill->attack_area,src->m,src->x,src->y,x,y,1,5,BL_CHAR, skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); skill->addtimerskill(src,timer->gettick() + status_get_amotion(src), 0, x, y, LG_OVERBRAND_BRANDISH, skill_lv, 0, flag); break; case LG_BANDING: if( sc && sc->data[SC_BANDING] ) status_change_end(src,SC_BANDING,INVALID_TIMER); else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); if( sd ) pc->banding(sd,skill_lv); } clif->skill_nodamage(src,src,skill_id,skill_lv,1); break; case LG_RAYOFGENESIS: if( status->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { r = skill->get_splash(skill_id,skill_lv); map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); } else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); break; case WM_DOMINION_IMPULSE: r = skill->get_splash(skill_id, skill_lv); map->foreachinarea( skill->activate_reverberation,src->m, x-r, y-r, x+r,y+r,BL_SKILL); break; case GN_CRAZYWEED: { int area = skill->get_splash(skill_id, skill_lv); short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; for( r = 0; r < 3 + (skill_lv>>1); r++ ) { // Creates a random Cell in the Splash Area tmpx = x - area + rnd()%(area * 2 + 1); tmpy = y - area + rnd()%(area * 2 + 1); if( r > 0 ) skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED,skill_lv,(x1<<16)|y1,flag); x1 = tmpx; y1 = tmpy; } skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED,skill_lv,-1,flag); } break; case GN_CRAZYWEED_ATK: { int dummy = 1; //Enable if any unique animation gets added to this skill ID in the future. [Rytech] //clif_skill_poseffect(src,skillid,skilllv,x,y,tick); r = skill->get_splash(skill_id, skill_lv); map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, skill_id, &dummy, src); map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); } break; case GN_FIRE_EXPANSION: { int i; struct unit_data *ud = unit->bl2ud(src); if( !ud ) break; for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) { if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) { switch( skill_lv ) { case 3: ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER; clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER); break; case 4: ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS; clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS); break; case 5: map->foreachinarea(skill->area_sub, src->m, ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3, ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR, src, CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id); skill->delunit(ud->skillunit[i]->unit); break; default: ud->skillunit[i]->unit->val2 = skill_lv; ud->skillunit[i]->unit->group->val2 = skill_lv; break; } } } } break; case SO_FIREWALK: case SO_ELECTRICWALK: if( sc && sc->data[type] ) status_change_end(src,type,INVALID_TIMER); clif->skill_nodamage(src, src ,skill_id, skill_lv, sc_start2(src,src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); break; case KO_MAKIBISHI: { int i; for( i = 0; i < (skill_lv+2); i++ ) { x = src->x - 1 + rnd()%3; y = src->y - 1 + rnd()%3; skill->unitsetting(src,skill_id,skill_lv,x,y,0); } } break; default: ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id); return 1; } if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); if( sd ) {// ensure that the skill last-cast tick is recorded sd->canskill_tick = timer->gettick(); if( sd->state.arrow_atk && !(flag&1) ) { // consume arrow if this is a ground skill battle->consume_ammo(sd, skill_id, skill_lv); } // perform skill requirement consumption skill->consume_requirement(sd,skill_id,skill_lv,2); } return 0; } /// transforms 'target' skill unit into dissonance (if conditions are met) int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { struct skill_unit* target = (struct skill_unit*)bl; struct skill_unit* src = va_arg(ap, struct skill_unit*); int flag = va_arg(ap, int); if (src == target) return 0; if (!target->group || !(target->group->state.song_dance&0x1)) return 0; if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. return 0; if (flag) //Set dissonance target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. else //Remove dissonance target->val2 &= ~UF_ENSEMBLE; clif->getareachar_skillunit(&target->bl,target,AREA); //Update look of affected cell. return 1; } //Does the song/dance overlapping -> dissonance check. [Skotlex] //When flag is 0, this unit is about to be removed, cancel the dissonance effect //When 1, this unit has been positioned, so start the cancel effect. int skill_dance_overlap(struct skill_unit* su, int flag) { if (!su || !su->group || !(su->group->state.song_dance&0x1)) return 0; if (su->val1 != su->group->skill_id) { //Reset state su->val1 = su->group->skill_id; su->val2 &= ~UF_ENSEMBLE; } return map->foreachincell(skill->dance_overlap_sub, su->bl.m,su->bl.x,su->bl.y,BL_SKILL, su,flag); } /*========================================== * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. * Flag: 0 - Convert, 1 - Revert. *------------------------------------------*/ bool skill_dance_switch(struct skill_unit* su, int flag) { static int prevflag = 1; // by default the backup is empty static struct skill_unit_group backup; struct skill_unit_group* group = su->group; // val2&UF_ENSEMBLE is a hack to indicate dissonance if ( !(group->state.song_dance&0x1 && su->val2&UF_ENSEMBLE) ) return false; if( flag == prevflag ) { // protection against attempts to read an empty backup / write to a full backup ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n", flag ? "read an empty backup" : "write to a full backup", group->skill_id, group->skill_lv, group->src_id); return false; } prevflag = flag; if( !flag ) { //Transform uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; // backup backup.skill_id = group->skill_id; backup.skill_lv = group->skill_lv; backup.unit_id = group->unit_id; backup.target_flag = group->target_flag; backup.bl_flag = group->bl_flag; backup.interval = group->interval; // replace group->skill_id = skill_id; group->skill_lv = 1; group->unit_id = skill->get_unit_id(skill_id,0); group->target_flag = skill->get_unit_target(skill_id); group->bl_flag = skill->get_unit_bl_target(skill_id); group->interval = skill->get_unit_interval(skill_id); } else { //Restore group->skill_id = backup.skill_id; group->skill_lv = backup.skill_lv; group->unit_id = backup.unit_id; group->target_flag = backup.target_flag; group->bl_flag = backup.bl_flag; group->interval = backup.interval; } return true; } /** * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW **/ int skill_icewall_block(struct block_list *bl,va_list ap) { struct block_list *target = NULL; struct mob_data *md = ((TBL_MOB*)bl); nullpo_ret(bl); nullpo_ret(md); if( !md->target_id || ( target = map->id2bl(md->target_id) ) == NULL ) return 0; if( path->search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) ) return 0; if( !check_distance_bl(bl, target, status_get_range(bl) ) ) { mob->unlocktarget(md,timer->gettick()); mob_stop_walking(md,1); } return 0; } /*========================================== * Initializes and sets a ground skill. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) *------------------------------------------*/ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) { struct skill_unit_group *group; int i,limit,val1=0,val2=0,val3=0; int target,interval,range,unit_flag,req_item=0; struct s_skill_unit_layout *layout; struct map_session_data *sd; struct status_data *st; struct status_change *sc; int active_flag=1; int subunt=0; nullpo_retr(NULL, src); limit = skill->get_time(skill_id,skill_lv); range = skill->get_unit_range(skill_id,skill_lv); interval = skill->get_unit_interval(skill_id); target = skill->get_unit_target(skill_id); unit_flag = skill->get_unit_flag(skill_id); layout = skill->get_unit_layout(skill_id,skill_lv,src,x,y); if( map->list[src->m].unit_count ) { ARR_FIND(0, map->list[src->m].unit_count, i, map->list[src->m].units[i]->skill_id == skill_id ); if( i < map->list[src->m].unit_count ) { limit = limit * map->list[src->m].units[i]->modifier / 100; } } sd = BL_CAST(BL_PC, src); st = status->get_status_data(src); sc = status->get_sc(src); // for traps, firewall and fogwall - celest switch( skill_id ) { case SO_ELEMENTAL_SHIELD: val2 = 300 * skill_lv + 65 * (st->int_ + status->get_lv(src)) + st->max_sp; break; case MH_STEINWAND: val2 = 4 + skill_lv; //nb of attack blocked break; case MG_SAFETYWALL: #ifdef RENEWAL /** * According to data provided in RE, SW life is equal to 3 times caster's health **/ val2 = status_get_max_hp(src) * 3; #else val2 = skill_lv+1; #endif break; case MG_FIREWALL: if(sc && sc->data[SC_VIOLENTGALE]) limit = limit*3/2; val2=4+skill_lv; break; case AL_WARP: val1=skill_lv+6; if(!(flag&1)) limit=2000; else // previous implementation (not used anymore) { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] if( src->type != BL_SKILL ) return NULL; group = ((TBL_SKILL*)src)->group; src = map->id2bl(group->src_id); if( !src ) return NULL; val2 = group->val2; //Copy the (x,y) position you warp to val3 = group->val3; //as well as the mapindex to warp to. } break; case HP_BASILICA: val1 = src->id; // Store caster id. break; case PR_SANCTUARY: case NPC_EVILLAND: val1=(skill_lv+3)*2; break; case WZ_FIREPILLAR: if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) return NULL; if((flag&1)!=0) limit=1000; val1=skill_lv+2; break; case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] case AM_DEMONSTRATION: case GN_HELLS_PLANT: if( skill_id == GN_HELLS_PLANT && map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) return NULL; if (map_flag_vs(src->m) && battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall)) target = BCT_ALL; break; case HT_ANKLESNARE: if( flag&2 ) val3 = SC_ESCAPE; case HT_SHOCKWAVE: val1=skill_lv*15+10; case HT_SANDMAN: case MA_SANDMAN: case HT_CLAYMORETRAP: case HT_SKIDTRAP: case MA_SKIDTRAP: case HT_LANDMINE: case MA_LANDMINE: case HT_FLASHER: case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: case HT_BLASTMINE: /** * Ranger **/ case RA_ELECTRICSHOCKER: case RA_CLUSTERBOMB: case RA_MAGENTATRAP: case RA_COBALTTRAP: case RA_MAIZETRAP: case RA_VERDURETRAP: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: { struct skill_condition req = skill->get_requirement(sd,skill_id,skill_lv); ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY)); if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] ) req_item = req.itemid[i]; if( map_flag_gvg2(src->m) || map->list[src->m].flag.battleground ) limit *= 4; // longer trap times in WOE [celest] if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) target = BCT_ALL; } break; case SA_LANDPROTECTOR: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: { struct skill_unit_group *old_sg; if ((old_sg = skill->locate_element_field(src)) != NULL) { //HelloKitty confirmed that these are interchangeable, //so you can change element and not consume gemstones. if (( old_sg->skill_id == SA_VOLCANO || old_sg->skill_id == SA_DELUGE || old_sg->skill_id == SA_VIOLENTGALE ) && old_sg->limit > 0) { //Use the previous limit (minus the elapsed time) [Skotlex] limit = old_sg->limit - DIFF_TICK32(timer->gettick(), old_sg->tick); if (limit < 0) //This can happen... limit = skill->get_time(skill_id,skill_lv); } skill->clear_group(src,1); } break; } case BA_DISSONANCE: case DC_UGLYDANCE: val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] break; case BA_WHISTLE: val1 = skill_lv +st->agi/10; // Flee increase val2 = ((skill_lv+1)/2)+st->luk/10; // Perfect dodge increase if(sd){ val1 += pc->checkskill(sd,BA_MUSICALLESSON); val2 += pc->checkskill(sd,BA_MUSICALLESSON); } break; case DC_HUMMING: val1 = 2*skill_lv+st->dex/10; // Hit increase #ifdef RENEWAL val1 *= 2; #endif if(sd) val1 += pc->checkskill(sd,DC_DANCINGLESSON); break; case BA_POEMBRAGI: val1 = 3*skill_lv+st->dex/10; // Casting time reduction //For some reason at level 10 the base delay reduction is 50%. val2 = (skill_lv<10?3*skill_lv:50)+st->int_/5; // After-cast delay reduction if(sd){ val1 += 2*pc->checkskill(sd,BA_MUSICALLESSON); val2 += 2*pc->checkskill(sd,BA_MUSICALLESSON); } break; case DC_DONTFORGETME: #ifdef RENEWAL val1 = st->dex/10 + 3*skill_lv; // ASPD decrease val2 = st->agi/10 + 2*skill_lv; // Movement speed adjustment. #else val1 = st->dex/10 + 3*skill_lv + 5; // ASPD decrease val2 = st->agi/10 + 3*skill_lv + 5; // Movement speed adjustment. #endif if(sd){ val1 += pc->checkskill(sd,DC_DANCINGLESSON); val2 += pc->checkskill(sd,DC_DANCINGLESSON); } break; case BA_APPLEIDUN: val1 = 5+2*skill_lv+st->vit/10; // MaxHP percent increase if(sd) val1 += pc->checkskill(sd,BA_MUSICALLESSON); break; case DC_SERVICEFORYOU: val1 = 15+skill_lv+(st->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed val2 = 20+3*skill_lv+(st->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: #ifdef RENEWAL val1 = 10 + skill_lv + (st->agi/10); // ASPD increase if(sd) val1 += 4*pc->checkskill(sd,BA_MUSICALLESSON); #else val1 = 100+(10*skill_lv)+(st->agi/10); // ASPD increase if(sd) val1 += 5*pc->checkskill(sd,BA_MUSICALLESSON); #endif break; case DC_FORTUNEKISS: val1 = 10+skill_lv+(st->luk/10); // Critical increase if(sd) val1 += pc->checkskill(sd,DC_DANCINGLESSON); val1*=10; //Because every 10 crit is an actual cri point. break; case BD_DRUMBATTLEFIELD: #ifdef RENEWAL val1 = (skill_lv+5)*25; //Watk increase val2 = skill_lv*10; //Def increase #else val1 = (skill_lv+1)*25; //Watk increase val2 = (skill_lv+1)*2; //Def increase #endif break; case BD_RINGNIBELUNGEN: val1 = (skill_lv+2)*25; //Watk increase break; case BD_RICHMANKIM: val1 = 25 + 11*skill_lv; //Exp increase bonus. break; case BD_SIEGFRIED: val1 = 55 + skill_lv*5; //Elemental Resistance val2 = skill_lv*10; //Status ailment resistance break; case WE_CALLPARTNER: if (sd) val1 = sd->status.partner_id; break; case WE_CALLPARENT: if (sd) { val1 = sd->status.father; val2 = sd->status.mother; } break; case WE_CALLBABY: if (sd) val1 = sd->status.child; break; case NJ_KAENSIN: skill->clear_group(src, 1); //Delete previous Kaensins/Suitons val2 = (skill_lv+1)/2 + 4; break; case NJ_SUITON: skill->clear_group(src, 1); break; case GS_GROUNDDRIFT: { int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; val1 = st->rhw.ele; if (!val1) val1=element[rnd()%5]; switch (val1) { case ELE_FIRE: subunt++; case ELE_WATER: subunt++; case ELE_POISON: subunt++; case ELE_DARK: subunt++; case ELE_WIND: break; default: subunt=rnd()%5; break; } break; } case GC_POISONSMOKE: if( !(sc && sc->data[SC_POISONINGWEAPON]) ) return NULL; val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison val3 = sc->data[SC_POISONINGWEAPON]->val1; limit = 4000 + 2000 * skill_lv; break; case GD_LEADERSHIP: case GD_GLORYWOUNDS: case GD_SOULCOLD: case GD_HAWKEYES: limit = 1000000;//it doesn't matter break; case WL_COMET: if( sc ) { sc->comet_x = x; sc->comet_y = y; } break; case LG_BANDING: limit = -1; break; case WM_REVERBERATION: if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) ) target = BCT_ALL; val1 = skill_lv + 1; val2 = 1; case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. case SO_WATER_INSIGNIA: case SO_FIRE_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: if( map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) return NULL; break; case SO_CLOUD_KILL: skill->clear_group(src, 4); break; case SO_WARMER: skill->clear_group(src, 8); break; case GN_WALLOFTHORN: if( flag&1 ) limit = 3000; val3 = (x<<16)|y; break; case KO_ZENKAI: if( sd ){ ARR_FIND(1, 6, i, sd->charm[i] > 0); if( i < 5 ){ val1 = sd->charm[i]; // no. of aura val2 = i; // aura type limit += val1 * 1000; subunt = i - 1; pc->del_charm(sd, sd->charm[i], i); } } break; } nullpo_retr(NULL, group=skill->init_unitgroup(src,layout->count,skill_id,skill_lv,skill->get_unit_id(skill_id,flag&1)+subunt, limit, interval)); group->val1=val1; group->val2=val2; group->val3=val3; group->target_flag=target; group->bl_flag= skill->get_unit_bl_target(skill_id); group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0; group->item_id = req_item; //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] if (DIFF_TICK(group->tick, timer->gettick()) > SKILLUNITTIMER_INTERVAL) active_flag = 0; if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){ group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char)); if (sd) safestrncpy(group->valstr, sd->message, MESSAGE_SIZE); else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex] safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); } if (group->state.song_dance) { if(sd){ sd->skill_id_dance = skill_id; sd->skill_lv_dance = skill_lv; } if ( sc_start4(src,src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) && sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp! ) skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1); } limit = group->limit; for( i = 0; i < layout->count; i++ ) { struct skill_unit *su; int ux = x + layout->dx[i]; int uy = y + layout->dy[i]; int alive = 1; val1 = skill_lv; val2 = 0; if( !group->state.song_dance && !map->getcell(src->m,ux,uy,CELL_CHKREACH) ) continue; // don't place skill units on walls (except for songs/dances/encores) if( battle_config.skill_wall_check && skill->get_unit_flag(skill_id)&UF_PATHCHECK && !path->search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) continue; // no path between cell and center of casting. switch( skill_id ) { case MG_FIREWALL: case NJ_KAENSIN: val2=group->val2; break; case WZ_ICEWALL: val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv; val2 = map->getcell(src->m, ux, uy, CELL_GETTYPE); break; case HT_LANDMINE: case MA_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case MA_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: case HT_TALKIEBOX: case HT_SKIDTRAP: case MA_SKIDTRAP: case HT_CLAYMORETRAP: case HT_BLASTMINE: case RA_ELECTRICSHOCKER: case RA_CLUSTERBOMB: case RA_MAGENTATRAP: case RA_COBALTTRAP: case RA_MAIZETRAP: case RA_VERDURETRAP: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: val1 = 3500; break; case GS_DESPERADO: val1 = abs(layout->dx[i]); val2 = abs(layout->dy[i]); if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals if (val2 > val1) val1 = val2; if (val1) val1--; val1 = 36 -12*val1; } else //Diagonal edges val1 = 28 -4*val1 -4*val2; if (val1 < 1) val1 = 1; val2 = 0; break; case GN_WALLOFTHORN: val1 = 2000 + 2000 * skill_lv; val2 = src->id; break; default: if (group->state.song_dance&0x1) val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance break; } if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2)) val2 |= UF_RANGEDSINGLEUNIT; // center. if( range <= 0 ) map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); if( !alive ) continue; nullpo_retr(NULL, su=skill->initunit(group,i,ux,uy,val1,val2)); su->limit=limit; su->range=range; if (skill_id == PF_FOGWALL && alive == 2) { //Double duration of cells on top of Deluge/Suiton su->limit *= 2; group->limit = su->limit; } // execute on all targets standing on this cell if (range==0 && active_flag) map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); } if (!group->alive_count) { //No cells? Something that was blocked completely by Land Protector? skill->del_unitgroup(group,ALC_MARK); return NULL; } //success, unit created. switch( skill_id ) { case WZ_ICEWALL: map->foreachinrange(skill->icewall_block, src, AREA_SIZE, BL_MOB); break; case NJ_TATAMIGAESHI: //Store number of tiles. group->val1 = group->alive_count; break; } return group; } /*========================================== * *------------------------------------------*/ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick) { struct skill_unit_group *sg; struct block_list *ss; struct status_change *sc; struct status_change_entry *sce; enum sc_type type; uint16 skill_id; nullpo_ret(src); nullpo_ret(bl); if(bl->prev==NULL || !src->alive || status->isdead(bl)) return 0; nullpo_ret(sg=src->group); nullpo_ret(ss=map->id2bl(sg->src_id)); if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR ) return 0; //AoE skills are ineffective. [Skotlex] sc = status->get_sc(bl); if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN ) return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex] if (sc && sc->data[SC_VACUUM_EXTREME] && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); type = status->skill2sc(sg->skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. switch (sg->unit_id) { case UNT_SPIDERWEB: if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish] sc->data[SC_SPIDERWEB]->val2++; break; } else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) { int sec = skill->get_time2(sg->skill_id,sg->skill_lv); if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK32(td->tick, tick); map->moveblock(bl, src->bl.x, src->bl.y, tick); clif->fixpos(bl); sg->val2 = bl->id; } else sec = 3000; //Couldn't trap it? sg->limit = DIFF_TICK32(tick,sg->tick)+sec; } break; case UNT_SAFETYWALL: if (!sce) sc_start4(ss,bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); break; case UNT_BLOODYLUST: if (sg->src_id == bl->id) break; //Does not affect the caster. if (bl->type == BL_MOB) break; //Does not affect the caster. if( !sce && sc_start4(ss,bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) ) sc_start(ss,bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit); break; case UNT_PNEUMA: case UNT_CHAOSPANIC: case UNT_MAELSTROM: if (!sce) sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_WARP_WAITING: { int working = sg->val1&0xffff; if(bl->type==BL_PC && !working){ struct map_session_data *sd = (struct map_session_data *)bl; if((!sd->chatID || battle_config.chat_warpportal) && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) { int x = sg->val2>>16; int y = sg->val2&0xffff; int count = sg->val1>>16; unsigned short m = sg->val3; if( --count <= 0 ) skill->del_unitgroup(sg,ALC_MARK); if ( map->mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y ) working = 1;/* we break it because officials break it, lovely stuff. */ sg->val1 = (count<<16)|working; pc->setpos(sd,m,x,y,CLR_TELEPORT); } } else if(bl->type == BL_MOB && battle_config.mob_warp&2) { int16 m = map->mapindex2mapid(sg->val3); if (m < 0) break; //Map not available on this map-server. unit->warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); } } break; case UNT_QUAGMIRE: if( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_VOLCANO: case UNT_DELUGE: case UNT_VIOLENTGALE: if(!sce) sc_start(ss,bl,type,100,sg->skill_lv,sg->limit); break; case UNT_SUITON: if(!sce) sc_start4(ss,bl,type,100,sg->skill_lv, map_flag_vs(bl->m) || battle->check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. 0,0,sg->limit); break; case UNT_HERMODE: if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0) status->change_clear_buffs(bl,1); //Should dispell only allies. case UNT_RICHMANKIM: case UNT_ETERNALCHAOS: case UNT_DRUMBATTLEFIELD: case UNT_RINGNIBELUNGEN: case UNT_ROKISWEIL: case UNT_INTOABYSS: case UNT_SIEGFRIED: //Needed to check when a dancer/bard leaves their ensemble area. if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) return skill_id; if (!sce) sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); break; case UNT_WHISTLE: case UNT_ASSASSINCROSS: case UNT_POEMBRAGI: case UNT_APPLEIDUN: case UNT_HUMMING: case UNT_DONTFORGETME: case UNT_FORTUNEKISS: case UNT_SERVICEFORYOU: if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) return 0; if (!sc) return 0; if (!sce) sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); else if (sce->val4 == 1) { //Readjust timers since the effect will not last long. sce->val4 = 0; timer->delete(sce->timer, status->change_timer); sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type); } break; case UNT_FOGWALL: if (!sce) { sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); } break; case UNT_GRAVITATION: if (!sce) sc_start4(ss,bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); break; // officially, icewall has no problems existing on occupied cells [ultramage] // case UNT_ICEWALL: //Destroy the cell. [Skotlex] // src->val1 = 0; // if(src->limit + sg->tick > tick + 700) // src->limit = DIFF_TICK32(tick+700,sg->tick); // break; case UNT_MOONLIT: //Knockback out of area if affected char isn't in Moonlit effect if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT) break; if (ss == bl) //Also needed to prevent infinite loop crash. break; skill->blown(ss,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0); break; case UNT_WALLOFTHORN: if( status_get_mode(bl)&MD_BOSS ) break; // iRO Wiki says that this skill don't affect to Boss monsters. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle->check_target(&src->bl,bl, BCT_ENEMY) == 1 ) skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); break; case UNT_REVERBERATION: clif->changetraplook(&src->bl,UNT_USED_TRAPS); map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); sg->unit_id = UNT_USED_TRAPS; sg->limit = DIFF_TICK32(tick,sg->tick) + 1500; break; case UNT_VOLCANIC_ASH: if (!sce) sc_start(ss, bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); break; case UNT_GD_LEADERSHIP: case UNT_GD_GLORYWOUNDS: case UNT_GD_SOULCOLD: case UNT_GD_HAWKEYES: if ( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) sc_start4(ss,bl,type,100,sg->skill_lv,0,0,0,1000); break; } return skill_id; } /*========================================== * *------------------------------------------*/ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int64 tick) { struct skill_unit_group *sg; struct block_list *ss; TBL_PC* tsd; struct status_data *tstatus; struct status_change *tsc, *ssc; struct skill_unit_group_tickset *ts; enum sc_type type; uint16 skill_id; int diff=0; nullpo_ret(src); nullpo_ret(bl); if (bl->prev==NULL || !src->alive || status->isdead(bl)) return 0; nullpo_ret(sg=src->group); nullpo_ret(ss=map->id2bl(sg->src_id)); tsd = BL_CAST(BL_PC, bl); tsc = status->get_sc(bl); ssc = status->get_sc(ss); // Status Effects for Unit caster. if ( tsc && tsc->data[SC_HOVERING] ) return 0; //Under hovering characters are immune to trap and ground target skills. // Maestro or Wanderer is unaffected by traps of trappers he or she charmed [SuperHulk] if ( ssc && ssc->data[SC_SIREN] && ssc->data[SC_SIREN]->val2 == bl->id && (skill->get_inf2(sg->skill_id)&INF2_TRAP) ) return 0; tstatus = status->get_status_data(bl); type = status->skill2sc(sg->skill_id); skill_id = sg->skill_id; if (sg->interval == -1) { switch (sg->unit_id) { case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. case UNT_FIREPILLAR_ACTIVE: case UNT_ELECTRICSHOCKER: case UNT_MANHOLE: return 0; default: ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id); return 0; } } if ((ts = skill->unitgrouptickset_search(bl,sg,tick))) { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex] diff = DIFF_TICK32(tick,ts->tick); if (diff < 0) return 0; ts->tick = tick+sg->interval; if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) ts->tick += sg->interval*(map->count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1); } switch (sg->unit_id) { case UNT_FIREWALL: case UNT_KAEN: { int count=0; const int x = bl->x, y = bl->y; if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) ) break; //Take into account these hit more times than the timer interval can handle. do skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0); while(--src->val2 && x == bl->x && y == bl->y && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl)); if (src->val2<=0) skill->delunit(src); } break; case UNT_SANCTUARY: if( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON ) { //Only damage enemies with offensive Sanctuary. [Skotlex] if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) ) sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate] } else { int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); struct mob_data *md = BL_CAST(BL_MOB, bl); #ifdef RENEWAL if( md && md->class_ == MOBID_EMPERIUM ) break; #endif if( md && mob_is_battleground(md) ) break; if( tstatus->hp >= tstatus->max_hp ) break; if( status->isimmune(bl) ) heal = 0; clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); if( tsc && tsc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; status->heal(bl, heal, 0, 0); if( diff >= 500 ) sg->val1--; } if( sg->val1 <= 0 ) skill->del_unitgroup(sg,ALC_MARK); break; case UNT_EVILLAND: //Will heal demon and undead element monsters, but not players. if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) { //Damage enemies if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0) skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); } else { int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); if (tstatus->hp >= tstatus->max_hp) break; if (status->isimmune(bl)) heal = 0; clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); status->heal(bl, heal, 0, 0); } break; case UNT_MAGNUS: if (!battle->check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON) break; skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_DUMMYSKILL: switch (sg->skill_id) { case SG_SUN_WARM: //SG skills [Komurka] case SG_MOON_WARM: case SG_STAR_WARM: { int count = 0; const int x = bl->x, y = bl->y; map->freeblock_lock(); //If target isn't knocked back it should hit every "interval" ms [Playtester] do { if( bl->type == BL_PC ) status_zap(bl, 0, 15); // sp damage to players else if( status->charge(ss, 0, 2) ) { // mobs // costs 2 SP per hit if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) ) status->charge(ss, 0, 8); //costs additional 8 SP if miss } else { // mobs //should end when out of sp. sg->limit = DIFF_TICK32(tick,sg->tick); break; } } while( x == bl->x && y == bl->y && sg->alive_count && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) ); map->freeblock_unlock(); } break; /** * The storm gust counter was dropped in renewal **/ #ifndef RENEWAL case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you. if (tsc) tsc->sg_counter++; //SG hit counter. if (skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc) tsc->sg_counter=0; //Attack absorbed. break; #endif case GS_DESPERADO: if (rnd()%100 < src->val1) skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; default: skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); } break; case UNT_FIREPILLAR_WAITING: skill->unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); skill->delunit(src); break; case UNT_SKIDTRAP: { skill->blown(&src->bl,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),unit->getdir(bl),0); sg->unit_id = UNT_USED_TRAPS; clif->changetraplook(&src->bl, UNT_USED_TRAPS); sg->limit=DIFF_TICK32(tick,sg->tick)+1500; } break; case UNT_ANKLESNARE: case UNT_MANHOLE: if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) { int sec = skill->get_time2(sg->skill_id,sg->skill_lv); if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK32(td->tick, tick); if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg2(src->bl.m) ) { unit->movepos(bl, src->bl.x, src->bl.y, 0, 0); clif->fixpos(bl); } sg->val2 = bl->id; } else sec = 3000; //Couldn't trap it? if( sg->unit_id == UNT_ANKLESNARE ) { clif->skillunit_update(&src->bl); /** * If you're snared from a trap that was invisible this makes the trap be * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE") * bugreport:3961 **/ clif->changetraplook(&src->bl, UNT_ANKLESNARE); } sg->limit = DIFF_TICK32(tick,sg->tick)+sec; sg->interval = -1; src->range = 0; } break; case UNT_ELECTRICSHOCKER: if( bl->id != ss->id ) { if( status_get_mode(bl)&MD_BOSS ) break; if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) { map->moveblock(bl, src->bl.x, src->bl.y, tick); clif->fixpos(bl); } map->foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick); sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. } break; case UNT_VENOMDUST: if(tsc && !tsc->data[type]) status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0); break; case UNT_MAGENTATRAP: case UNT_COBALTTRAP: case UNT_MAIZETRAP: case UNT_VERDURETRAP: if( bl->type == BL_PC )// it won't work on players break; case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: case UNT_CLUSTERBOMB: if( bl->id == ss->id )// it won't trigger on caster break; case UNT_LANDMINE: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_FIREPILLAR_ACTIVE: case UNT_CLAYMORETRAP: if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP ) map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick); else map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); sg->limit=DIFF_TICK32(tick,sg->tick)+1500 + (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. break; case UNT_TALKIEBOX: if (sg->src_id == bl->id) break; if (sg->val2 == 0){ clif->talkiebox(&src->bl, sg->valstr); sg->unit_id = UNT_USED_TRAPS; clif->changetraplook(&src->bl, UNT_USED_TRAPS); sg->limit = DIFF_TICK32(tick, sg->tick) + 5000; sg->val2 = -1; } break; case UNT_LULLABY: if (ss->id == bl->id) break; skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); break; case UNT_UGLYDANCE: //Ugly Dance [Skotlex] if (ss->id != bl->id) skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); break; case UNT_DISSONANCE: skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); break; case UNT_APPLEIDUN: //Apple of Idun [Skotlex] { int heal; #ifdef RENEWAL struct mob_data *md = BL_CAST(BL_MOB, bl); if( md && md->class_ == MOBID_EMPERIUM ) break; #endif if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER) ) break; // affects self only when soullinked heal = skill->calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true); if( tsc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); status->heal(bl, heal, 0, 0); break; } case UNT_TATAMIGAESHI: case UNT_DEMONSTRATION: skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_GOSPEL: if (rnd()%100 > sg->skill_lv*10 || ss == bl) break; if (battle->check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild int heal; int i = rnd()%13; // Positive buff count int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration switch (i) { case 0: // Heal 1~9999 HP heal = rnd() %9999+1; clif->skill_nodamage(ss,bl,AL_HEAL,heal,1); status->heal(bl,heal,0,0); break; case 1: // End all negative status status->change_clear_buffs(bl,2); if (tsd) clif->gospel_info(tsd, 0x15); break; case 2: // Immunity to all status sc_start(ss,bl,SC_SCRESIST,100,100,time); if (tsd) clif->gospel_info(tsd, 0x16); break; case 3: // MaxHP +100% sc_start(ss,bl,SC_INCMHPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x17); break; case 4: // MaxSP +100% sc_start(ss,bl,SC_INCMSPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x18); break; case 5: // All stats +20 sc_start(ss,bl,SC_INCALLSTATUS,100,20,time); if (tsd) clif->gospel_info(tsd, 0x19); break; case 6: // Level 10 Blessing sc_start(ss,bl,SC_BLESSING,100,10,time); break; case 7: // Level 10 Increase AGI sc_start(ss,bl,SC_INC_AGI,100,10,time); break; case 8: // Enchant weapon with Holy element sc_start(ss,bl,SC_ASPERSIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1c); break; case 9: // Enchant armor with Holy element sc_start(ss,bl,SC_BENEDICTIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1d); break; case 10: // DEF +25% sc_start(ss,bl,SC_INCDEFRATE,100,25,time); if (tsd) clif->gospel_info(tsd, 0x1e); break; case 11: // ATK +100% sc_start(ss,bl,SC_INCATKRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x1f); break; case 12: // HIT/Flee +50 sc_start(ss,bl,SC_INCHIT,100,50,time); sc_start(ss,bl,SC_INCFLEE,100,50,time); if (tsd) clif->gospel_info(tsd, 0x20); break; } } else if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect int i = rnd()%9; // Negative buff count int time = skill->get_time2(sg->skill_id, sg->skill_lv); switch (i) { case 0: // Deal 1~9999 damage skill->attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case 1: // Curse sc_start(ss,bl,SC_CURSE,100,1,time); break; case 2: // Blind sc_start(ss,bl,SC_BLIND,100,1,time); break; case 3: // Poison sc_start(ss,bl,SC_POISON,100,1,time); break; case 4: // Level 10 Provoke sc_start(ss,bl,SC_PROVOKE,100,10,time); break; case 5: // DEF -100% sc_start(ss,bl,SC_INCDEFRATE,100,-100,time); break; case 6: // ATK -100% sc_start(ss,bl,SC_INCATKRATE,100,-100,time); break; case 7: // Flee -100% sc_start(ss,bl,SC_INCFLEERATE,100,-100,time); break; case 8: // Speed/ASPD -25% sc_start4(ss,bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); break; } } break; case UNT_BASILICA: { int i = battle->check_target(&src->bl, bl, BCT_ENEMY); if( i > 0 && !(status_get_mode(bl)&MD_BOSS) ) { // knock-back any enemy except Boss skill->blown(&src->bl, bl, 2, unit->getdir(bl), 0); clif->fixpos(bl); } if( sg->src_id != bl->id && i <= 0 ) sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); } break; case UNT_GRAVITATION: case UNT_EARTHSTRAIN: case UNT_FIREWALK: case UNT_ELECTRICWALK: case UNT_PSYCHIC_WAVE: case UNT_MAGMA_ERUPTION: case UNT_MAKIBISHI: skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_GROUNDDRIFT_WIND: case UNT_GROUNDDRIFT_DARK: case UNT_GROUNDDRIFT_POISON: case UNT_GROUNDDRIFT_WATER: case UNT_GROUNDDRIFT_FIRE: map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); sg->unit_id = UNT_USED_TRAPS; //clif->changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); sg->limit=DIFF_TICK32(tick,sg->tick)+1500; break; /** * 3rd stuff **/ case UNT_POISONSMOKE: if( battle->check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 ) { short rate = 100; if ( sg->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reducible. [Rytech] rate = 100 - tstatus->int_ * 4 / 5 ; sc_start(ss,bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); } break; case UNT_EPICLESIS: if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { if( ++sg->val2 % 3 == 0 ) { int hp, sp; switch( sg->skill_lv ) { case 1: case 2: hp = 3; sp = 2; break; case 3: case 4: hp = 4; sp = 3; break; case 5: default: hp = 5; sp = 4; break; } hp = tstatus->max_hp * hp / 100; sp = tstatus->max_sp * sp / 100; status->heal(bl, hp, sp, 2); sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); } // Reveal hidden players every 5 seconds. if( sg->val2 % 5 == 0 ) { // TODO: check if other hidden status can be removed. status_change_end(bl,SC_HIDING,INVALID_TIMER); status_change_end(bl,SC_CLOAKING,INVALID_TIMER); status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER); } } /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie] else if( battle->check_target(ss, bl, BCT_ENEMY) > 0 && battle->check_undead(tstatus->race, tstatus->def_ele) ) skill->castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/ break; case UNT_STEALTHFIELD: if( bl->id == sg->src_id ) break; // Don't work on Self (video shows that) case UNT_NEUTRALBARRIER: sc_start(ss,bl,type,100,sg->skill_lv,sg->interval + 100); break; case UNT_DIMENSIONDOOR: if( tsd && !map->list[bl->m].flag.noteleport ) pc->randomwarp(tsd,3); else if( bl->type == BL_MOB && battle_config.mob_warp&8 ) unit->warp(bl,-1,-1,-1,3); break; case UNT_REVERBERATION: clif->changetraplook(&src->bl,UNT_USED_TRAPS); map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); sg->limit = DIFF_TICK32(tick,sg->tick)+1500; sg->unit_id = UNT_USED_TRAPS; break; case UNT_SEVERE_RAINSTORM: if( battle->check_target(&src->bl, bl, BCT_ENEMY)) skill->attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0); break; case UNT_NETHERWORLD: if( !(status_get_mode(bl)&MD_BOSS)) { if( !(tsc && tsc->data[type]) ){ sc_start(ss, bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); } } break; case UNT_THORNS_TRAP: if( tsc ) { if( !sg->val2 ) { int sec = skill->get_time2(sg->skill_id, sg->skill_lv); if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) { const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK32(td->tick, tick); ///map->moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett] clif->fixpos(bl); sg->val2 = bl->id; } else sec = 3000; // Couldn't trap it? sg->limit = DIFF_TICK32(tick, sg->tick) + sec; } else if( tsc->data[SC_THORNS_TRAP] && bl->id == sg->val2 ) skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION); } break; case UNT_DEMONIC_FIRE: { TBL_PC* sd = BL_CAST(BL_PC, ss); switch( sg->val2 ) { case 1: case 2: default: sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); break; case 3: skill->attack(skill->get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl, CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0); break; } } break; case UNT_FIRE_EXPANSION_SMOKE_POWDER: sc_start(ss, bl, status->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); break; case UNT_FIRE_EXPANSION_TEAR_GAS: sc_start(ss, bl, status->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); break; case UNT_HELLS_PLANT: if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ) skill->attack(skill->get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0); if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them sg->limit = DIFF_TICK32(tick, sg->tick) + 100; break; case UNT_CLOUD_KILL: if(tsc && !tsc->data[type]) status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8); skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_WARMER: if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { int hp = 0; if( ssc && ssc->data[SC_HEATER_OPTION] ) hp = tstatus->max_hp * 3 * sg->skill_lv / 100; else hp = tstatus->max_hp * sg->skill_lv / 100; status->heal(bl, hp, 0, 0); if( tstatus->hp != tstatus->max_hp ) clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); if( tsc && tsc->data[SC_AKAITSUKI] && hp ) hp = ~hp + 1; status->heal(bl, hp, 0, 0); sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); } break; case UNT_FIRE_INSIGNIA: case UNT_WATER_INSIGNIA: case UNT_WIND_INSIGNIA: case UNT_EARTH_INSIGNIA: case UNT_ZEPHYR: sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval); if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) { int hp = tstatus->max_hp / 100; //+1% each 5s if ((sg->val3) % 5) { //each 5s if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) { status->heal(bl, hp, 0, 2); } else if( (sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH) || (sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE) || (sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER) || (sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND) ) { status->heal(bl, -hp, 0, 0); } } sg->val3++; //timer if (sg->val3 > 5) sg->val3 = 0; } break; case UNT_VACUUM_EXTREME: if ( tsc && tsc->data[SC_HALLUCINATIONWALK] ) { return 0; } else { sg->limit -= 100 * tstatus->str/20; sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit); } break; case UNT_FIRE_MANTLE: if( battle->check_target(&src->bl, bl, BCT_ENEMY) > 0 ) skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_ZENKAI_WATER: case UNT_ZENKAI_LAND: case UNT_ZENKAI_FIRE: case UNT_ZENKAI_WIND: if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){ switch( sg->unit_id ){ case UNT_ZENKAI_WATER: sc_start(ss, bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); sc_start(ss, bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_LAND: sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_FIRE: sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_WIND: sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); sc_start(ss, bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; } }else sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_LAVA_SLIDE: skill->attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); if(++sg->val1 > 4) //after 5 stop hit and destroy me sg->limit = DIFF_TICK32(tick, sg->tick); break; case UNT_POISON_MIST: skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8); break; } if (bl->type == BL_MOB && ss != bl) mob->skill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16)); return skill_id; } /*========================================== * Triggered when a char steps out of a skill cell *------------------------------------------*/ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) { struct skill_unit_group *sg; struct status_change *sc; struct status_change_entry *sce; enum sc_type type; nullpo_ret(src); nullpo_ret(bl); nullpo_ret(sg=src->group); sc = status->get_sc(bl); type = status->skill2sc(sg->skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; if( bl->prev == NULL || (status->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB && sg->unit_id != UNT_THORNS_TRAP) ) //Need to delete the trap if the source died. return 0; switch(sg->unit_id){ case UNT_SAFETYWALL: case UNT_PNEUMA: case UNT_EPICLESIS://Arch Bishop case UNT_NEUTRALBARRIER: case UNT_STEALTHFIELD: case UNT_WARMER: if (sce) status_change_end(bl, type, INVALID_TIMER); break; case UNT_BASILICA: if( sce && sce->val4 == src->bl.id ) status_change_end(bl, type, INVALID_TIMER); break; case UNT_HERMODE: //Clear Hermode if the owner moved. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id) status_change_end(bl, type, INVALID_TIMER); break; case UNT_THORNS_TRAP: case UNT_SPIDERWEB: { struct block_list *target = map->id2bl(sg->val2); if (target && target==bl) { if (sce && sce->val3 == sg->group_id) status_change_end(bl, type, INVALID_TIMER); sg->limit = DIFF_TICK32(tick,sg->tick)+1000; } } break; } return sg->skill_id; } /*========================================== * Triggered when a char steps out of a skill group (entirely) [Skotlex] *------------------------------------------*/ int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) { struct status_change *sc; struct status_change_entry *sce; enum sc_type type; sc = status->get_sc(bl); if (sc && !sc->count) sc = NULL; type = status->skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skill_id) { case WZ_QUAGMIRE: if (bl->type==BL_MOB) break; if (sce) status_change_end(bl, type, INVALID_TIMER); break; case BD_LULLABY: case BD_RICHMANKIM: case BD_ETERNALCHAOS: case BD_DRUMBATTLEFIELD: case BD_RINGNIBELUNGEN: case BD_ROKISWEIL: case BD_INTOABYSS: case BD_SIEGFRIED: if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble //which overlaps, by stepping outside of the other partner's ensemble will cause you to cancel //your own. Let's pray that scenario is pretty unlikely and none will complain too much about it. status_change_end(bl, SC_DANCING, INVALID_TIMER); } case MH_STEINWAND: case MG_SAFETYWALL: case AL_PNEUMA: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: case CG_HERMODE: case HW_GRAVITATION: case NJ_SUITON: case SC_MAELSTROM: case EL_WATER_BARRIER: case EL_ZEPHYR: case EL_POWER_OF_GAIA: case SO_FIRE_INSIGNIA: case SO_WATER_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: case SO_ELEMENTAL_SHIELD: case SC_BLOODYLUST: if (sce) status_change_end(bl, type, INVALID_TIMER); 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) { timer->delete(sce->timer, status->change_timer); //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... //not possible on our current implementation. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect. sce->timer = timer->add(tick+skill->get_time2(skill_id,1), status->change_timer, bl->id, type); } break; case PF_FOGWALL: if (sce) { status_change_end(bl, type, INVALID_TIMER); if ((sce=sc->data[SC_BLIND])) { if (bl->type == BL_PC) //Players get blind ended immediately, others have it still for 30 secs. [Skotlex] status_change_end(bl, SC_BLIND, INVALID_TIMER); else { timer->delete(sce->timer, status->change_timer); sce->timer = timer->add(30000+tick, status->change_timer, bl->id, SC_BLIND); } } } break; case GD_LEADERSHIP: case GD_GLORYWOUNDS: case GD_SOULCOLD: case GD_HAWKEYES: if( !(sce && sce->val4) ) status_change_end(bl, type, INVALID_TIMER); break; } return skill_id; } /*========================================== * Invoked when a unit cell has been placed/removed/deleted. * flag values: * flag&1: Invoke onplace function (otherwise invoke onout) * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) *------------------------------------------*/ int skill_unit_effect(struct block_list* bl, va_list ap) { struct skill_unit* su = va_arg(ap,struct skill_unit*); struct skill_unit_group* group = su->group; int64 tick = va_arg(ap,int64); unsigned int flag = va_arg(ap,unsigned int); uint16 skill_id; bool dissonance; if( (!su->alive && !(flag&4)) || bl->prev == NULL ) return 0; nullpo_ret(group); dissonance = skill->dance_switch(su, 0); //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = group->skill_id; //Target-type check. if( !(group->bl_flag&bl->type && battle->check_target(&su->bl,bl,group->target_flag)>0) ) { if( (flag&4) && ( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) ) skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. } else { if( flag&1 ) skill->unit_onplace(su,bl,tick); else skill->unit_onout(su,bl,tick); if( flag&4 ) skill->unit_onleft(skill_id, bl, tick); } if( dissonance ) skill->dance_switch(su, 1); return 0; } /*========================================== * *------------------------------------------*/ int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int64 damage, int64 tick) { struct skill_unit_group *sg; nullpo_ret(src); nullpo_ret(sg=src->group); switch( sg->unit_id ) { case UNT_BLASTMINE: case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_CLAYMORETRAP: case UNT_FREEZINGTRAP: case UNT_TALKIEBOX: case UNT_ANKLESNARE: case UNT_ICEWALL: case UNT_WALLOFTHORN: src->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX); break; case UNT_REVERBERATION: src->val1--; break; default: damage = 0; break; } return (int)cap_value(damage,INT_MIN,INT_MAX); } /*========================================== * *------------------------------------------*/ int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { int *c, skill_id; struct block_list *src; struct map_session_data *sd; struct map_session_data *tsd; int *p_sd; //Contains the list of characters found. nullpo_ret(bl); nullpo_ret(tsd=(struct map_session_data*)bl); nullpo_ret(src=va_arg(ap,struct block_list *)); nullpo_ret(sd=(struct map_session_data*)src); c=va_arg(ap,int *); p_sd = va_arg(ap, int *); skill_id = va_arg(ap,int); if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill->get_inf2(skill_id)&INF2_CHORUS_SKILL) ) return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex] if (bl == src) return 0; if(pc_isdead(tsd)) return 0; if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING )) return 0; if( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ) { if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER ) p_sd[(*c)++] = tsd->bl.id; return 1; } else { switch(skill_id) { case PR_BENEDICTIO: { uint8 dir = map->calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); dir = (unit->getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. && sd->status.sp >= 10) p_sd[(*c)++]=tsd->bl.id; return 1; } case AB_ADORAMUS: // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST ) p_sd[(*c)++] = tsd->bl.id; return 1; case WL_COMET: // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster if( ( tsd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK ) p_sd[(*c)++] = tsd->bl.id; return 1; case LG_RAYOFGENESIS: if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD && tsd->sc.data[SC_BANDING] ) p_sd[(*c)++] = tsd->bl.id; return 1; default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] { uint16 skill_lv; if(pc_issit(tsd) || !unit->can_move(&tsd->bl)) return 0; if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && (skill_lv = pc->checkskill(tsd, skill_id)) > 0 && (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id && !tsd->sc.data[SC_DANCING]) { p_sd[(*c)++]=tsd->bl.id; return skill_lv; } else { return 0; } } break; } } return 0; } /*========================================== * Checks and stores partners for ensemble skills [Skotlex] *------------------------------------------*/ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16* skill_lv, int range, int cast_flag) { static int c=0; static int p_sd[2] = { 0, 0 }; int i; bool is_chorus = ( skill->get_inf2(skill_id)&INF2_CHORUS_SKILL ); if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners. if (cast_flag) { //Execute the skill on the partners. struct map_session_data* tsd; switch (skill_id) { case PR_BENEDICTIO: for (i = 0; i < c; i++) { if ((tsd = map->id2sd(p_sd[i])) != NULL) status->charge(&tsd->bl, 0, 10); } return c; case AB_ADORAMUS: if( c > 0 && (tsd = map->id2sd(p_sd[0])) != NULL ) { i = 2 * (*skill_lv); status->charge(&tsd->bl, 0, i); } break; default: //Warning: Assuming Ensemble skills here (for speed) if( is_chorus ) break;//Chorus skills are not to be parsed as ensambles if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map->id2sd(p_sd[0])) != NULL) { sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; sc_start4(&tsd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000); clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); tsd->skill_id_dance = skill_id; tsd->skill_lv_dance = *skill_lv; } return c; } } //Else: new search for partners. c = 0; memset (p_sd, 0, sizeof(p_sd)); if( is_chorus ) i = party->foreachsamemap(skill->check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv); else i = map->foreachinrange(skill->check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id); if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills. *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners. return c; } /*========================================== * *------------------------------------------*/ int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) { int *c,src_id,mob_class,skill_id; struct mob_data *md; md=(struct mob_data*)bl; src_id=va_arg(ap,int); mob_class=va_arg(ap,int); skill_id=va_arg(ap,int); c=va_arg(ap,int *); if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill_id == AM_SPHEREMINE?2:skill_id == KO_ZANZOU?4:skill_id == MH_SUMMON_LEGION?1:3) ) return 0; //Non alchemist summoned mobs have nothing to do here. if(md->class_==mob_class) (*c)++; return 1; } /*========================================== * Determines if a given skill should be made to consume ammo * when used by the player. [Skotlex] *------------------------------------------*/ int skill_isammotype (struct map_session_data *sd, int skill_id) { return ( battle_config.arrow_decrement==2 && (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && skill_id != HT_PHANTASMIC && skill->get_type(skill_id) == BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_DAMAGE) && !skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead. ); } /** * Checks whether a skill can be used in combos or not **/ bool skill_is_combo( int skill_id ) { switch( skill_id ) { case MO_CHAINCOMBO: case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: case MO_EXTREMITYFIST: case TK_TURNKICK: case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: case TK_JUMPKICK: case HT_POWER: case GC_COUNTERSLASH: case GC_WEAPONCRUSH: case SR_FALLENEMPIRE: case SR_DRAGONCOMBO: case SR_TIGERCANNON: case SR_GATEOFHELL: return true; } return false; } int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { struct status_data *st; struct status_change *sc; struct skill_condition require; nullpo_ret(sd); if (sd->chatID) return 0; if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. return 1; } switch( sd->menuskill_id ) { case AM_PHARMACY: switch( skill_id ) { case AM_PHARMACY: case AC_MAKINGARROW: case BS_REPAIRWEAPON: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: return 0; } break; case GN_MIX_COOKING: case GN_MAKEBOMB: case GN_S_PHARMACY: case GN_CHANGEMATERIAL: if( sd->menuskill_id != skill_id ) return 0; break; } st = &sd->battle_status; sc = &sd->sc; if( !sc->count ) sc = NULL; if( sd->skillitem == skill_id ) { if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish] sd->state.abra_flag = 0; else { int i; // When a target was selected, consume items that were skipped in pc_use_item [Skotlex] if( (i = sd->itemindex) == -1 || sd->status.inventory[i].nameid != sd->itemid || sd->inventory_data[i] == NULL || !sd->inventory_data[i]->flag.delay_consume || sd->status.inventory[i].amount < 1 ) { //Something went wrong, item exploit? sd->itemid = sd->itemindex = -1; return 0; } //Consume sd->itemid = sd->itemindex = -1; if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007] ; //Do not consume item. else if( sd->status.inventory[i].expire_time == 0 ) pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration } return 1; } if( pc_is90overweight(sd) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); return 0; } if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) ) return 0; switch( skill_id ) { // Turn off check. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN: case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO: if( sc && sc->data[status->skill2sc(skill_id)] ) return 1; } // Check the skills that can be used while mounted on a warg if( pc_isridingwug(sd) ) { switch( skill_id ) { case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB: case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE: break; default: // in official there is no message. return 0; } } if( pc_ismadogear(sd) ) { switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie] case BS_REPAIRWEAPON: case WS_MELTDOWN: case BS_HAMMERFALL: case WS_CARTBOOST: case BS_ADRENALINE: case WS_WEAPONREFINE: case BS_WEAPONPERFECT: case WS_CARTTERMINATION: case BS_OVERTHRUST: case WS_OVERTHRUSTMAX: case BS_MAXIMIZE: case BS_ADRENALINE2: case BS_UNFAIRLYTRICK: case BS_GREED: clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); return 0; default: //Only Mechanic exclusive skill can be used. break; } } if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) return 0; require = skill->get_requirement(sd,skill_id,skill_lv); //Can only update state when weapon/arrow info is checked. sd->state.arrow_atk = require.ammo?1:0; // perform skill-specific checks (and actions) switch( skill_id ) { case SO_SPELLFIST: if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } case SA_CASTCANCEL: if(sd->ud.skilltimer == INVALID_TIMER) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case AL_WARP: if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] char output[128]; sprintf(output, msg_txt(365), skill->get_name(AL_WARP)); clif->message(sd->fd, output); //"Duel: Can't use %s in duel." return 0; } break; case MO_CALLSPIRITS: if(sc && sc->data[SC_RAISINGDRAGON]) skill_lv += sc->data[SC_RAISINGDRAGON]->val1; if(sd->spiritball >= skill_lv) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case MO_FINGEROFFENSIVE: case GS_FLING: case SR_RAMPAGEBLASTER: case SR_RIDEINLIGHTNING: if( sd->spiritball > 0 && sd->spiritball < require.spiritball ) sd->spiritball_old = require.spiritball = sd->spiritball; else sd->spiritball_old = require.spiritball; break; case MO_CHAINCOMBO: if(!sc) return 0; if(sc->data[SC_BLADESTOP]) break; if( sc && sc->data[SC_COMBOATTACK] ) { if( sc->data[SC_COMBOATTACK]->val1 == MO_TRIPLEATTACK ) break; clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_TRIPLEATTACK); } return 0; case MO_COMBOFINISH: if(!sc) return 0; if( sc && sc->data[SC_COMBOATTACK] ) { if ( sc->data[SC_COMBOATTACK]->val1 == MO_CHAINCOMBO ) break; clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_CHAINCOMBO); } return 0; case CH_TIGERFIST: if(!sc) return 0; if( sc && sc->data[SC_COMBOATTACK] ) { if ( sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH ) break; clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MO_COMBOFINISH); } return 0; case CH_CHAINCRUSH: if(!sc) return 0; if( sc && sc->data[SC_COMBOATTACK] ) { if( sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST ) break; clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, CH_TIGERFIST); } return 0; case MO_EXTREMITYFIST: // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... // return 0; if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) ) break; if( sc && sc->data[SC_COMBOATTACK] ) { switch(sc->data[SC_COMBOATTACK]->val1) { case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: break; default: return 0; } } else if( !unit->can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case TK_MISSION: if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case TK_READYCOUNTER: case TK_READYDOWN: case TK_READYSTORM: case TK_READYTURN: case TK_JUMPKICK: if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case TK_TURNKICK: case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) return 0; //Anti-Soul Linker check in case you job-changed with Stances active. if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK) return 0; //Combo needs to be ready if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain //Do not repeat a kick. if (sc->data[SC_COMBOATTACK]->val3 != skill_id) break; status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER); return 0; } if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait. unit->cancel_combo(&sd->bl); return 0; } break; //Combo ready. case BD_ADAPTATION: { int time; if(!(sc && sc->data[SC_DANCING])) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } time = 1000*(sc->data[SC_DANCING]->val3>>16); if (skill->get_time( (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV - time < skill->get_time2(skill_id,skill_lv)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } } break; case PR_BENEDICTIO: if (skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case SL_SMA: if(!(sc && sc->data[SC_SMA_READY])) return 0; break; case HT_POWER: if(!(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)) return 0; break; case CG_HERMODE: if(!npc->check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill->get_splash(skill_id, skill_lv))) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex] { int i,x,y,range = skill->get_splash(skill_id, skill_lv)+1; int size = range*2+1; for (i=0;ibl.x+(i%size-range); y = sd->bl.y+(i/size-range); if (map->getcell(sd->bl.m,x,y,CELL_CHKWALL)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } } } break; case PR_REDEMPTIO: { int exp; if( ((exp = pc->nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) || ((exp = pc->nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp. return 0; } break; } case AM_TWILIGHT2: case AM_TWILIGHT3: if (!party->skill_check(sd, sd->status.party_id, skill_id, skill_lv)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: if (sc && sc->data[SC_MIRACLE]) break; if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_WARM].m) break; clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; break; case SG_SUN_COMFORT: case SG_MOON_COMFORT: case SG_STAR_COMFORT: if (sc && sc->data[SC_MIRACLE]) break; if (sd->bl.m == sd->feel_map[skill_id-SG_SUN_COMFORT].m && (battle_config.allow_skill_without_day || pc->sg_info[skill_id-SG_SUN_COMFORT].day_func())) break; clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; case SG_FUSION: if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR) break; //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] //Only invoke on skill begin cast (instant cast skill). [Kevin] if( require.sp > 0 ) { if (st->sp < (unsigned int)require.sp) clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); else status_zap(&sd->bl, 0, require.sp); } return 0; case GD_BATTLEORDER: case GD_REGENERATION: case GD_RESTORE: if (!map_flag_gvg2(sd->bl.m)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } case GD_EMERGENCYCALL: // other checks were already done in skillnotok() if (!sd->status.guild_id || !sd->state.gmaster_flag) return 0; break; case GS_GLITTERING: if(sd->spiritball >= 10) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case NJ_ISSEN: #ifdef RENEWAL if (st->hp < (st->hp/100)) { #else if (st->hp < 2) { #endif clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } case NJ_BUNSINJYUTSU: if (!(sc && sc->data[SC_NJ_NEN])) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case NJ_ZENYNAGE: case KO_MUCHANAGE: if(sd->status.zeny < require.zeny) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); return 0; } break; case PF_HPCONVERSION: if (st->sp == st->max_sp) return 0; //Unusable when at full SP. break; case AM_CALLHOMUN: //Can't summon if a hom is already out if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case AM_REST: //Can't vapo homun if you don't have an active homun or it's hp is < 80% if (!homun_alive(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; /** * Arch Bishop **/ case AB_ANCILLA: { int count = 0, i; for( i = 0; i < MAX_INVENTORY; i ++ ) if( sd->status.inventory[i].nameid == ITEMID_ANCILLA ) count += sd->status.inventory[i].amount; if( count >= 3 ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0); return 0; } } break; /** * Keeping as a note: * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed **/ //case AB_LAUDAAGNUS: //case AB_LAUDARAMUS: // if( !sd->status.party_id ) { // clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); // return 0; // } // break; case AB_ADORAMUS: /** * Warlock **/ case WL_COMET: { int idx; if( skill->check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && ((idx = pc->search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[idx].amount < require.amount[0]) ) { //clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } } break; case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB: case WL_SUMMONSTONE: case WL_TETRAVORTEX: case WL_RELEASE: { int j, i = 0; for(j = SC_SUMMON1; j <= SC_SUMMON5; j++) if( sc && sc->data[j] ) i++; switch(skill_id){ case WL_TETRAVORTEX: if( i < 4 ){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); return 0; } break; case WL_RELEASE: for(j = SC_SPELLBOOK7; j >= SC_SPELLBOOK1; j--) if( sc && sc->data[j] ) i++; if( i == 0 ){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0); return 0; } break; default: if( i == 5 ){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); return 0; } } } break; /** * Guilotine Cross **/ case GC_HALLUCINATIONWALK: if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case GC_COUNTERSLASH: case GC_WEAPONCRUSH: if( !(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING) ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0); return 0; } break; /** * Ranger **/ case RA_WUGMASTERY: if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY] ) { clif->skill_fail(sd,skill_id,sd->sc.data[SC__GROOMY]?USESKILL_FAIL_MANUAL_NOTIFY:USESKILL_FAIL_CONDITION,0); return 0; } break; case RA_WUGSTRIKE: if( !pc_iswug(sd) && !pc_isridingwug(sd) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); return 0; } break; case RA_WUGRIDER: if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); return 0; } break; case RA_WUGDASH: if(!pc_isridingwug(sd)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); return 0; } break; /** * Royal Guard **/ case LG_BANDING: if( sc && sc->data[SC_INSPIRATION] ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case LG_PRESTIGE: if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case LG_RAYOFGENESIS: if( sc && sc->data[SC_INSPIRATION] ) return 1; // Don't check for partner. if( !(sc && sc->data[SC_BANDING]) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); return 0; } else if( skill->check_pc_partner(sd,skill_id,&skill_lv,skill->get_range(skill_id,skill_lv),0) < 1 ) return 0; // Just fails, no msg here. break; case LG_HESPERUSLIT: if( !sc || !sc->data[SC_BANDING] ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case SR_FALLENEMPIRE: if( sc && sc->data[SC_COMBOATTACK] ) { if( sc->data[SC_COMBOATTACK]->val1 == SR_DRAGONCOMBO ) break; clif->skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, SR_DRAGONCOMBO); } return 0; case SR_CRESCENTELBOW: if( sc && sc->data[SC_CRESCENTELBOW] ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0); return 0; } break; case SR_CURSEDCIRCLE: if (map_flag_gvg2(sd->bl.m)) { if (map->foreachinrange(mob->count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB, MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) { char output[128]; sprintf(output, "You're too close to a stone or emperium to do this skill"); /* TODO official response? or message.conf it */ clif->colormes(sd->fd, COLOR_RED, output); return 0; } } if( sd->spiritball > 0 ) sd->spiritball_old = require.spiritball = sd->spiritball; else { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case SR_GATEOFHELL: if( sd->spiritball > 0 ) sd->spiritball_old = require.spiritball; break; case SC_MANHOLE: case SC_DIMENSIONDOOR: if( sc && sc->data[SC_MAGNETICFIELD] ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case WM_GREAT_ECHO: { int count; count = skill->check_pc_partner(sd, skill_id, &skill_lv, skill->get_splash(skill_id,skill_lv), 0); if( count < 1 ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); return 0; } else require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. } break; case NC_PILEBUNKER: if ( sd->equip_index[EQI_HAND_R] < 0 || sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid != ITEMID_PILEBUNCKER ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case SO_FIREWALK: case SO_ELECTRICWALK: // Can't be casted until you've walked all cells. if( sc && sc->data[SC_PROPERTYWALK] && sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case SO_EL_CONTROL: if( !sd->status.ele_id || !sd->ed ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); return 0; } break; case RETURN_TO_ELDICASTES: if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped. clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case CR_REFLECTSHIELD: if( sc && sc->data[SC_KYOMU] && rnd()%100 < 5 * sc->data[SC_KYOMU]->val1 ){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case KO_KAHU_ENTEN: case KO_HYOUHU_HUBUKI: case KO_KAZEHU_SEIRAN: case KO_DOHU_KOUKAI: { int ttype = skill->get_ele(skill_id, skill_lv); if( sd->charm[ttype] >= 10 ){ clif->skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0); return 0; } } break; case KO_KAIHOU: case KO_ZENKAI: { int i; ARR_FIND(1, 6, i, sd->charm[i] > 0); // FIXME: 4 or 6? if( i > 4 ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); return 0; } } break; } switch(require.state) { case ST_HIDING: if(!(sc && sc->option&OPTION_HIDE)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_CLOAKING: if(!pc_iscloaking(sd)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_HIDDEN: if(!pc_ishiding(sd)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_RIDING: if(!pc_isriding(sd) && !pc_isridingdragon(sd)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_FALCON: if(!pc_isfalcon(sd)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_CARTBOOST: if(!(sc && sc->data[SC_CARTBOOST])) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } case ST_CART: if(!pc_iscarton(sd)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_CART,0); return 0; } break; case ST_SHIELD: if(sd->status.shield <= 0) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_SIGHT: if(!(sc && sc->data[SC_SIGHT])) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_EXPLOSIONSPIRITS: if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_EXPLOSIONSPIRITS,0); return 0; } break; case ST_RECOV_WEIGHT_RATE: if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_MOVE_ENABLE: if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) sd->ud.canmove_tick = timer->gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] if (!unit->can_move(&sd->bl)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_WATER: if (sc && (sc->data[SC_DELUGE] || sc->data[SC_NJ_SUITON])) break; if (map->getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) break; clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; case ST_RIDINGDRAGON: if( !pc_isridingdragon(sd) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0); return 0; } break; case ST_WUG: if( !pc_iswug(sd) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_RIDINGWUG: if( !pc_isridingwug(sd) ){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_MADO: if( !pc_ismadogear(sd) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); return 0; } break; case ST_ELEMENTALSPIRIT: if(!sd->ed) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); return 0; } break; case ST_POISONINGWEAPON: if (!(sc && sc->data[SC_POISONINGWEAPON])) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0); return 0; } break; case ST_ROLLINGCUTTER: if (!(sc && sc->data[SC_ROLLINGCUTTER])) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0); return 0; } break; case ST_MH_FIGHTING: if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_FIGHTING)){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } case ST_MH_GRAPPLING: if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val2 == MH_MD_GRAPPLING)){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } case ST_PECO: if(!pc_isriding(sd)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; } if(require.mhp > 0 && get_percentage(st->hp, st->max_hp) > require.mhp) { //mhp is the max-hp-requirement, that is, //you must have this % or less of HP to cast it. clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); return 0; } if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } if( require.sp > 0 && st->sp < (unsigned int)require.sp) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); return 0; } if( require.zeny > 0 && sd->status.zeny < require.zeny ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); return 0; } if( require.spiritball > 0 && sd->spiritball < require.spiritball) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,require.spiritball); return 0; } // There's no need to check if the skill is part of a combo if it's // already been checked before, see unit_skilluse_id2 [Panikon] // Note that if this check is read part of issue:8047 will reappear! //if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) ) // return 0; return 1; } int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { struct skill_condition require; struct status_data *st; int i; int index[MAX_SKILL_ITEM_REQUIRE]; nullpo_ret(sd); if( sd->chatID ) return 0; if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. return 1; } switch( sd->menuskill_id ) { // Cast start or cast end?? case AM_PHARMACY: switch( skill_id ) { case AM_PHARMACY: case AC_MAKINGARROW: case BS_REPAIRWEAPON: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: return 0; } break; case GN_MIX_COOKING: case GN_MAKEBOMB: case GN_S_PHARMACY: case GN_CHANGEMATERIAL: if( sd->menuskill_id != skill_id ) return 0; break; } /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ #if 0 if( sd->state.abra_flag ) // Casting finished (Hocus-Pocus) return 1; #endif if( sd->skillitem == skill_id ) return 1; if( pc_is90overweight(sd) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); return 0; } // perform skill-specific checks (and actions) switch( skill_id ) { case PR_BENEDICTIO: skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 1); break; case AM_CANNIBALIZE: case AM_SPHEREMINE: { int c=0; int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill->get_maxcount(skill_id,skill_lv); int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :1142; if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { i = map->foreachinmap(skill->check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); if( c >= maxcount || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2) ) { //Fails when: exceed max limit. There are other plant types already out. clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } } break; } case NC_SILVERSNIPER: case NC_MAGICDECOY: { int c = 0, j; int maxcount = skill->get_maxcount(skill_id,skill_lv); int mob_class = 2042; if( skill_id == NC_MAGICDECOY ) mob_class = 2043; if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { if( skill_id == NC_MAGICDECOY ) { for( j = mob_class; j <= 2046; j++ ) map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); } else map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); if( c >= maxcount ) { clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); return 0; } } } break; case KO_ZANZOU: { int c = 0; i = map->foreachinmap(skill->check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c); if( c >= skill->get_maxcount(skill_id,skill_lv) || c != i) { clif->skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); return 0; } } break; } st = &sd->battle_status; require = skill->get_requirement(sd,skill_id,skill_lv); if( require.hp > 0 && st->hp <= (unsigned int)require.hp) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); return 0; } if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } if( require.ammo ) { //Skill requires stuff equipped in the arrow slot. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) { if( require.ammo&1<<8 ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_CANONBALL,0); else clif->arrow_fail(sd,0); return 0; } else if( sd->status.inventory[i].amount < require.ammo_qty ) { char e_msg[100]; sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.", skill->get_desc(skill_id), require.ammo_qty, itemdb_jname(sd->status.inventory[i].nameid)); clif->colormes(sd->fd,COLOR_RED,e_msg); return 0; } if (!(require.ammo&1<inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message //which is the closest we have to wrong ammo type. [Skotlex] clif->arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] //clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } } for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) { if( !require.itemid[i] ) continue; index[i] = pc->search_inventory(sd,require.itemid[i]); if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) { useskill_fail_cause cause = USESKILL_FAIL_NEED_ITEM; switch( skill_id ){ case NC_SILVERSNIPER: case NC_MAGICDECOY: cause = USESKILL_FAIL_STUFF_INSUFFICIENT; break; default: switch(require.itemid[i]){ case ITEMID_RED_GEMSTONE: cause = USESKILL_FAIL_REDJAMSTONE; break; case ITEMID_BLUE_GEMSTONE: cause = USESKILL_FAIL_BLUEJAMSTONE; break; case ITEMID_HOLY_WATER: cause = USESKILL_FAIL_HOLYWATER; break; case ITEMID_ANCILLA: cause = USESKILL_FAIL_ANCILLA; break; case ITEMID_ACCELERATOR: case ITEMID_HOVERING_BOOSTER: case ITEMID_SUICIDAL_DEVICE: case ITEMID_SHAPE_SHIFTER: case ITEMID_COOLING_DEVICE: case ITEMID_MAGNETIC_FIELD_GENERATOR: case ITEMID_BARRIER_BUILDER: case ITEMID_CAMOUFLAGE_GENERATOR: case ITEMID_REPAIR_KIT: case ITEMID_MONKEY_SPANNER: cause = USESKILL_FAIL_NEED_EQUIPMENT; default: clif->skill_fail(sd, skill_id, cause, max(1,require.amount[i])|(require.itemid[i] << 16)); return 0; } } clif->skill_fail(sd, skill_id, cause, 0); return 0; } } return 1; } // type&2: consume items (after skill was used) // type&1: consume the others (before skill was used) int skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) { struct skill_condition req; nullpo_ret(sd); req = skill->get_requirement(sd,skill_id,skill_lv); if( type&1 ) { switch( skill_id ) { case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish] case MC_IDENTIFY: req.sp = 0; break; default: if( sd->state.autocast ) req.sp = 0; break; } if(req.hp || req.sp) status_zap(&sd->bl, req.hp, req.sp); if(req.spiritball > 0) pc->delspiritball(sd,req.spiritball,0); if(req.zeny > 0) { if( skill_id == NJ_ZENYNAGE ) req.zeny = 0; //Zeny is reduced on skill->attack. if( sd->status.zeny < req.zeny ) req.zeny = sd->status.zeny; pc->payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL); } } if( type&2 ) { struct status_change *sc = &sd->sc; int n,i; if( !sc->count ) sc = NULL; for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) { if( !req.itemid[i] ) continue; if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD ) continue; //Gemstones are checked, but not subtracted from inventory. switch( skill_id ){ case SA_SEISMICWEAPON: if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 ) continue; break; case SA_FLAMELAUNCHER: case SA_VOLCANO: if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 ) continue; break; case SA_FROSTWEAPON: case SA_DELUGE: if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 ) continue; break; case SA_LIGHTNINGLOADER: case SA_VIOLENTGALE: if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 ) continue; break; } if( (n = pc->search_inventory(sd,req.itemid[i])) >= 0 ) pc->delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME); } } return 1; } struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { struct skill_condition req; struct status_data *st; struct status_change *sc; int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100; uint16 idx; memset(&req,0,sizeof(req)); if( !sd ) return req; #if 0 /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ if( sd->state.abra_flag ) #else // not 0 if( sd->skillitem == skill_id ) #endif // 0 return req; // Hocus-Pocus don't have requirements. sc = &sd->sc; if( !sc->count ) sc = NULL; switch( skill_id ) { // Turn off check. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN: case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO: if( sc && sc->data[status->skill2sc(skill_id)] ) return req; } idx = skill->get_index(skill_id); if( idx == 0 ) // invalid skill id return req; if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) return req; st = &sd->battle_status; req.hp = skill->db[idx].hp[skill_lv-1]; hp_rate = skill->db[idx].hp_rate[skill_lv-1]; if(hp_rate > 0) req.hp += (st->hp * hp_rate)/100; else req.hp += (st->max_hp * (-hp_rate))/100; req.sp = skill->db[idx].sp[skill_lv-1]; if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance) req.sp /= 2; sp_rate = skill->db[idx].sp_rate[skill_lv-1]; if(sp_rate > 0) req.sp += (st->sp * sp_rate)/100; else req.sp += (st->max_sp * (-sp_rate))/100; if( sd->dsprate != 100 ) req.sp = req.sp * sd->dsprate / 100; ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillusesprate) ) sp_skill_rate_bonus += sd->skillusesprate[i].val; ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillusesp) ) req.sp -= sd->skillusesp[i].val; req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX); if( sc ) { if( sc->data[SC__LAZINESS] ) req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; if( sc->data[SC_UNLIMITED_HUMMING_VOICE] ) req.sp += req.sp * sc->data[SC_UNLIMITED_HUMMING_VOICE]->val3 / 100; if( sc->data[SC_RECOGNIZEDSPELL] ) req.sp += req.sp / 4; if( sc->data[SC_TELEKINESIS_INTENSE] && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100; } req.zeny = skill->db[idx].zeny[skill_lv-1]; if( sc && sc->data[SC__UNLUCKY] ) req.zeny += sc->data[SC__UNLUCKY]->val1 * 500; req.spiritball = skill->db[idx].spiritball[skill_lv-1]; req.state = skill->db[idx].state; req.mhp = skill->db[idx].mhp[skill_lv-1]; req.weapon = skill->db[idx].weapon; req.ammo_qty = skill->db[idx].ammo_qty[skill_lv-1]; if (req.ammo_qty) req.ammo = skill->db[idx].ammo; if (!req.ammo && skill_id && skill->isammotype(sd, skill_id)) { //Assume this skill is using the weapon, therefore it requires arrows. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types. req.ammo_qty = 1; } for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) { if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 ) continue; switch( skill_id ) { case AM_CALLHOMUN: if (sd->status.hom_id) //Don't delete items when hom is already out. continue; break; case NC_SHAPESHIFT: if( i < 4 ) continue; break; case WZ_FIREPILLAR: // celest if (skill_lv <= 5) // no gems required at level 1-5 continue; break; case AB_ADORAMUS: if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 2) ) continue; break; case WL_COMET: if( itemid_isgemstone(skill->db[idx].itemid[i]) && skill->check_pc_partner(sd,skill_id,&skill_lv, 1, 0) ) continue; break; case GN_FIRE_EXPANSION: if( i < 5 ) continue; break; case SO_SUMMON_AGNI: case SO_SUMMON_AQUA: case SO_SUMMON_VENTUS: case SO_SUMMON_TERA: case SO_WATER_INSIGNIA: case SO_FIRE_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: if( i < 3 ) continue; break; } req.itemid[i] = skill->db[idx].itemid[i]; req.amount[i] = skill->db[idx].amount[i]; if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN ) { if( sd->special_state.no_gemstone ) { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica] if( skill_id != SA_ABRACADABRA ) req.itemid[i] = req.amount[i] = 0; else if( --req.amount[i] < 1 ) req.amount[i] = 1; // Hocus Pocus always use at least 1 gem } if(sc && sc->data[SC_INTOABYSS]) { if( skill_id != SA_ABRACADABRA ) req.itemid[i] = req.amount[i] = 0; else if( --req.amount[i] < 1 ) req.amount[i] = 1; // Hocus Pocus always use at least 1 gem } } if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc->checkskill(sd, RA_RESEARCHTRAP) > 0){ int16 itIndex; if( (itIndex = pc->search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){ req.itemid[i] = ITEMID_TRAP_ALLOY; req.amount[i] = 1; } break; } } /* requirements are level-dependent */ switch( skill_id ) { case NC_SHAPESHIFT: case GN_FIRE_EXPANSION: case SO_SUMMON_AGNI: case SO_SUMMON_AQUA: case SO_SUMMON_VENTUS: case SO_SUMMON_TERA: case SO_WATER_INSIGNIA: case SO_FIRE_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: req.itemid[skill_lv-1] = skill->db[idx].itemid[skill_lv-1]; req.amount[skill_lv-1] = skill->db[idx].amount[skill_lv-1]; break; } if (skill_id == NC_REPAIR) { switch(skill_lv) { case 1: case 2: req.itemid[1] = ITEMID_REPAIR_A; break; case 3: case 4: req.itemid[1] = ITEMID_REPAIR_B; break; case 5: req.itemid[1] = ITEMID_REPAIR_C; break; } req.amount[1] = 1; } // Check for cost reductions due to skills & SCs switch(skill_id) { case MC_MAMMONITE: if(pc->checkskill(sd,BS_UNFAIRLYTRICK)>0) req.zeny -= req.zeny*10/100; break; case AL_HOLYLIGHT: if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_PRIEST) req.sp *= 5; break; case SL_SMA: case SL_STUN: case SL_STIN: { int kaina_lv = pc->checkskill(sd,SL_KAINA); if(kaina_lv==0 || sd->status.base_level<70) break; if(sd->status.base_level>=90) req.sp -= req.sp*7*kaina_lv/100; else if(sd->status.base_level>=80) req.sp -= req.sp*5*kaina_lv/100; else if(sd->status.base_level>=70) req.sp -= req.sp*3*kaina_lv/100; } break; case MO_TRIPLEATTACK: case MO_CHAINCOMBO: case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value. break; case MO_BODYRELOCATION: if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) req.spiritball = 0; break; case MO_EXTREMITYFIST: if( sc ) { if( sc->data[SC_BLADESTOP] ) req.spiritball--; else if( sc->data[SC_COMBOATTACK] ) { switch( sc->data[SC_COMBOATTACK]->val1 ) { case MO_COMBOFINISH: req.spiritball = 4; break; case CH_TIGERFIST: req.spiritball = 3; break; case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. req.spiritball = sd->spiritball?sd->spiritball:1; break; } }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5) req.spiritball = sd->spiritball; // must consume all regardless of the amount required } break; case SR_RAMPAGEBLASTER: req.spiritball = sd->spiritball?sd->spiritball:15; break; case SR_GATEOFHELL: if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) req.sp -= req.sp * 10 / 100; break; case SO_SUMMON_AGNI: case SO_SUMMON_AQUA: case SO_SUMMON_VENTUS: case SO_SUMMON_TERA: req.sp -= req.sp * (5 + 5 * pc->checkskill(sd,SO_EL_SYMPATHY)) / 100; break; case SO_PSYCHIC_WAVE: if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] )) req.sp += req.sp * 150 / 100; break; } return req; } /*========================================== * Does cast-time reductions based on dex, item bonuses and config setting *------------------------------------------*/ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { int time = skill->get_cast(skill_id, skill_lv); nullpo_ret(bl); #ifndef RENEWAL_CAST { struct map_session_data *sd; sd = BL_CAST(BL_PC, bl); // calculate base cast time (reduced by dex) if( !(skill->get_castnodex(skill_id, skill_lv)&1) ) { int scale = battle_config.castrate_dex_scale - status_get_dex(bl); if( scale > 0 ) // not instant cast time = time * scale / battle_config.castrate_dex_scale; else return 0; // instant cast } // calculate cast time reduced by item/card bonuses if( !(skill->get_castnodex(skill_id, skill_lv)&4) && sd ) { int i; if( sd->castrate != 100 ) time = time * sd->castrate / 100; for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) { if( sd->skillcast[i].id == skill_id ) { time+= time * sd->skillcast[i].val / 100; break; } } } } #endif // config cast time multiplier if (battle_config.cast_rate != 100) time = time * battle_config.cast_rate / 100; // return final cast time time = max(time, 0); // ShowInfo("Castime castfix = %d\n",time); return time; } /*========================================== * Does cast-time reductions based on sc data. *------------------------------------------*/ int skill_castfix_sc (struct block_list *bl, int time) { struct status_change *sc = status->get_sc(bl); if( time < 0 ) return 0; if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter. return time; if (sc && sc->count) { if (sc->data[SC_SLOWCAST]) time += time * sc->data[SC_SLOWCAST]->val2 / 100; if (sc->data[SC_NEEDLE_OF_PARALYZE]) time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3; if (sc->data[SC_SUFFRAGIUM]) { time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); } if (sc->data[SC_MEMORIZE]) { time>>=1; if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); } if (sc->data[SC_POEMBRAGI]) time -= time * sc->data[SC_POEMBRAGI]->val2 / 100; if (sc->data[SC_IZAYOI]) time -= time * 50 / 100; } time = max(time, 0); //ShowInfo("Castime castfix_sc = %d\n",time); return time; } int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) { #ifdef RENEWAL_CAST struct status_change *sc = status->get_sc(bl); struct map_session_data *sd = BL_CAST(BL_PC,bl); int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; if( time < 0 ) return 0; if( bl->type == BL_MOB ) // mobs casttime is fixed nothing to alter. return (int)time; if( fixed == 0 ){ fixed = (int)time * 20 / 100; // fixed time time = time * 80 / 100; // variable time }else if( fixed < 0 ) // no fixed cast time fixed = 0; if(sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses. if( sd->bonus.varcastrate < 0 ) VARCAST_REDUCTION(sd->bonus.varcastrate); if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast time += sd->bonus.add_varcast; if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast fixed += sd->bonus.add_fixcast; for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast fixed += sd->skillfixcast[i].val; break; } for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ ) if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast time += sd->skillvarcast[i].val; break; } for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate if( (i=sd->skillcast[i].val) < 0) VARCAST_REDUCTION(i); break; } for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ ) if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate fixcast_r = sd->skillfixcastrate[i].val; // just speculation break; } } if (sc && sc->count && !(skill->get_castnodex(skill_id, skill_lv)&2) ) { // All variable cast additive bonuses must come first if (sc->data[SC_SLOWCAST]) VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); if (sc->data[SC_FROSTMISTY]) VARCAST_REDUCTION(-15); // Variable cast reduction bonuses if (sc->data[SC_SUFFRAGIUM]) { VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2); status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); } if (sc->data[SC_MEMORIZE]) { VARCAST_REDUCTION(50); if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); } if (sc->data[SC_POEMBRAGI]) VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2); if (sc->data[SC_IZAYOI]) VARCAST_REDUCTION(50); if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WATER)) VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells. if (sc->data[SC_TELEKINESIS_INTENSE]) VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2); if (sc->data[SC_SOULLINK]){ if(sc->data[SC_SOULLINK]->val2 == SL_WIZARD || sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER) switch(skill_id){ case WZ_FIREPILLAR: if(skill_lv < 5) break; case HW_GRAVITATION: case MG_SAFETYWALL: case MG_STONECURSE: case BA_MUSICALSTRIKE: case DC_THROWARROW: VARCAST_REDUCTION(50); } } // Fixed cast reduction bonuses if( sc->data[SC__LAZINESS] ) fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2); if( sc->data[SC_DANCE_WITH_WUG]) fixcast_r = max(fixcast_r, sc->data[SC_DANCE_WITH_WUG]->val4); if( sc->data[SC_SECRAMENT] ) fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) ) fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % // Fixed cast non percentage bonuses if( sc->data[SC_MANDRAGORA] ) fixed += sc->data[SC_MANDRAGORA]->val1 * 500; if( sc->data[SC_IZAYOI] ) fixed = 0; if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] ) fixed -= 1000; } if( sd && !(skill->get_castnodex(skill_id, skill_lv)&4) ){ VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) ); fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate if( (i=sd->skillcast[i].val) > 0) VARCAST_REDUCTION(i); break; } } if( varcast_r < 0 ) // now compute overall factors time = time * (1 - (float)varcast_r / 100); if( !(skill->get_castnodex(skill_id, skill_lv)&1) )// reduction from status point time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time; // underflow checking/capping time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0); #endif return (int)time; } /*========================================== * Does delay reductions based on dex/agi, sc data, item bonuses, ... *------------------------------------------*/ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { int delaynodex = skill->get_delaynodex(skill_id, skill_lv); int time = skill->get_delay(skill_id, skill_lv); struct map_session_data *sd; struct status_change *sc = status->get_sc(bl); nullpo_ret(bl); sd = BL_CAST(BL_PC, bl); if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL) return 0; //Will use picked skill's delay. if (bl->type&battle_config.no_skill_delay) return battle_config.min_skill_delay_limit; if (time < 0) time = -time + status_get_amotion(bl); // If set to <0, add to attack motion. // Delay reductions switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex. case MO_TRIPLEATTACK: case MO_CHAINCOMBO: case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: case SR_DRAGONCOMBO: case SR_FALLENEMPIRE: time -= 4*status_get_agi(bl) - 2*status_get_dex(bl); break; case HP_BASILICA: if( sc && !sc->data[SC_BASILICA] ) time = 0; // There is no Delay on Basilica creation, only on cancel break; default: if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex int scale = battle_config.castrate_dex_scale - status_get_dex(bl); if (scale > 0) time = time * scale / battle_config.castrate_dex_scale; else //To be capped later to minimum. time = 0; } if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi int scale = battle_config.castrate_dex_scale - status_get_agi(bl); if (scale > 0) time = time * scale / battle_config.castrate_dex_scale; else //To be capped later to minimum. time = 0; } } if ( sc && sc->data[SC_SOULLINK] ) { switch (skill_id) { case CR_SHIELDBOOMERANG: if (sc->data[SC_SOULLINK]->val2 == SL_CRUSADER) time /= 2; break; case AS_SONICBLOW: if (!map_flag_gvg2(bl->m) && !map->list[bl->m].flag.battleground && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN) time /= 2; break; } } if (!(delaynodex&2)) { if (sc && sc->count) { if (sc->data[SC_POEMBRAGI]) time -= time * sc->data[SC_POEMBRAGI]->val3 / 100; if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill->get_ele(skill_id, skill_lv) == ELE_WIND)) time /= 2; // After Delay of Wind element spells reduced by 50%. } } if( !(delaynodex&4) && sd && sd->delayrate != 100 ) time = time * sd->delayrate / 100; if (battle_config.delay_rate != 100) time = time * battle_config.delay_rate / 100; //min delay time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester] time = max(time, battle_config.min_skill_delay_limit); // ShowInfo("Delay delayfix = %d\n",time); return time; } /*========================================= * *-----------------------------------------*/ struct square { int val1[5]; int val2[5]; }; void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y) { nullpo_retv(tc); if(dir == 0){ tc->val1[0]=x-2; tc->val1[1]=x-1; tc->val1[2]=x; tc->val1[3]=x+1; tc->val1[4]=x+2; tc->val2[0]= tc->val2[1]= tc->val2[2]= tc->val2[3]= tc->val2[4]=y-1; } else if(dir==2){ tc->val1[0]= tc->val1[1]= tc->val1[2]= tc->val1[3]= tc->val1[4]=x+1; tc->val2[0]=y+2; tc->val2[1]=y+1; tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-2; } else if(dir==4){ tc->val1[0]=x-2; tc->val1[1]=x-1; tc->val1[2]=x; tc->val1[3]=x+1; tc->val1[4]=x+2; tc->val2[0]= tc->val2[1]= tc->val2[2]= tc->val2[3]= tc->val2[4]=y+1; } else if(dir==6){ tc->val1[0]= tc->val1[1]= tc->val1[2]= tc->val1[3]= tc->val1[4]=x-1; tc->val2[0]=y+2; tc->val2[1]=y+1; tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-2; } else if(dir==1){ tc->val1[0]=x-1; tc->val1[1]=x; tc->val1[2]=x+1; tc->val1[3]=x+2; tc->val1[4]=x+3; tc->val2[0]=y-4; tc->val2[1]=y-3; tc->val2[2]=y-1; tc->val2[3]=y; tc->val2[4]=y+1; } else if(dir==3){ tc->val1[0]=x+3; tc->val1[1]=x+2; tc->val1[2]=x+1; tc->val1[3]=x; tc->val1[4]=x-1; tc->val2[0]=y-1; tc->val2[1]=y; tc->val2[2]=y+1; tc->val2[3]=y+2; tc->val2[4]=y+3; } else if(dir==5){ tc->val1[0]=x+1; tc->val1[1]=x; tc->val1[2]=x-1; tc->val1[3]=x-2; tc->val1[4]=x-3; tc->val2[0]=y+3; tc->val2[1]=y+2; tc->val2[2]=y+1; tc->val2[3]=y; tc->val2[4]=y-1; } else if(dir==7){ tc->val1[0]=x-3; tc->val1[1]=x-2; tc->val1[2]=x-1; tc->val1[3]=x; tc->val1[4]=x+1; tc->val2[1]=y; tc->val2[0]=y+1; tc->val2[2]=y-1; tc->val2[3]=y-2; tc->val2[4]=y-3; } } void skill_brandishspear_dir (struct square* tc, uint8 dir, int are) { int c; nullpo_retv(tc); for( c = 0; c < 5; c++ ) { switch( dir ) { case 0: tc->val2[c]+=are; break; case 1: tc->val1[c]-=are; tc->val2[c]+=are; break; case 2: tc->val1[c]-=are; break; case 3: tc->val1[c]-=are; tc->val2[c]-=are; break; case 4: tc->val2[c]-=are; break; case 5: tc->val1[c]+=are; tc->val2[c]-=are; break; case 6: tc->val1[c]+=are; break; case 7: tc->val1[c]+=are; tc->val2[c]+=are; break; } } } void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { int c,n=4; uint8 dir = map->calc_dir(src,bl->x,bl->y); struct square tc; int x=bl->x,y=bl->y; skill->brandishspear_first(&tc,dir,x,y); skill->brandishspear_dir(&tc,dir,4); skill->area_temp[1] = bl->id; if(skill_lv > 9){ for(c=1;c<4;c++){ map->foreachincell(skill->area_sub, bl->m,tc.val1[c],tc.val2[c],BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, skill->castend_damage_id); } } if(skill_lv > 6){ skill->brandishspear_dir(&tc,dir,-1); n--; } else { skill->brandishspear_dir(&tc,dir,-2); n-=2; } if(skill_lv > 3){ for(c=0;c<5;c++){ map->foreachincell(skill->area_sub, bl->m,tc.val1[c],tc.val2[c],BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n, skill->castend_damage_id); if(skill_lv > 6 && n==3 && c==4) { skill->brandishspear_dir(&tc,dir,-1); n--;c=-1; } } } for(c=0;c<10;c++){ if(c==0||c==5) skill->brandishspear_dir(&tc,dir,-1); map->foreachincell(skill->area_sub, bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); } } /*========================================== * Weapon Repair [Celest/DracoRPG] *------------------------------------------*/ void skill_repairweapon (struct map_session_data *sd, int idx) { int material; int materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE, }; struct item *item; struct map_session_data *target_sd; nullpo_retv(sd); if ( !( target_sd = map->id2sd(sd->menuskill_val) ) ) //Failed.... return; if( idx == 0xFFFF ) // No item selected ('Cancel' clicked) return; if( idx < 0 || idx >= MAX_INVENTORY ) return; //Invalid index?? item = &target_sd->status.inventory[idx]; if( item->nameid <= 0 || item->attribute == 0 ) return; //Again invalid item.... if( sd != target_sd && !battle->check_range(&sd->bl,&target_sd->bl, skill->get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){ clif->item_repaireffect(sd,idx,1); return; } if ( target_sd->inventory_data[idx]->type == IT_WEAPON ) material = materials[ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon else material = materials[2]; // Armors consume 1 Steel if ( pc->search_inventory(sd,material) < 0 ) { clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); return; } clif->skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); item->attribute = 0;/* clear broken state */ clif->equiplist(target_sd); pc->delitem(sd,pc->search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME); clif->item_repaireffect(sd,idx,0); if( sd != target_sd ) clif->item_repaireffect(target_sd,idx,0); } /*========================================== * Item Appraisal *------------------------------------------*/ void skill_identify (struct map_session_data *sd, int idx) { int flag=1; nullpo_retv(sd); sd->state.workinprogress = 0; if(idx >= 0 && idx < MAX_INVENTORY) { if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ flag=0; sd->status.inventory[idx].identify=1; } } clif->item_identified(sd,idx,flag); } /*========================================== * Weapon Refine [Celest] *------------------------------------------*/ void skill_weaponrefine (struct map_session_data *sd, int idx) { nullpo_retv(sd); if (idx >= 0 && idx < MAX_INVENTORY) { int i = 0, ep = 0, per; int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, }; struct item *item; struct item_data *ditem = sd->inventory_data[idx]; item = &sd->status.inventory[idx]; if(item->nameid > 0 && ditem->type == IT_WEAPON) { if( ditem->flag.no_refine ){ // if the item isn't refinable clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); return; } if( item->refine >= sd->menuskill_val || item->refine >= 10 ){ clif->upgrademessage(sd->fd, 2, item->nameid); return; } if( (i = pc->search_inventory(sd, material[ditem->wlv])) < 0 ){ clif->upgrademessage(sd->fd, 3, material[ditem->wlv]); return; } per = status->get_refine_chance(ditem->wlv, (int)item->refine) * 10; // Aegis leaked formula. [malufett] if( sd->status.class_ == JOB_MECHANIC_T ) per += 100; else per += 5 * ((signed int)sd->status.job_level - 50); pc->delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER); if (per > rnd() % 1000) { logs->pick_pc(sd, LOG_TYPE_OTHER, -1, item, ditem); item->refine++; logs->pick_pc(sd, LOG_TYPE_OTHER, 1, item, ditem); if(item->equip) { ep = item->equip; pc->unequipitem(sd,idx,3); } clif->delitem(sd,idx,1,0); clif->upgrademessage(sd->fd, 0,item->nameid); clif->inventorylist(sd); clif->refine(sd->fd,0,idx,item->refine); if (ep) pc->equipitem(sd,idx,ep); clif->misceffect(&sd->bl,3); if(item->refine == 10 && item->card[0] == CARD0_FORGE && (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id) { // Fame point system [DracoRPG] switch(ditem->wlv){ case 1: pc->addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point break; case 2: pc->addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point break; case 3: pc->addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point break; } } } else { item->refine = 0; if(item->equip) pc->unequipitem(sd,idx,3); clif->refine(sd->fd,1,idx,item->refine); pc->delitem(sd,idx,1,0,0, LOG_TYPE_OTHER); clif->misceffect(&sd->bl,2); clif->emotion(&sd->bl, E_OMG); } } } } /*========================================== * *------------------------------------------*/ int skill_autospell (struct map_session_data *sd, uint16 skill_id) { uint16 skill_lv; int maxlv=1,lv; nullpo_ret(sd); skill_lv = sd->menuskill_val; lv=pc->checkskill(sd,skill_id); if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] if(skill_id==MG_NAPALMBEAT) maxlv=3; else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){ if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SAGE) maxlv =10; //Soul Linker bonus. [Skotlex] else if(skill_lv==2) maxlv=1; else if(skill_lv==3) maxlv=2; else if(skill_lv>=4) maxlv=3; } else if(skill_id==MG_SOULSTRIKE){ if(skill_lv==5) maxlv=1; else if(skill_lv==6) maxlv=2; else if(skill_lv>=7) maxlv=3; } else if(skill_id==MG_FIREBALL){ if(skill_lv==8) maxlv=1; else if(skill_lv>=9) maxlv=2; } else if(skill_id==MG_FROSTDIVER) maxlv=1; else return 0; if(maxlv > lv) maxlv = lv; sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, skill->get_time(SA_AUTOSPELL,skill_lv)); return 0; } /*========================================== * Sitting skills functions. *------------------------------------------*/ int skill_sit_count (struct block_list *bl, va_list ap) { struct map_session_data *sd; int type =va_arg(ap,int); sd=(struct map_session_data*)bl; if(!pc_issit(sd)) return 0; if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0) return 1; if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0)) return 1; return 0; } int skill_sit_in (struct block_list *bl, va_list ap) { struct map_session_data *sd; int type =va_arg(ap,int); sd=(struct map_session_data*)bl; if(!pc_issit(sd)) return 0; if(type&1 && pc->checkskill(sd,RG_GANGSTER) > 0) sd->state.gangsterparadise=1; if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) { sd->state.rest=1; status->calc_regen(bl, &sd->battle_status, &sd->regen); status->calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; } int skill_sit_out (struct block_list *bl, va_list ap) { struct map_session_data *sd; int type =va_arg(ap,int); sd=(struct map_session_data*)bl; if(sd->state.gangsterparadise && type&1) sd->state.gangsterparadise=0; if(sd->state.rest && type&2) { sd->state.rest=0; status->calc_regen(bl, &sd->battle_status, &sd->regen); status->calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; } int skill_sit (struct map_session_data *sd, int type) { int flag = 0; int range = 0, lv; nullpo_ret(sd); if((lv = pc->checkskill(sd,RG_GANGSTER)) > 0) { flag|=1; range = skill->get_splash(RG_GANGSTER, lv); } if((lv = pc->checkskill(sd,TK_HPTIME)) > 0) { flag|=2; range = skill->get_splash(TK_HPTIME, lv); } else if ((lv = pc->checkskill(sd,TK_SPTIME)) > 0) { flag|=2; range = skill->get_splash(TK_SPTIME, lv); } if( type ) { clif->sc_load(&sd->bl,sd->bl.id,SELF,SI_SIT,0,0,0); } else { clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT); } if (!flag) return 0; if(type) { if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) > 1) map->foreachinrange(skill->sit_in,&sd->bl, range, BL_PC, flag); } else { if (map->foreachinrange(skill->sit_count,&sd->bl, range, BL_PC, flag) < 2) map->foreachinrange(skill->sit_out,&sd->bl, range, BL_PC, flag); } return 0; } /*========================================== * *------------------------------------------*/ int skill_frostjoke_scream(struct block_list *bl, va_list ap) { struct block_list *src; uint16 skill_id,skill_lv; int64 tick; nullpo_ret(bl); nullpo_ret(src=va_arg(ap,struct block_list*)); skill_id=va_arg(ap,int); skill_lv=va_arg(ap,int); if(!skill_lv) return 0; tick=va_arg(ap,int64); if (src == bl || status->isdead(bl)) return 0; if (bl->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)bl; if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) ) return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind] } //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex] if(battle->check_target(src,bl,BCT_ENEMY) > 0) skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); else if(battle->check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10) skill->additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); return 0; } /*========================================== * *------------------------------------------*/ void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) { int range = skill->get_unit_range(skill_id,skill_lv); int x,y; for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) for( x = src->bl.x - range; x <= src->bl.x + range; ++x ) map->list[src->bl.m].setcell(src->bl.m, x, y, cell, flag); } /*========================================== * *------------------------------------------*/ int skill_attack_area(struct block_list *bl, va_list ap) { struct block_list *src,*dsrc; int atk_type,skill_id,skill_lv,flag,type; int64 tick; if(status->isdead(bl)) return 0; atk_type = va_arg(ap,int); src = va_arg(ap,struct block_list*); dsrc = va_arg(ap,struct block_list*); skill_id = va_arg(ap,int); skill_lv = va_arg(ap,int); tick = va_arg(ap,int64); flag = va_arg(ap,int); type = va_arg(ap,int); if (skill->area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); if( battle->check_target(dsrc,bl,type) <= 0 || !status->check_skilluse(NULL, bl, skill_id, 2)) return 0; switch (skill_id) { case WZ_FROSTNOVA: //Skills that don't require the animation to be removed case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); default: //Area-splash, disable skill animation. return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); } } /*========================================== * *------------------------------------------*/ int skill_clear_group (struct block_list *bl, int flag) { struct unit_data *ud = unit->bl2ud(bl); struct skill_unit_group *group[MAX_SKILLUNITGROUP]; int i, count=0; nullpo_ret(bl); if (!ud) return 0; //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex] for (i=0;iskillunit[i];i++) { switch (ud->skillunit[i]->skill_id) { case SA_DELUGE: case SA_VOLCANO: case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case NJ_SUITON: case NJ_KAENSIN: if (flag&1) group[count++]= ud->skillunit[i]; break; case SO_CLOUD_KILL: if( flag&4 ) group[count++]= ud->skillunit[i]; break; case SO_WARMER: if( flag&8 ) group[count++]= ud->skillunit[i]; break; default: if (flag&2 && skill->get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) group[count++]= ud->skillunit[i]; break; } } for (i=0;idel_unitgroup(group[i],ALC_MARK); return count; } /*========================================== * Returns the first element field found [Skotlex] *------------------------------------------*/ struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { struct unit_data *ud = unit->bl2ud(bl); int i; nullpo_ret(bl); if (!ud) return NULL; for (i=0;iskillunit[i];i++) { switch (ud->skillunit[i]->skill_id) { case SA_DELUGE: case SA_VOLCANO: case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case NJ_SUITON: case SO_CLOUD_KILL: case SO_WARMER: return ud->skillunit[i]; } } return NULL; } // for graffiti cleaner [Valaris] int skill_graffitiremover (struct block_list *bl, va_list ap) { struct skill_unit *su=NULL; nullpo_ret(bl); nullpo_ret(ap); if(bl->type!=BL_SKILL || (su=(struct skill_unit *)bl) == NULL) return 0; if((su->group) && (su->group->unit_id == UNT_GRAFFITI)) skill->delunit(su); return 0; } int skill_greed (struct block_list *bl, va_list ap) { struct block_list *src; struct map_session_data *sd=NULL; struct flooritem_data *fitem=NULL; nullpo_ret(bl); nullpo_ret(src = va_arg(ap, struct block_list *)); if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl)) pc->takeitem(sd, fitem); return 0; } //For Ranger's Detonator [Jobbie/3CeAM] int skill_detonator(struct block_list *bl, va_list ap) { struct skill_unit *su=NULL; struct block_list *src; int unit_id; nullpo_ret(bl); nullpo_ret(ap); src = va_arg(ap,struct block_list *); if( bl->type != BL_SKILL || (su = (struct skill_unit *)bl) == NULL || !su->group ) return 0; if( su->group->src_id != src->id ) return 0; unit_id = su->group->unit_id; switch( unit_id ) { //List of Hunter and Ranger Traps that can be detonate. case UNT_BLASTMINE: case UNT_SANDMAN: case UNT_CLAYMORETRAP: case UNT_TALKIEBOX: case UNT_CLUSTERBOMB: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: switch(unit_id) { case UNT_TALKIEBOX: clif->talkiebox(bl,su->group->valstr); su->group->val2 = -1; break; case UNT_CLAYMORETRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag|BL_SKILL|~BCT_SELF,bl,su->group->tick); break; default: map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag,bl,su->group->tick); } clif->changetraplook(bl, UNT_USED_TRAPS); su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) ); su->group->unit_id = UNT_USED_TRAPS; break; } return 0; } /*========================================== * *------------------------------------------*/ int skill_cell_overlap(struct block_list *bl, va_list ap) { uint16 skill_id; int *alive; struct skill_unit *su; skill_id = va_arg(ap,int); alive = va_arg(ap,int *); su = (struct skill_unit *)bl; if( su == NULL || su->group == NULL || (*alive) == 0 ) return 0; if( su->group->state.guildaura ) /* guild auras are not canceled! */ return 0; switch (skill_id) { case SA_LANDPROTECTOR: if( su->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] (*alive) = 0; skill->delunit(su); return 1; } if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR || su->group->skill_id == GN_HELLS_PLANT) { //It deletes everything except songs/dances and traps skill->delunit(su); return 1; } break; case HW_GANBANTEIN: case LG_EARTHDRIVE: case GN_CRAZYWEED_ATK: if( !(su->group->state.song_dance&0x1) ) {// Don't touch song/dance. skill->delunit(su); return 1; } break; case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: // The official implementation makes them fail to appear when casted on top of ANYTHING // but I wonder if they didn't actually meant to fail when casted on top of each other? // hence, I leave the alternate implementation here, commented. [Skotlex] if (su->range <= 0) { (*alive) = 0; return 1; } /* switch (su->group->skill_id) { //These cannot override each other. case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: (*alive) = 0; return 1; } */ break; case PF_FOGWALL: switch(su->group->skill_id) { case SA_VOLCANO: //Can't be placed on top of these case SA_VIOLENTGALE: (*alive) = 0; return 1; case SA_DELUGE: case NJ_SUITON: //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex] (*alive) = 2; break; } break; case HP_BASILICA: if (su->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 (su->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps (*alive) = 0; return 1; } return 0; } /*========================================== * *------------------------------------------*/ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) { struct mob_data* md; struct unit_data*ud = unit->bl2ud(bl); struct block_list *from_bl; struct block_list *to_bl; md = (struct mob_data*)bl; from_bl = va_arg(ap,struct block_list *); to_bl = va_arg(ap,struct block_list *); if(ud && ud->target == from_bl->id) ud->target = to_bl->id; if(md->bl.type == BL_MOB && md->target_id == from_bl->id) md->target_id = to_bl->id; return 0; } /*========================================== * *------------------------------------------*/ int skill_trap_splash(struct block_list *bl, va_list ap) { struct block_list *src; int64 tick; struct skill_unit *src_su; struct skill_unit_group *sg; struct block_list *ss; src = va_arg(ap,struct block_list *); src_su = (struct skill_unit *)src; tick = va_arg(ap,int64); if( !src_su->alive || bl->prev == NULL ) return 0; nullpo_ret(sg = src_su->group); nullpo_ret(ss = map->id2bl(sg->src_id)); if(battle->check_target(src,bl,sg->target_flag) <= 0) return 0; switch(sg->unit_id){ case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: skill->additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick); break; case UNT_GROUNDDRIFT_WIND: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(src,bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_DARK: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(src,bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_POISON: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(src,bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_WATER: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(src,bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_FIRE: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) skill->blown(src,bl,skill->get_blewcount(sg->skill_id,sg->skill_lv),-1,0); break; case UNT_ELECTRICSHOCKER: clif->skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5); break; case UNT_MAGENTATRAP: case UNT_COBALTTRAP: case UNT_MAIZETRAP: case UNT_VERDURETRAP: if( bl->type != BL_PC && !is_boss(bl) ) sc_start2(ss,bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); break; case UNT_REVERBERATION: if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) { skill->attack(BF_WEAPON,ss,src,bl,WM_REVERBERATION_MELEE,sg->skill_lv,tick,0); skill->addtimerskill(ss,tick+200,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL); } break; case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: if( src->id == bl->id ) break; if( bl->type == BL_SKILL ){ struct skill_unit *su = (struct skill_unit *)bl; if( su->group->unit_id == UNT_USED_TRAPS ) break; } case UNT_CLUSTERBOMB: if( ss != bl ) skill->attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL); break; case UNT_CLAYMORETRAP: if( src->id == bl->id ) break; if( bl->type == BL_SKILL ){ struct skill_unit *su = (struct skill_unit *)bl; switch( su->group->unit_id ){ case UNT_CLAYMORETRAP: case UNT_LANDMINE: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: clif->changetraplook(bl, UNT_USED_TRAPS); su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) + 1500; su->group->unit_id = UNT_USED_TRAPS; } break; } default: skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); break; } return 1; } /*========================================== * *------------------------------------------*/ int skill_enchant_elemental_end (struct block_list *bl, int type) { struct status_change *sc; const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS }; int i; nullpo_ret(bl); nullpo_ret(sc = status->get_sc(bl)); if (!sc->count) return 0; for (i = 0; i < ARRAYLENGTH(scs); i++) if (type != scs[i] && sc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); return 0; } bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce) { static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; bool wall = true; if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1) || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) ) { //Check for walls. int i; ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); if( i == 8 ) wall = false; } if( sce ) { if( !wall ) { if( sce->val1 < 3 ) //End cloaking. status_change_end(bl, SC_CLOAKING, INVALID_TIMER); else if( sce->val4&1 ) { //Remove wall bonus sce->val4&=~1; status_calc_bl(bl,SCB_SPEED); } } else { if( !(sce->val4&1) ) { //Add wall speed bonus sce->val4|=1; status_calc_bl(bl,SCB_SPEED); } } } return wall; } /** * Verifies if an user can use SC_CLOAKING **/ bool skill_can_cloak(struct map_session_data *sd) { nullpo_retr(false, sd); //Avoid cloaking with no wall and low skill level. [Skotlex] //Due to the cloaking card, we have to check the wall versus to known //skill level rather than the used one. [Skotlex] //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) if (pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(&sd->bl,NULL)) return false; return true; } /** * Verifies if an user can still be cloaked (AS_CLOAKING) * Is called via map->foreachinrange when any kind of wall disapears **/ int skill_check_cloaking_end(struct block_list *bl, va_list ap) { TBL_PC *sd = BL_CAST(BL_PC, bl); if (sd && sd->sc.data[SC_CLOAKING] && !skill->can_cloak(sd)) status_change_end(bl, SC_CLOAKING, INVALID_TIMER); return 0; } bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce) { static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; bool wall = true; if( bl->type == BL_PC ) { //Check for walls. int i; ARR_FIND( 0, 8, i, map->getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 ); if( i == 8 ) wall = false; } if( sce ) { if( !wall ) { if( sce->val1 < 3 ) //End camouflage. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); else if( sce->val3&1 ) { //Remove wall bonus sce->val3&=~1; status_calc_bl(bl,SCB_SPEED); } } } return wall; } bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit){ struct status_change *sc; struct block_list *src; nullpo_retr(false, bl); sc = status->get_sc(bl); if( sc && sc->data[SC__SHADOWFORM] && damage ) { src = map->id2bl(sc->data[SC__SHADOWFORM]->val2); if( !src || src->m != bl->m ) { status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); return false; } if( src && (status->isdead(src) || !battle->check_target(bl,src,BCT_ENEMY)) ){ if( src->type == BL_PC ) ((TBL_PC*)src)->shadowform_id = 0; status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); return false; } status->damage(bl, src, damage, 0, clif->damage(src, src, 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0); /* because damage can cancel it */ if( sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) { status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); if( src->type == BL_PC ) ((TBL_PC*)src)->shadowform_id = 0; } return true; } return false; } /*========================================== * *------------------------------------------*/ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { struct skill_unit *su; nullpo_retr(NULL, group); nullpo_retr(NULL, group->unit); // crash-protection against poor coding nullpo_retr(NULL, su=&group->unit[idx]); if(!su->alive) group->alive_count++; su->bl.id=map->get_new_object_id(); su->bl.type=BL_SKILL; su->bl.m=group->map; su->bl.x=x; su->bl.y=y; su->group=group; su->alive=1; su->val1=val1; su->val2=val2; idb_put(skill->unit_db, su->bl.id, su); map->addiddb(&su->bl); map->addblock(&su->bl); // perform oninit actions switch (group->skill_id) { case WZ_ICEWALL: map->setgatcell(su->bl.m,su->bl.x,su->bl.y,5); clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA); skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); map->list[su->bl.m].icewall_num++; break; case SA_LANDPROTECTOR: skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); break; case HP_BASILICA: skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); break; default: if (group->state.song_dance&0x1) //Check for dissonance. skill->dance_overlap(su, 1); break; } clif->getareachar_skillunit(&su->bl,su,AREA); return su; } /*========================================== * *------------------------------------------*/ int skill_delunit (struct skill_unit* su) { struct skill_unit_group *group; nullpo_ret(su); if( !su->alive ) return 0; su->alive=0; nullpo_ret(group=su->group); if( group->state.song_dance&0x1 ) //Cancel dissonance effect. skill->dance_overlap(su, 0); // invoke onout event if( !su->range ) map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),4); // perform ondelete actions switch (group->skill_id) { case HT_ANKLESNARE: { struct block_list* target = map->id2bl(group->val2); if( target ) status_change_end(target, SC_ANKLESNARE, INVALID_TIMER); } break; case WZ_ICEWALL: map->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2); clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); map->list[su->bl.m].icewall_num--; // AS_CLOAKING in low levels requires a wall to be cast, thus it needs to be // checked again when a wall disapears! issue:8182 [Panikon] map->foreachinarea(skill->check_cloaking_end, su->bl.m, // Use 3x3 area to check for users near cell su->bl.x - 1, su->bl.y - 1, su->bl.x + 1, su->bl.x + 1, BL_PC); break; case SA_LANDPROTECTOR: skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); break; case HP_BASILICA: skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); break; case RA_ELECTRICSHOCKER: { struct block_list* target = map->id2bl(group->val2); if( target ) status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER); } break; case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) if( group->val2 ) { // Someone Trapped struct status_change *tsc = status->get_sc(map->id2bl(group->val2)); if( tsc && tsc->data[SC__MANHOLE] ) tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID } break; } clif->skill_delunit(su); su->group=NULL; map->delblock(&su->bl); // don't free yet map->deliddb(&su->bl); idb_remove(skill->unit_db, su->bl.id); if(--group->alive_count==0) skill->del_unitgroup(group,ALC_MARK); return 0; } /*========================================== * *------------------------------------------*/ /// Returns the target skill_unit_group or NULL if not found. struct skill_unit_group* skill_id2group(int group_id) { return (struct skill_unit_group*)idb_get(skill->group_db, group_id); } /// Returns a new group_id that isn't being used in skill->group_db. /// Fatal error if nothing is available. int skill_get_new_group_id(void) { if( skill->unit_group_newid >= MAX_SKILL_DB && skill->id2group(skill->unit_group_newid) == NULL ) return skill->unit_group_newid++;// available {// find next id int base_id = skill->unit_group_newid; while( base_id != ++skill->unit_group_newid ) { if( skill->unit_group_newid < MAX_SKILL_DB ) skill->unit_group_newid = MAX_SKILL_DB; if( skill->id2group(skill->unit_group_newid) == NULL ) return skill->unit_group_newid++;// available } // full loop, nothing available ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting..."); exit(1); } } struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval) { struct unit_data* ud = unit->bl2ud( src ); struct skill_unit_group* group; int i; if(!(skill_id && skill_lv)) return 0; nullpo_retr(NULL, src); nullpo_retr(NULL, ud); // find a free spot to store the new unit group ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL ); if(i == MAX_SKILLUNITGROUP) { // array is full, make room by discarding oldest group int j=0; int64 maxdiff = 0, x, tick = timer->gettick(); for(i=0;iskillunit[i];i++) if( (x=DIFF_TICK(tick,ud->skillunit[i]->tick)) > maxdiff ) { maxdiff = x; j = i; } skill->del_unitgroup(ud->skillunit[j],ALC_MARK); //Since elements must have shifted, we use the last slot. i = MAX_SKILLUNITGROUP-1; } group = ers_alloc(skill->unit_ers, struct skill_unit_group); group->src_id = src->id; group->party_id = status->get_party_id(src); group->guild_id = status->get_guild_id(src); group->bg_id = bg->team_get_id(src); group->group_id = skill->get_new_group_id(); group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); group->unit_count = count; group->alive_count = 0; group->val1 = 0; group->val2 = 0; group->val3 = 0; group->skill_id = skill_id; group->skill_lv = skill_lv; group->unit_id = unit_id; group->map = src->m; group->limit = limit; group->interval = interval; group->tick = timer->gettick(); group->valstr = NULL; ud->skillunit[i] = group; if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] group->tick += 1500; idb_put(skill->group_db, group->group_id, group); return group; } /*========================================== * *------------------------------------------*/ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int line, const char* func) { struct block_list* src; struct unit_data *ud; int i,j; if( group == NULL ) { ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func); return 0; } src=map->id2bl(group->src_id); ud = unit->bl2ud(src); if(!src || !ud) { ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); return 0; } if( !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { switch( group->skill_id ) { case BA_DISSONANCE: case BA_POEMBRAGI: case BA_WHISTLE: case BA_ASSASSINCROSS: case BA_APPLEIDUN: case DC_UGLYDANCE: case DC_HUMMING: case DC_DONTFORGETME: case DC_FORTUNEKISS: case DC_SERVICEFORYOU: skill->usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv); break; } } if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { struct status_change* sc = status->get_sc(src); if (sc && sc->data[SC_DANCING]) { sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to re-delete the group. [Skotlex] status_change_end(src, SC_DANCING, INVALID_TIMER); } } // end Gospel's status change on 'src' // (needs to be done when the group is deleted by other means than skill deactivation) if (group->unit_id == UNT_GOSPEL) { struct status_change *sc = status->get_sc(src); if(sc && sc->data[SC_GOSPEL]) { sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex] status_change_end(src, SC_GOSPEL, INVALID_TIMER); } } switch( group->skill_id ) { case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: { struct status_change *sc = NULL; if( (sc = status->get_sc(src)) != NULL && sc->data[SC_WARM] ) { sc->data[SC_WARM]->val4 = 0; status_change_end(src, SC_WARM, INVALID_TIMER); } } break; case NC_NEUTRALBARRIER: { struct status_change *sc = NULL; if( (sc = status->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) { sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0; status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER); } } break; case NC_STEALTHFIELD: { struct status_change *sc = NULL; if( (sc = status->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) { sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0; status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER); } } break; case LG_BANDING: { struct status_change *sc = NULL; if( (sc = status->get_sc(src)) && sc->data[SC_BANDING] ) { sc->data[SC_BANDING]->val4 = 0; status_change_end(src,SC_BANDING,INVALID_TIMER); } } break; } if (src->type==BL_PC && group->state.ammo_consume) battle->consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv); group->alive_count=0; // remove all unit cells if(group->unit != NULL) for( i = 0; i < group->unit_count; i++ ) skill->delunit(&group->unit[i]); // clear Talkie-box string if( group->valstr != NULL ) { aFree(group->valstr); group->valstr = NULL; } idb_remove(skill->group_db, group->group_id); map->freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK) group->unit=NULL; group->group_id=0; group->unit_count=0; // locate this group, swap with the last entry and delete it ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group ); ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--; if( i < MAX_SKILLUNITGROUP ) { ud->skillunit[i] = ud->skillunit[j]; ud->skillunit[j] = NULL; ers_free(skill->unit_ers, group); } else ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); return 1; } /*========================================== * *------------------------------------------*/ int skill_clear_unitgroup (struct block_list *src) { struct unit_data *ud = unit->bl2ud(src); nullpo_ret(ud); while (ud->skillunit[0]) skill->del_unitgroup(ud->skillunit[0],ALC_MARK); return 1; } /*========================================== * *------------------------------------------*/ struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int64 tick) { int i,j=-1,k,s,id; struct unit_data *ud; struct skill_unit_group_tickset *set; nullpo_ret(bl); if (group->interval==-1) return NULL; ud = unit->bl2ud(bl); if (!ud) return NULL; set = ud->skillunittick; if (skill->get_unit_flag(group->skill_id)&UF_NOOVERLAP) id = s = group->skill_id; else id = s = group->group_id; for (i=0; i0 || set[k].id==0)) j=k; } if (j == -1) { ShowWarning ("skill_unitgrouptickset_search: tickset is full. ( failed for skill '%s' on unit %d )\n",skill->get_name(group->skill_id),bl->type); j = id % MAX_SKILLUNITGROUPTICKSET; } set[j].id = id; set[j].tick = tick; return &set[j]; } /*========================================== * *------------------------------------------*/ int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap) { struct skill_unit* su = va_arg(ap,struct skill_unit *); struct skill_unit_group* group = su->group; int64 tick = va_arg(ap,int64); if( !su->alive || bl->prev == NULL ) return 0; nullpo_ret(group); if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) ) return 0; //AoE skills are ineffective. [Skotlex] if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 ) return 0; skill->unit_onplace_timer(su,bl,tick); return 1; } /** * @see DBApply */ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { struct skill_unit* su = DB->data2ptr(data); struct skill_unit_group* group = su->group; int64 tick = va_arg(ap,int64); bool dissonance; struct block_list* bl = &su->bl; if( !su->alive ) return 0; nullpo_ret(group); // check for expiration if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= su->limit) ) { // skill unit expired (inlined from skill_unit_onlimit()) switch( group->unit_id ) { case UNT_BLASTMINE: #ifdef RENEWAL case UNT_CLAYMORETRAP: #endif case UNT_GROUNDDRIFT_WIND: case UNT_GROUNDDRIFT_DARK: case UNT_GROUNDDRIFT_POISON: case UNT_GROUNDDRIFT_WATER: case UNT_GROUNDDRIFT_FIRE: group->unit_id = UNT_USED_TRAPS; //clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE); group->limit=DIFF_TICK32(tick+1500,group->tick); su->limit=DIFF_TICK32(tick+1500,group->tick); break; case UNT_ANKLESNARE: case UNT_ELECTRICSHOCKER: if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { // Used Trap don't returns back to item skill->delunit(su); break; } case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: #ifndef RENEWAL case UNT_CLAYMORETRAP: #endif case UNT_TALKIEBOX: case UNT_CLUSTERBOMB: case UNT_MAGENTATRAP: case UNT_COBALTTRAP: case UNT_MAIZETRAP: case UNT_VERDURETRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: { struct block_list* src; if( su->val1 > 0 && (src = map->id2bl(group->src_id)) != NULL && src->type == BL_PC ) { // revert unit back into a trap struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP; item_tmp.identify = 1; map->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); } skill->delunit(su); } break; case UNT_WARP_ACTIVE: // warp portal opens (morph to a UNT_WARP_WAITING cell) group->unit_id = skill->get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING clif->changelook(&su->bl, LOOK_BASE, group->unit_id); // restart timers group->limit = skill->get_time(group->skill_id,group->skill_lv); su->limit = skill->get_time(group->skill_id,group->skill_lv); // apply effect to all units standing on it map->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); break; case UNT_CALLFAMILY: { struct map_session_data *sd = NULL; if(group->val1) { sd = map->charid2sd(group->val1); group->val1 = 0; if (sd && !map->list[sd->bl.m].flag.nowarp) pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); } if(group->val2) { sd = map->charid2sd(group->val2); group->val2 = 0; if (sd && !map->list[sd->bl.m].flag.nowarp) pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); } skill->delunit(su); } break; case UNT_REVERBERATION: if( su->val1 <= 0 ) { // If it was deactivated. skill->delunit(su); break; } clif->changetraplook(bl,UNT_USED_TRAPS); map->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); group->limit = DIFF_TICK32(tick,group->tick)+1500; su->limit = DIFF_TICK32(tick,group->tick)+1500; group->unit_id = UNT_USED_TRAPS; break; case UNT_FEINTBOMB: { struct block_list *src = map->id2bl(group->src_id); if( src ) { map->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); status_change_end(src, SC__FEINTBOMB_MASTER, INVALID_TIMER); } skill->delunit(su); break; } case UNT_BANDING: { struct block_list *src = map->id2bl(group->src_id); struct status_change *sc; if( !src || (sc = status->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) { skill->delunit(su); break; } // This unit isn't removed while SC_BANDING is active. group->limit = DIFF_TICK32(tick+group->interval,group->tick); su->limit = DIFF_TICK32(tick+group->interval,group->tick); } break; default: skill->delunit(su); } } else {// skill unit is still active switch( group->unit_id ) { case UNT_ICEWALL: // icewall loses 50 hp every second su->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp if( su->val1 <= 0 && su->limit + group->tick > tick + 700 ) su->limit = DIFF_TICK32(tick+700,group->tick); break; case UNT_BLASTMINE: case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_CLAYMORETRAP: case UNT_FREEZINGTRAP: case UNT_TALKIEBOX: case UNT_ANKLESNARE: if( su->val1 <= 0 ) { if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 ) skill->delunit(su); else { clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); group->limit = DIFF_TICK32(tick, group->tick) + 1500; group->unit_id = UNT_USED_TRAPS; } } break; case UNT_REVERBERATION: if( su->val1 <= 0 ) su->limit = DIFF_TICK32(tick + 700,group->tick); break; case UNT_WALLOFTHORN: if( su->val1 <= 0 ) { group->unit_id = UNT_USED_TRAPS; group->limit = DIFF_TICK32(tick, group->tick) + 1500; } break; } } //Don't continue if unit or even group is expired and has been deleted. if( !group || !su->alive ) return 0; dissonance = skill->dance_switch(su, 0); if( su->range >= 0 && group->interval != -1 ) { if( battle_config.skill_wall_check ) map->foreachinshootrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); else map->foreachinrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); if(su->range == -1) //Unit disabled, but it should not be deleted yet. group->unit_id = UNT_USED_TRAPS; else if( group->unit_id == UNT_TATAMIGAESHI ) { su->range = -1; //Disable processed cell. if (--group->val1 <= 0) { // number of live cells //All tiles were processed, disable skill. group->target_flag=BCT_NOONE; group->bl_flag= BL_NUL; } } } if( dissonance ) skill->dance_switch(su, 1); return 0; } /*========================================== * Executes on all skill units every SKILLUNITTIMER_INTERVAL milliseconds. *------------------------------------------*/ int skill_unit_timer(int tid, int64 tick, int id, intptr_t data) { map->freeblock_lock(); skill->unit_db->foreach(skill->unit_db, skill->unit_timer_sub, tick); map->freeblock_unlock(); return 0; } /*========================================== * *------------------------------------------*/ int skill_unit_move_sub(struct block_list* bl, va_list ap) { struct skill_unit* su = (struct skill_unit *)bl; struct skill_unit_group* group = su->group; struct block_list* target = va_arg(ap,struct block_list*); int64 tick = va_arg(ap,int64); int flag = va_arg(ap,int); bool dissonance; uint16 skill_id; int i; nullpo_ret(group); if( !su->alive || target->prev == NULL ) return 0; if( flag&1 && ( su->group->skill_id == PF_SPIDERWEB || su->group->skill_id == GN_THORNS_TRAP ) ) return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish] dissonance = skill->dance_switch(su, 0); //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = su->group->skill_id; if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411 { //Non-dualmode unit skills with a timer don't trigger when walking, so just return if( dissonance ) skill->dance_switch(su, 1); return 0; } //Target-type check. if( !(group->bl_flag&target->type && battle->check_target(&su->bl,target,group->target_flag) > 0) ) { if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex] if( flag&1 ) { if( flag&2 ) { //Clear this skill id. ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == skill_id ); if( i < ARRAYLENGTH(skill->unit_temp) ) skill->unit_temp[i] = 0; } } else { if( flag&2 ) { //Store this skill id. ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); if( i < ARRAYLENGTH(skill->unit_temp) ) skill->unit_temp[i] = skill_id; else ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } } if( flag&4 ) skill->unit_onleft(skill_id,target,tick); } if( dissonance ) skill->dance_switch(su, 1); return 0; } else { if( flag&1 ) { int result = skill->unit_onplace(su,target,tick); if( flag&2 && result ) { //Clear skill ids we have stored in onout. ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == result ); if( i < ARRAYLENGTH(skill->unit_temp) ) skill->unit_temp[i] = 0; } } else { int result = skill->unit_onout(su,target,tick); if( flag&2 && result ) { //Store this unit id. ARR_FIND( 0, ARRAYLENGTH(skill->unit_temp), i, skill->unit_temp[i] == 0 ); if( i < ARRAYLENGTH(skill->unit_temp) ) skill->unit_temp[i] = skill_id; else ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } } //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(su, 1); if( flag&4 ) skill->unit_onleft(skill_id,target,tick); return 1; } } /*========================================== * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft) * Flag values: * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout) * flag&2: this function is being invoked twice as a bl moves, store in memory the affected * units to figure out when they have left a group. * flag&4: Force a onleft event (triggered when the bl is killed, for example) *------------------------------------------*/ int skill_unit_move(struct block_list *bl, int64 tick, int flag) { nullpo_ret(bl); if( bl->prev == NULL ) return 0; if( flag&2 && !(flag&1) ) { //Onout, clear data memset(skill->unit_temp, 0, sizeof(skill->unit_temp)); } map->foreachincell(skill->unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag); if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left. int i; for( i = 0; i < ARRAYLENGTH(skill->unit_temp); i++ ) if( skill->unit_temp[i] ) skill->unit_onleft(skill->unit_temp[i], bl, tick); } return 0; } /*========================================== * *------------------------------------------*/ int skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy) { int i,j; int64 tick = timer->gettick(); int *m_flag; struct skill_unit *su1; struct skill_unit *su2; if (group == NULL) return 0; if (group->unit_count<=0) return 0; if (group->unit==NULL) return 0; if (skill->get_unit_flag(group->skill_id)&UF_ENSEMBLE) return 0; //Ensembles may not be moved around. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN ) return 0; //Icewalls and Wall of Thorns don't get knocked back m_flag = (int *) aCalloc(group->unit_count, sizeof(int)); // m_flag // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) // 3: Both 1+2. for(i=0;iunit_count;i++) { su1=&group->unit[i]; if (!su1->alive || su1->bl.m!=m) continue; for(j=0;junit_count;j++) { su2=&group->unit[j]; if (!su2->alive) continue; if (su1->bl.x+dx==su2->bl.x && su1->bl.y+dy==su2->bl.y) { m_flag[i] |= 0x1; } if (su1->bl.x-dx==su2->bl.x && su1->bl.y-dy==su2->bl.y) { m_flag[i] |= 0x2; } } } j = 0; for (i=0;iunit_count;i++) { su1=&group->unit[i]; if (!su1->alive) continue; if (!(m_flag[i]&0x2)) { if (group->state.song_dance&0x1) //Cancel dissonance effect. skill->dance_overlap(su1, 0); map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,4); } //Move Cell using "smart" criteria (avoid useless moving around) switch(m_flag[i]) { case 0: //Cell moves independently, safely move it. map->moveblock(&su1->bl, su1->bl.x+dx, su1->bl.y+dy, tick); break; case 1: //Cell moves unto another cell, look for a replacement cell that won't collide //and has no cell moving into it (flag == 2) for(;junit_count;j++) { if(m_flag[j]!=2 || !group->unit[j].alive) continue; //Move to where this cell would had moved. su2 = &group->unit[j]; map->moveblock(&su1->bl, su2->bl.x+dx, su2->bl.y+dy, tick); j++; //Skip this cell as we have used it. break; } break; case 2: case 3: break; //Don't move the cell as a cell will end on this tile anyway. } if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 if (group->state.song_dance&0x1) //Check for dissonance effect. skill->dance_overlap(su1, 1); clif->getareachar_skillunit(&su1->bl,su1,AREA); map->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,1); } } aFree(m_flag); return 0; } /*========================================== * *------------------------------------------*/ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty) { int i,j; nullpo_ret(sd); if(nameid<=0) return 0; for(i=0;iproduce_db[i].nameid == nameid ){ if((j=skill->produce_db[i].req_skill)>0 && pc->checkskill(sd,j) < skill->produce_db[i].req_skill_lv) continue; // must iterate again to check other skills that produce it. [malufett] if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j ) continue; // special case break; } } if( i >= MAX_SKILL_PRODUCE_DB ) return 0; if( pc->checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT ) {// cannot carry the produced stuff return 0; } if(trigger>=0){ if(trigger>20) { // Non-weapon, non-food item (itemlv must match) if(skill->produce_db[i].itemlv!=trigger) return 0; } else if(trigger>10) { // Food (any item level between 10 and 20 will do) if(skill->produce_db[i].itemlv<=10 || skill->produce_db[i].itemlv>20) return 0; } else { // Weapon (itemlv must be higher or equal) if(skill->produce_db[i].itemlv>trigger) return 0; } } for(j=0;jproduce_db[i].mat_id[j]) <= 0 ) continue; if(skill->produce_db[i].mat_amount[j] <= 0) { if(pc->search_inventory(sd,id) < 0) return 0; } else { for(y=0,x=0;ystatus.inventory[y].nameid == id ) x+=sd->status.inventory[y].amount; if(xproduce_db[i].mat_amount[j]) return 0; } } return i+1; } /*========================================== * *------------------------------------------*/ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty) { int slot[3]; int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0; int num = -1; // exclude the recipe struct status_data *st; struct item_data* data; nullpo_ret(sd); st = status->get_status_data(&sd->bl); if( sd->skill_id_old == skill_id ) skill_lv = sd->skill_lv_old; if( !(idx=skill->can_produce_mix(sd,nameid,-1, qty)) ) return 0; idx--; if (qty < 1) qty = 1; if (!skill_id) //A skill can be specified for some override cases. skill_id = skill->produce_db[idx].req_skill; if( skill_id == GC_RESEARCHNEWPOISON ) skill_id = GC_CREATENEWPOISON; slot[0]=slot1; slot[1]=slot2; slot[2]=slot3; for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these! int j; if( slot[i]<=0 ) continue; j = pc->search_inventory(sd,slot[i]); if(j < 0) continue; if( slot[i]==ITEMID_STAR_CRUMB ) { pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); sc++; } if( slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0 ) { static const int ele_table[4]={3,1,4,2}; pc->delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); ele=ele_table[slot[i]-994]; } } if( skill_id == RK_RUNEMASTERY ) { int temp_qty, rune_skill_lv = pc->checkskill(sd,skill_id); data = itemdb->search(nameid); if( rune_skill_lv == 10 ) temp_qty = 1 + rnd()%3; else if( rune_skill_lv > 5 ) temp_qty = 1 + rnd()%2; else temp_qty = 1; if (data->stack.inventory) { for( i = 0; i < MAX_INVENTORY; i++ ) { if( sd->status.inventory[i].nameid == nameid ) { if( sd->status.inventory[i].amount >= data->stack.amount ) { clif->msgtable(sd->fd,0x61b); return 0; } else { /** * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1. **/ if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount ) temp_qty = data->stack.amount - sd->status.inventory[i].amount; } break; } } } qty = temp_qty; } for(i=0;iproduce_db[idx].mat_id[i]) <= 0 ) continue; num++; x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill->produce_db[idx].mat_amount[i]; do{ int y=0; j = pc->search_inventory(sd,id); if(j >= 0){ y = sd->status.inventory[j].amount; if(y>x)y=x; pc->delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE); } else ShowError("skill_produce_mix: material item error\n"); x-=y; }while( j>=0 && x>0 ); } if( (equip = (itemdb->isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) ) wlv = itemdb_wlv(nameid); if(!equip) { switch(skill_id){ case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG] i = pc->checkskill(sd,skill_id); make_per = sd->status.job_level*20 + st->dex*10 + st->luk*10; //Base chance switch(nameid){ case ITEMID_IRON: make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 break; case ITEMID_STEEL: make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 break; case ITEMID_STAR_CRUMB: make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] break; default: // Enchanted Stones make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35 break; } break; case ASC_CDP: make_per = (2000 + 40*st->dex + 20*st->luk); break; case AL_HOLYWATER: /** * Arch Bishop **/ case AB_ANCILLA: make_per = 100000; //100% success break; case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG] case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: make_per = pc->checkskill(sd,AM_LEARNINGPOTION)*50 + pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 + (st->int_/2)*10 + st->dex*10+st->luk*10; if(homun_alive(sd->hd)) {//Player got a homun int skill2_lv; if((skill2_lv=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change make_per += skill2_lv*100; //+1% bonus per level } switch(nameid){ case ITEMID_RED_POTION: case ITEMID_YELLOW_POTION: case ITEMID_WHITE_POTION: make_per += (1+rnd()%100)*10 + 2000; break; case ITEMID_ALCHOL: make_per += (1+rnd()%100)*10 + 1000; break; case ITEMID_FIRE_BOTTLE: case ITEMID_ACID_BOTTLE: case ITEMID_MENEATER_PLANT_BOTTLE: case ITEMID_MINI_BOTTLE: make_per += (1+rnd()%100)*10; break; case ITEMID_YELLOW_SLIM_POTION: make_per -= (1+rnd()%50)*10; break; case ITEMID_WHITE_SLIM_POTION: case ITEMID_COATING_BOTTLE: make_per -= (1+rnd()%100)*10; break; //Common items, receive no bonus or penalty, listed just because they are commonly produced case ITEMID_BLUE_POTION: case ITEMID_RED_SLIM_POTION: case ITEMID_ANODYNE: case ITEMID_ALOEBERA: default: break; } if(battle_config.pp_rate != 100) make_per = make_per * battle_config.pp_rate / 100; break; case SA_CREATECON: // Elemental Converter Creation make_per = 100000; // should be 100% success rate break; /** * Rune Knight **/ case RK_RUNEMASTERY: { int A = 5100 + 200 * pc->checkskill(sd, skill_id); int B = 10 * st->dex / 3 + (st->luk + sd->status.job_level); int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune() int D = 2500; switch (nameid) { //rune rank it_diff 9 craftable rune case ITEMID_RAIDO: case ITEMID_THURISAZ: case ITEMID_HAGALAZ: case ITEMID_OTHILA: D -= 500; //Rank C case ITEMID_ISA: case ITEMID_WYRD: D -= 500; //Rank B case ITEMID_NAUTHIZ: case ITEMID_URUZ: D -= 500; //Rank A case ITEMID_BERKANA: case ITEMID_LUX_ANIMA: D -= 500; //Rank S } make_per = A + B + C - D; break; } /** * Guilotine Cross **/ case GC_CREATENEWPOISON: { const int min[10] = {2, 2, 3, 3, 4, 4, 5, 5, 6, 6}; const int max[10] = {4, 5, 5, 6, 6, 7, 7, 8, 8, 9}; int lv = max(0, pc->checkskill(sd,GC_RESEARCHNEWPOISON) - 1); qty = min[lv] + rnd()%(max[lv] - min[lv]); make_per = 3000 + 500 * lv + st->dex / 3 * 10 + st->luk * 10 + sd->status.job_level * 10; } break; case GN_CHANGEMATERIAL: for(i=0; ichangematerial_db[i].itemid == nameid ){ make_per = skill->changematerial_db[i].rate * 10; break; } break; case GN_S_PHARMACY: { int difficulty = 0; difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level) make_per = st->int_ + st->dex/2 + st->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) + (sd->status.base_level-100) + pc->checkskill(sd, AM_LEARNINGPOTION) + pc->checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) switch(nameid){// difficulty factor case ITEMID_HP_INCREASE_POTIONS: case ITEMID_SP_INCREASE_POTIONS: case ITEMID_ENRICH_WHITE_POTIONZ: difficulty += 10; break; case ITEMID_BOMB_MUSHROOM_SPORE: case ITEMID_SP_INCREASE_POTIONM: difficulty += 15; break; case ITEMID_BANANA_BOMB: case ITEMID_HP_INCREASE_POTIONM: case ITEMID_SP_INCREASE_POTIONL: case ITEMID_VITATA500: difficulty += 20; break; case ITEMID_SEED_OF_HORNY_PLANT: case ITEMID_BLOODSUCK_PLANT_SEED: case ITEMID_ENRICH_CELERMINE_JUICE: difficulty += 30; break; case ITEMID_HP_INCREASE_POTIONL: case ITEMID_CURE_FREE: difficulty += 40; break; } if( make_per >= 400 && make_per > difficulty) qty = 10; else if( make_per >= 300 && make_per > difficulty) qty = 7; else if( make_per >= 100 && make_per > difficulty) qty = 6; else if( make_per >= 1 && make_per > difficulty) qty = 5; else qty = 4; make_per = 10000; } break; case GN_MAKEBOMB: case GN_MIX_COOKING: { int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) make_per = sd->status.job_level / 4 + st->luk / 2 + st->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) qty = ~(5 + rnd()%5) + 1; switch(nameid){// difficulty factor case ITEMID_APPLE_BOMB: difficulty += 5; break; case ITEMID_COCONUT_BOMB: case ITEMID_MELON_BOMB: difficulty += 10; break; case ITEMID_SAVAGE_BBQ: case ITEMID_WUG_BLOOD_COCKTAIL: case ITEMID_MINOR_BRISKET: case ITEMID_SIROMA_ICETEA: case ITEMID_DROCERA_HERB_STEW: case ITEMID_PETTI_TAIL_NOODLE: case ITEMID_PINEAPPLE_BOMB: difficulty += 15; break; case ITEMID_BANANA_BOMB: difficulty += 20; break; } if( make_per >= 30 && make_per > difficulty) qty = 10 + rnd()%2; else if( make_per >= 10 && make_per > difficulty) qty = 10; else if( make_per == 10 && make_per > difficulty) qty = 8; else if( (make_per >= 50 || make_per < 30) && make_per < difficulty) ;// Food/Bomb creation fails. else if( make_per >= 30 && make_per < difficulty) qty = 5; if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){ qty = ~qty + 1; make_per = 0; }else make_per = 10000; qty = (skill_lv > 1 ? qty : 1); } break; default: if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) { //Assume Cooking Dish if (sd->menuskill_val >= 15) //Legendary Cooking Set. make_per = 10000; //100% Success else make_per = 1200 * (sd->menuskill_val - 10) + 20 * (sd->status.base_level + 1) + 20 * (st->dex + 1) + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80)) - 400 * (skill->produce_db[idx].itemlv - 11 + 1) - 10 * (100 - st->luk + 1) - 500 * (num - 1) - 100 * (rnd()%4 + 1); break; } make_per = 5000; break; } } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG] make_per = 5000 + sd->status.job_level*20 + st->dex*10 + st->luk*10; // Base make_per += pc->checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15 make_per += pc->checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc->checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5 make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30 if(pc->search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10 else if(pc->search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5 else if(pc->search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3 else if(pc->search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0? if(battle_config.wp_rate != 100) make_per = make_per * battle_config.wp_rate / 100; } if (sd->class_&JOBL_BABY) //if it's a Baby Class make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847) if(make_per < 1) make_per = 1; if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items. struct item tmp_item; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid=nameid; tmp_item.amount=1; tmp_item.identify=1; if(equip){ tmp_item.card[0]=CARD0_FORGE; tmp_item.card[1]=((sc*5)<<8)+ele; tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId tmp_item.card[3]=GetWord(sd->status.char_id,1); } else { //Flag is only used on the end, so it can be used here. [Skotlex] switch (skill_id) { case BS_DAGGER: case BS_SWORD: case BS_TWOHANDSWORD: case BS_AXE: case BS_MACE: case BS_KNUCKLE: case BS_SPEAR: flag = battle_config.produce_item_name_input&0x1; break; case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: flag = battle_config.produce_item_name_input&0x2; break; case AL_HOLYWATER: /** * Arch Bishop **/ case AB_ANCILLA: flag = battle_config.produce_item_name_input&0x8; break; case ASC_CDP: flag = battle_config.produce_item_name_input&0x10; break; default: flag = battle_config.produce_item_name_input&0x80; break; } if (flag) { tmp_item.card[0]=CARD0_CREATE; tmp_item.card[1]=0; tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId tmp_item.card[3]=GetWord(sd->status.char_id,1); } } // if(log_config.produce > 0) // log_produce(sd,nameid,slot1,slot2,slot3,1); //TODO update PICKLOG if(equip){ clif->produce_effect(sd,0,nameid); clif->misceffect(&sd->bl,3); if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] pc->addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point } else { int fame = 0; tmp_item.amount = 0; for (i=0; i< qty; i++) { //Apply quantity modifiers. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){ tmp_item.amount = qty; break; } if (rnd()%10000 < make_per || qty == 1) { //Success tmp_item.amount++; if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION) continue; if( skill_id != AM_PHARMACY && skill_id != AM_TWILIGHT1 && skill_id != AM_TWILIGHT2 && skill_id != AM_TWILIGHT3 ) continue; //Add fame as needed. switch(++sd->potion_success_counter) { case 3: fame+=1; // Success to prepare 3 Condensed Potions in a row break; case 5: fame+=3; // Success to prepare 5 Condensed Potions in a row break; case 7: fame+=10; // Success to prepare 7 Condensed Potions in a row break; case 10: fame+=50; // Success to prepare 10 Condensed Potions in a row sd->potion_success_counter = 0; break; } } else //Failure sd->potion_success_counter = 0; } if (fame) pc->addfame(sd,fame); //Visual effects and the like. switch (skill_id) { case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: case ASC_CDP: clif->produce_effect(sd,2,nameid); clif->misceffect(&sd->bl,5); break; case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: clif->produce_effect(sd,0,nameid); clif->misceffect(&sd->bl,3); break; case RK_RUNEMASTERY: case GC_CREATENEWPOISON: clif->produce_effect(sd,2,nameid); clif->misceffect(&sd->bl,5); break; default: //Those that don't require a skill? if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20) { //Cooking items. clif->specialeffect(&sd->bl, 608, AREA); if( sd->cook_mastery < 1999 ) pc_setglobalreg(sd, script->add_str("COOK_MASTERY"),sd->cook_mastery + ( 1 << ( (skill->produce_db[idx].itemlv - 11) / 2 ) ) * 5); } break; } } if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success int j, k = 0; for(i=0; ichangematerial_db[i].itemid == nameid ){ for(j=0; j<5; j++){ if( rnd()%1000 < skill->changematerial_db[i].qty_rate[j] ){ tmp_item.amount = qty * skill->changematerial_db[i].qty[j]; if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { clif->additem(sd,0,0,flag); map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } k++; } } break; } if( k ){ clif->msg_skill(sd,skill_id,0x627); return 1; } } else if (tmp_item.amount) { //Success if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { clif->additem(sd,0,0,flag); map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY ) clif->msg_skill(sd,skill_id,0x627); return 1; } } //Failure // if(log_config.produce) // log_produce(sd,nameid,slot1,slot2,slot3,0); //TODO update PICKLOG if(equip){ clif->produce_effect(sd,1,nameid); clif->misceffect(&sd->bl,2); } else { switch (skill_id) { case ASC_CDP: //25% Damage yourself, and display same effect as failed potion. status_percent_damage(NULL, &sd->bl, -25, 0, true); case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: clif->produce_effect(sd,3,nameid); clif->misceffect(&sd->bl,6); sd->potion_success_counter = 0; // Fame point system [DracoRPG] break; case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: clif->produce_effect(sd,1,nameid); clif->misceffect(&sd->bl,2); break; case RK_RUNEMASTERY: case GC_CREATENEWPOISON: clif->produce_effect(sd,3,nameid); clif->misceffect(&sd->bl,6); break; case GN_MIX_COOKING: { struct item tmp_item; const int compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_THING, ITEMID_MYSTERIOUS_POWDER, }; int rate = rnd()%500; memset(&tmp_item,0,sizeof(tmp_item)); if( rate < 50) i = 4; else if( rate < 100) i = 2+rnd()%1; else if( rate < 250 ) i = 1; else if( rate < 500 ) i = 0; tmp_item.nameid = compensation[i]; tmp_item.amount = qty; tmp_item.identify = 1; if( pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) { clif->additem(sd,0,0,flag); map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } clif->msg_skill(sd,skill_id,0x628); } break; case GN_MAKEBOMB: case GN_S_PHARMACY: case GN_CHANGEMATERIAL: clif->msg_skill(sd,skill_id,0x628); break; default: if( skill->produce_db[idx].itemlv > 10 && skill->produce_db[idx].itemlv <= 20 ) { //Cooking items. clif->specialeffect(&sd->bl, 609, AREA); if( sd->cook_mastery > 0 ) pc_setglobalreg(sd, script->add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill->produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); } } } return 0; } int skill_arrow_create (struct map_session_data *sd, int nameid) { int i,j,flag,index=-1; struct item tmp_item; nullpo_ret(sd); if(nameid <= 0) return 1; for(i=0;iarrow_db[i].nameid) { index = i; break; } if(index < 0 || (j = pc->search_inventory(sd,nameid)) < 0) return 1; pc->delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE); for(i=0;iarrow_db[index].cre_id[i]; tmp_item.amount = skill->arrow_db[index].cre_amount[i]; if(battle_config.produce_item_name_input&0x4) { tmp_item.card[0]=CARD0_CREATE; tmp_item.card[1]=0; tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId tmp_item.card[3]=GetWord(sd->status.char_id,1); } if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) continue; if((flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { clif->additem(sd,0,0,flag); map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } return 0; } int skill_poisoningweapon( struct map_session_data *sd, int nameid) { sc_type type; int chance, i; nullpo_ret(sd); if( nameid <= 0 || (i = pc->search_inventory(sd,nameid)) < 0 || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) { clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); return 0; } switch( nameid ) { // t_lv used to take duration from skill->get_time2 case ITEMID_POISON_PARALYSIS: type = SC_PARALYSE; break; case ITEMID_POISON_FEVER: type = SC_PYREXIA; break; case ITEMID_POISON_CONTAMINATION: type = SC_DEATHHURT; break; case ITEMID_POISON_LEECH: type = SC_LEECHESEND; break; case ITEMID_POISON_FATIGUE: type = SC_VENOMBLEED; break; case ITEMID_POISON_NUMB: type = SC_TOXIN; break; case ITEMID_POISON_LAUGHING: type = SC_MAGICMUSHROOM; break; case ITEMID_POISON_OBLIVION: type = SC_OBLIVIONCURSE; break; default: clif->skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); return 0; } status_change_end(&sd->bl, SC_POISONINGWEAPON, -1);//Status must be forced to end so that a new poison will be applied if a player decides to change poisons. [Rytech] chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv sc_start4(&sd->bl, &sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 type, chance, 0, skill->get_time(GC_POISONINGWEAPON, sd->menuskill_val)); return 0; } void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { struct status_change *sc = status->get_sc(bl); // non-offensive and non-magic skills do not affect the status if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC)) return; if (sc && sc->count && sc->data[SC_MAGICPOWER]) { if (sc->data[SC_MAGICPOWER]->val4) { status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER); } else { sc->data[SC_MAGICPOWER]->val4 = 1; status_calc_bl(bl, status->sc2scb_flag(SC_MAGICPOWER)); #ifndef RENEWAL if(bl->type == BL_PC){// update current display. clif->updatestatus(((TBL_PC *)bl),SP_MATK1); clif->updatestatus(((TBL_PC *)bl),SP_MATK2); } #endif } } } int skill_magicdecoy(struct map_session_data *sd, int nameid) { int x, y, i, class_, skill_id; struct mob_data *md; nullpo_ret(sd); skill_id = sd->menuskill_val; if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc->search_inventory(sd,nameid)) < 0 || !skill_id || pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) { clif->skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0); return 0; } // Spawn Position pc->delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); x = sd->sc.comet_x; y = sd->sc.comet_y; sd->sc.comet_x = sd->sc.comet_y = 0; sd->menuskill_val = 0; class_ = (nameid == ITEMID_BOODY_RED || nameid == ITEMID_CRYSTAL_BLUE) ? 2043 + nameid - ITEMID_BOODY_RED : (nameid == ITEMID_WIND_OF_VERDURE) ? 2046 : 2045; md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_MEDIUM, AI_NONE); if( md ) { md->master_id = sd->bl.id; md->special_state.ai = AI_FLORA; if( md->deletetimer != INVALID_TIMER ) timer->delete(md->deletetimer, mob->timer_delete); md->deletetimer = timer->add(timer->gettick() + skill->get_time(NC_MAGICDECOY,skill_id), mob->timer_delete, md->bl.id, 0); mob->spawn(md); md->status.matk_min = md->status.matk_max = 250 + (50 * skill_id); } return 0; } // Warlock Spellbooks. [LimitLine/3CeAM] int skill_spellbook (struct map_session_data *sd, int nameid) { int i, max_preserve, skill_id, point; struct status_change *sc; nullpo_ret(sd); sc = status->get_sc(&sd->bl); status_change_end(&sd->bl, SC_STOP, INVALID_TIMER); for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break; if( i > SC_SPELLBOOK7 ) { clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); return 0; } ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill->spellbook_db[i].nameid == nameid); // Search for information of this item if( i == MAX_SKILL_SPELLBOOK_DB ) return 0; if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) ) { // User don't know the skill sc_start(&sd->bl, &sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB))); clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); return 0; } max_preserve = 4 * pc->checkskill(sd, WL_FREEZE_SP) + (status_get_int(&sd->bl) + sd->status.base_level) / 10; point = skill->spellbook_db[i].point; if( sc && sc->data[SC_READING_SB] ) { if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) { clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0); return 0; } for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] if( !sc->data[i] ){ sc->data[SC_READING_SB]->val2 += point; // increase points sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); break; } } }else{ sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); sc_start4(&sd->bl,&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); } return 1; } int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { int id, lv, prob, aslvl = 0, idx = 0; nullpo_ret(sd); if (sd->sc.data[SC_STOP]) { aslvl = sd->sc.data[SC_STOP]->val1; status_change_end(&sd->bl,SC_STOP,INVALID_TIMER); } idx = skill->get_index(skill_id); if( skill_id >= GS_GLITTERING || skill->get_type(skill_id) != BF_MAGIC || (id = sd->status.skill[idx].id) == 0 || sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) { clif->skill_fail(sd,SC_AUTOSHADOWSPELL,0,0); return 0; } lv = (aslvl + 1) / 2; // The level the skill will be autocasted lv = min(lv,sd->status.skill[idx].lv); prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); return 0; } int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) { int i; nullpo_ret(sd); nullpo_ret(item_list); if( n <= 0 ) return 1; for( i = 0; i < n; i++ ) { int nameid, add_amount, del_amount, idx, product, flag; struct item tmp_item; idx = item_list[i*2+0]-2; del_amount = item_list[i*2+1]; if( skill_lv == 2 ) del_amount -= (del_amount % 10); add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ; if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) { clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; } switch( nameid ) { // Level 1 case ITEMID_FLAME_HEART: product = ITEMID_BOODY_RED; break; case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break; case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break; case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break; // Level 2 case ITEMID_BOODY_RED: product = ITEMID_FLAME_HEART; break; case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break; case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break; case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break; default: clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; } if( pc->delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) { clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; } if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails. clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; } memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = product; tmp_item.amount = add_amount; tmp_item.identify = 1; if( tmp_item.amount ) { if( (flag = pc->additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) { clif->additem(sd,0,0,flag); map->addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } return 0; } int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) { int i, j, k, c, p = 0, nameid, amount; nullpo_ret(sd); nullpo_ret(item_list); // Search for objects that can be created. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) { if( skill->produce_db[i].itemlv == 26 ) { p = 0; do { c = 0; // Verification of overlap between the objects required and the list submitted. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) { if( skill->produce_db[i].mat_id[j] > 0 ) { for( k = 0; k < n; k++ ) { int idx = item_list[k*2+0]-2; nameid = sd->status.inventory[idx].nameid; amount = item_list[k*2+1]; if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){ clif->msg_skill(sd,GN_CHANGEMATERIAL,0x62D); return 0; } if( nameid == skill->produce_db[i].mat_id[j] && (amount-p*skill->produce_db[i].mat_amount[j]) >= skill->produce_db[i].mat_amount[j] && (amount-p*skill->produce_db[i].mat_amount[j])%skill->produce_db[i].mat_amount[j] == 0 ) // must be in exact amount c++; // match } } else break; // No more items required } p++; } while(n == j && c == n); p--; if ( p > 0 ) { skill->produce_mix(sd,GN_CHANGEMATERIAL,skill->produce_db[i].nameid,0,0,0,p); return 1; } } } if( p == 0) clif->msg_skill(sd,GN_CHANGEMATERIAL,0x623); return 0; } /** * for Royal Guard's LG_TRAMPLE **/ int skill_destroy_trap(struct block_list *bl, va_list ap) { struct skill_unit *su = (struct skill_unit *)bl; struct skill_unit_group *sg; int64 tick; nullpo_ret(su); tick = va_arg(ap, int64); if (su->alive && (sg = su->group) && skill->get_inf2(sg->skill_id)&INF2_TRAP) { switch( sg->unit_id ) { case UNT_CLAYMORETRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick); break; case UNT_LANDMINE: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLUSTERBOMB: map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); break; } // Traps aren't recovered. skill->delunit(su); } return 0; } /*========================================== * *------------------------------------------*/ int skill_blockpc_end(int tid, int64 tick, int id, intptr_t data) { struct map_session_data *sd = map->id2sd(id); struct skill_cd * cd = NULL; if (data <= 0 || data >= MAX_SKILL) return 0; if (!sd || !sd->blockskill[data]) return 0; if( ( cd = idb_get(skill->cd_db,sd->status.char_id) ) ) { int i; for( i = 0; i < cd->cursor; i++ ) { if( cd->entry[i]->skidx == data ) break; } if( i == cd->cursor ) { ShowError("skill_blockpc_end: '%s' : no data found for '%d'\n",sd->status.name,data); } else { int cursor = 0; ers_free(skill->cd_entry_ers, cd->entry[i]); cd->entry[i] = NULL; for( i = 0, cursor = 0; i < cd->cursor; i++ ) { if( !cd->entry[i] ) continue; if( cursor != i ) cd->entry[cursor] = cd->entry[i]; cursor++; } if( (cd->cursor = cursor) == 0 ) { idb_remove(skill->cd_db,sd->status.char_id); ers_free(skill->cd_ers, cd); } } } sd->blockskill[data] = false; return 1; } /** * flags a singular skill as being blocked from persistent usage. * @param sd the player the skill delay affects * @param skill_id the skill which should be delayed * @param tick the length of time the delay should last * @return 0 if successful, -1 otherwise */ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick) { struct skill_cd* cd = NULL; uint16 idx = skill->get_index(skill_id); int64 now = timer->gettick(); nullpo_retr (-1, sd); if (idx == 0) return -1; if (tick < 1) { sd->blockskill[idx] = false; return -1; } if( battle_config.display_status_timers ) clif->skill_cooldown(sd, skill_id, tick); if( !(cd = idb_get(skill->cd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage cd = ers_alloc(skill->cd_ers, struct skill_cd); idb_put( skill->cd_db, sd->status.char_id, cd ); } else { int i; for(i = 0; i < MAX_SKILL_TREE; i++) { if( cd->entry[i] && cd->entry[i]->skidx == idx ) break; } if( i != MAX_SKILL_TREE ) {/* duplicate, update necessary */ cd->entry[i]->duration = tick; #if PACKETVER >= 20120604 cd->entry[i]->total = tick; #endif cd->entry[i]->started = now; timer->settick(cd->entry[i]->timer,now+tick); return 0; } } if( cd->cursor == MAX_SKILL_TREE ) { ShowError("skill_blockpc_start: '%s' got over '%d' skill cooldowns, no room to save!\n",sd->status.name,MAX_SKILL_TREE); return -1; } cd->entry[cd->cursor] = ers_alloc(skill->cd_entry_ers,struct skill_cd_entry); cd->entry[cd->cursor]->duration = tick; #if PACKETVER >= 20120604 cd->entry[cd->cursor]->total = tick; #endif cd->entry[cd->cursor]->skidx = idx; cd->entry[cd->cursor]->skill_id = skill_id; cd->entry[cd->cursor]->started = now; cd->entry[cd->cursor]->timer = timer->add(now+tick,skill->blockpc_end,sd->bl.id,idx); cd->cursor++; sd->blockskill[idx] = true; return 0; } int skill_blockhomun_end(int tid, int64 tick, int id, intptr_t data) { // [orn] struct homun_data *hd = (TBL_HOM*)map->id2bl(id); if (data <= 0 || data >= MAX_SKILL) return 0; if (hd) hd->blockskill[data] = 0; return 1; } int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) { // [orn] uint16 idx = skill->get_index(skill_id); nullpo_retr (-1, hd); if (idx == 0) return -1; if (tick < 1) { hd->blockskill[idx] = 0; return -1; } hd->blockskill[idx] = 1; return timer->add(timer->gettick() + tick, skill->blockhomun_end, hd->bl.id, idx); } int skill_blockmerc_end(int tid, int64 tick, int id, intptr_t data) {// [orn] struct mercenary_data *md = (TBL_MER*)map->id2bl(id); if( data <= 0 || data >= MAX_SKILL ) return 0; if( md ) md->blockskill[data] = 0; return 1; } int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick) { uint16 idx = skill->get_index(skill_id); nullpo_retr (-1, md); if (idx == 0) return -1; if( tick < 1 ) { md->blockskill[idx] = 0; return -1; } md->blockskill[idx] = 1; return timer->add(timer->gettick() + tick, skill->blockmerc_end, md->bl.id, idx); } /** * Adds a new skill unit entry for this player to recast after map load **/ void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) { struct skill_unit_save * sus = NULL; if( idb_exists(skill->usave_db,sd->status.char_id) ) { idb_remove(skill->usave_db,sd->status.char_id); } CREATE( sus, struct skill_unit_save, 1 ); idb_put( skill->usave_db, sd->status.char_id, sus ); sus->skill_id = skill_id; sus->skill_lv = skill_lv; return; } void skill_usave_trigger(struct map_session_data *sd) { struct skill_unit_save * sus = NULL; if( ! (sus = idb_get(skill->usave_db,sd->status.char_id)) ) { return; } skill->unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0); idb_remove(skill->usave_db,sd->status.char_id); return; } /* * */ int skill_split_str (char *str, char **val, int num) { int i; for( i = 0; i < num && str; i++ ) { val[i] = str; str = strchr(str,','); if( str ) *str++=0; } return i; } /* * */ int skill_split_atoi (char *str, int *val) { int i, j, diff, step = 1; for (i=0; i= step; j--) if ((val[j]-val[j-step]) != diff) break; if (j>=step) //No match, try next step. continue; for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase val[i] = val[i-step]+diff; if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases. { val[i] = 1; diff = 0; step = 1; } } return i; } //Okay.. we can't figure this one out, just fill out the stuff with the previous value. for (;iunit_layout,0,sizeof(skill->unit_layout)); // standard square layouts go first for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { size = i*2+1; skill->unit_layout[i].count = size*size; for (j=0; junit_layout[i].dx[j] = (j%size-i); skill->unit_layout[i].dy[j] = (j/size-i); } } // afterwards add special ones pos = i; for (i=0;idb[i].unit_id[0] || skill->db[i].unit_layout_type[0] != -1) continue; switch (skill->db[i].nameid) { case MG_FIREWALL: case WZ_ICEWALL: case WL_EARTHSTRAIN://Warlock // these will be handled later break; case PR_SANCTUARY: case NPC_EVILLAND: { static const int dx[] = { -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1}; static const int dy[]={ -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2}; skill->unit_layout[pos].count = 21; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PR_MAGNUS: { static const int dx[] = { -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1}; static const int dy[] = { -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; skill->unit_layout[pos].count = 33; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case MH_POISON_MIST: case AS_VENOMDUST: { static const int dx[] = {-1, 0, 0, 0, 1}; static const int dy[] = { 0,-1, 0, 1, 0}; skill->unit_layout[pos].count = 5; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: { static const int dx[] = { 0, 0,-1, 0, 1,-2,-1, 0, 1, 2, -4,-3,-2,-1, 0, 1, 2, 3, 4,-2, -1, 0, 1, 2,-1, 0, 1, 0, 0}; static const int dy[] = { -4,-3,-2,-2,-2,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 4}; skill->unit_layout[pos].count = 29; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PF_FOGWALL: { static const int dx[] = { -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; static const int dy[] = { -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1}; skill->unit_layout[pos].count = 15; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case PA_GOSPEL: { static const int dx[] = { -1, 0, 1,-1, 0, 1,-3,-2,-1, 0, 1, 2, 3,-3,-2,-1, 0, 1, 2, 3, -3,-2,-1, 0, 1, 2, 3,-1, 0, 1, -1, 0, 1}; static const int dy[] = { -3,-3,-3,-2,-2,-2,-1,-1,-1,-1, -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3}; skill->unit_layout[pos].count = 33; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case NJ_KAENSIN: { static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2}; static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2}; skill->unit_layout[pos].count = 24; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case NJ_TATAMIGAESHI: { //Level 1 (count 4, cross of 3x3) static const int dx1[] = {-1, 1, 0, 0}; static const int dy1[] = { 0, 0,-1, 1}; //Level 2-3 (count 8, cross of 5x5) static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0}; static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2}; //Level 4-5 (count 12, cross of 7x7 static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0}; static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3}; //lv1 j = 0; skill->unit_layout[pos].count = 4; memcpy(skill->unit_layout[pos].dx,dx1,sizeof(dx1)); memcpy(skill->unit_layout[pos].dy,dy1,sizeof(dy1)); skill->db[i].unit_layout_type[j] = pos; //lv2/3 j++; pos++; skill->unit_layout[pos].count = 8; memcpy(skill->unit_layout[pos].dx,dx2,sizeof(dx2)); memcpy(skill->unit_layout[pos].dy,dy2,sizeof(dy2)); skill->db[i].unit_layout_type[j] = pos; skill->db[i].unit_layout_type[++j] = pos; //lv4/5 j++; pos++; skill->unit_layout[pos].count = 12; memcpy(skill->unit_layout[pos].dx,dx3,sizeof(dx3)); memcpy(skill->unit_layout[pos].dy,dy3,sizeof(dy3)); skill->db[i].unit_layout_type[j] = pos; skill->db[i].unit_layout_type[++j] = pos; //Fill in the rest using lv 5. for (;jdb[i].unit_layout_type[j] = pos; //Skip, this way the check below will fail and continue to the next skill. pos++; } break; case GN_WALLOFTHORN: { static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; skill->unit_layout[pos].count = 16; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case EL_FIRE_MANTLE: { static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1}; static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0}; skill->unit_layout[pos].count = 8; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; default: ShowError("unknown unit layout at skill %d\n",i); break; } if (!skill->unit_layout[pos].count) continue; for (j=0;jdb[i].unit_layout_type[j] = pos; pos++; } // firewall and icewall have 8 layouts (direction-dependent) skill->firewall_unit_pos = pos; for (i=0;i<8;i++) { if (i&1) { skill->unit_layout[pos].count = 5; if (i&0x2) { int dx[] = {-1,-1, 0, 0, 1}; int dy[] = { 1, 0, 0,-1,-1}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 1, 1 ,0, 0,-1}; int dy[] = { 1, 0, 0,-1,-1}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } else { skill->unit_layout[pos].count = 3; if (i%4==0) { int dx[] = {-1, 0, 1}; int dy[] = { 0, 0, 0}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 0, 0, 0}; int dy[] = {-1, 0, 1}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; } skill->icewall_unit_pos = pos; for (i=0;i<8;i++) { skill->unit_layout[pos].count = 5; if (i&1) { if (i&0x2) { int dx[] = {-2,-1, 0, 1, 2}; int dy[] = { 2, 1, 0,-1,-2}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 2, 1 ,0,-1,-2}; int dy[] = { 2, 1, 0,-1,-2}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } else { if (i%4==0) { int dx[] = {-2,-1, 0, 1, 2}; int dy[] = { 0, 0, 0, 0, 0}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 0, 0, 0, 0, 0}; int dy[] = {-2,-1, 0, 1, 2}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; } skill->earthstrain_unit_pos = pos; for( i = 0; i < 8; i++ ) { // For each Direction skill->unit_layout[pos].count = 15; switch( i ) { case 0: case 1: case 3: case 4: case 5: case 7: { int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; case 2: case 6: { int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } break; } pos++; } } int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { int inf = 0; struct status_change *sc = status->get_sc(bl); if( !sc || !bl || !skill_id ) return 0; // Can do it switch(type){ case SC_STASIS: inf = skill->get_inf2(skill_id); if( inf == INF2_SONG_DANCE || skill->get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL ) return 1; // Can't do it. switch( skill_id ) { case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER: case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR: case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER: case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL: case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST: case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL: case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION: case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE: case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE: case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE: case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION: case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER: case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN: case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE: case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION: case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT: case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB: case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN: case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER: case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB: case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND: case SL_KAAHI: case SL_KAUPE: case SL_KAITE: // Skills that need to be confirmed. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE: case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL: case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR: case SO_ARRULLO: return 1; // Can't do it. } break; case SC_KG_KAGEHUMI: switch(skill_id) { case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM: case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING: case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL: return 1; // needs more info } break; } return 0; } int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) { int type = 0; switch( skill_id ) { case SO_SUMMON_AGNI: type = 2114; break; case SO_SUMMON_AQUA: type = 2117; break; case SO_SUMMON_VENTUS: type = 2120; break; case SO_SUMMON_TERA: type = 2123; break; } type += skill_lv - 1; return type; } /** * update stored skill cooldowns for player logout * @param sd the affected player structure */ void skill_cooldown_save(struct map_session_data * sd) { int i; struct skill_cd* cd = NULL; int64 now = 0; // always check to make sure the session properly exists nullpo_retv(sd); if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character return; } now = timer->gettick(); // process each individual cooldown associated with the character for( i = 0; i < cd->cursor; i++ ) { cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started+cd->entry[i]->duration,now); if( cd->entry[i]->timer != INVALID_TIMER ) { timer->delete(cd->entry[i]->timer,skill->blockpc_end); cd->entry[i]->timer = INVALID_TIMER; } } } /** * reload stored skill cooldowns when a player logs in. * @param sd the affected player structure */ void skill_cooldown_load(struct map_session_data * sd) { int i; struct skill_cd* cd = NULL; int64 now = 0; // always check to make sure the session properly exists nullpo_retv(sd); if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character return; } clif->cooldown_list(sd->fd,cd); now = timer->gettick(); // process each individual cooldown associated with the character for( i = 0; i < cd->cursor; i++ ) { cd->entry[i]->started = now; cd->entry[i]->timer = timer->add(timer->gettick()+cd->entry[i]->duration,skill->blockpc_end,sd->bl.id,cd->entry[i]->skidx); sd->blockskill[cd->entry[i]->skidx] = true; } } /*========================================== * sub-function of DB reading. * skill_db.txt *------------------------------------------*/ bool skill_parse_row_skilldb(char* split[], int columns, int current) { // id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description uint16 skill_id = atoi(split[0]); uint16 idx; if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) { ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id); return false; } idx = skill->get_index(skill_id); if( !idx ) // invalid skill id return false; skill->db[idx].nameid = skill_id; skill->split_atoi(split[1],skill->db[idx].range); skill->db[idx].hit = atoi(split[2]); skill->db[idx].inf = atoi(split[3]); skill->split_atoi(split[4],skill->db[idx].element); skill->db[idx].nk = (int)strtol(split[5], NULL, 0); skill->split_atoi(split[6],skill->db[idx].splash); skill->db[idx].max = atoi(split[7]); skill->split_atoi(split[8],skill->db[idx].num); if( strcmpi(split[9],"yes") == 0 ) skill->db[idx].castcancel = 1; else skill->db[idx].castcancel = 0; skill->db[idx].cast_def_rate = atoi(split[10]); skill->db[idx].inf2 = (int)strtol(split[11], NULL, 0); skill->split_atoi(split[12],skill->db[idx].maxcount); if( strcmpi(split[13],"weapon") == 0 ) skill->db[idx].skill_type = BF_WEAPON; else if( strcmpi(split[13],"magic") == 0 ) skill->db[idx].skill_type = BF_MAGIC; else if( strcmpi(split[13],"misc") == 0 ) skill->db[idx].skill_type = BF_MISC; else skill->db[idx].skill_type = 0; skill->split_atoi(split[14],skill->db[idx].blewcount); safestrncpy(skill->db[idx].name, trim(split[15]), sizeof(skill->db[idx].name)); safestrncpy(skill->db[idx].desc, trim(split[16]), sizeof(skill->db[idx].desc)); strdb_iput(skill->name2id_db, skill->db[idx].name, skill_id); script->set_constant2(skill->db[idx].name,(int)skill_id,0); return true; } bool skill_parse_row_requiredb(char* split[], int columns, int current) { // skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10 char* p; int j; uint16 skill_id = atoi(split[0]); uint16 idx = skill->get_index(skill_id); if( !idx ) // invalid skill id return false; skill->split_atoi(split[1],skill->db[idx].hp); skill->split_atoi(split[2],skill->db[idx].mhp); skill->split_atoi(split[3],skill->db[idx].sp); skill->split_atoi(split[4],skill->db[idx].hp_rate); skill->split_atoi(split[5],skill->db[idx].sp_rate); skill->split_atoi(split[6],skill->db[idx].zeny); //Which weapon type are required, see doc/item_db for types p = split[7]; for( j = 0; j < 32; j++ ) { int l = atoi(p); if( l == 99 ) { // Any weapon skill->db[idx].weapon = 0; break; } else skill->db[idx].weapon |= 1<db[idx].ammo = 0xFFFFFFFF; break; } else if( l ) // 0 stands for no requirement skill->db[idx].ammo |= 1<split_atoi(split[9],skill->db[idx].ammo_qty); if( strcmpi(split[10],"hiding") == 0 ) skill->db[idx].state = ST_HIDING; else if( strcmpi(split[10],"cloaking") == 0 ) skill->db[idx].state = ST_CLOAKING; else if( strcmpi(split[10],"hidden") == 0 ) skill->db[idx].state = ST_HIDDEN; else if( strcmpi(split[10],"riding") == 0 ) skill->db[idx].state = ST_RIDING; else if( strcmpi(split[10],"falcon") == 0 ) skill->db[idx].state = ST_FALCON; else if( strcmpi(split[10],"cart") == 0 ) skill->db[idx].state = ST_CART; else if( strcmpi(split[10],"shield") == 0 ) skill->db[idx].state = ST_SHIELD; else if( strcmpi(split[10],"sight") == 0 ) skill->db[idx].state = ST_SIGHT; else if( strcmpi(split[10],"explosionspirits") == 0 ) skill->db[idx].state = ST_EXPLOSIONSPIRITS; else if( strcmpi(split[10],"cartboost") == 0 ) skill->db[idx].state = ST_CARTBOOST; else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill->db[idx].state = ST_RECOV_WEIGHT_RATE; else if( strcmpi(split[10],"move_enable") == 0 ) skill->db[idx].state = ST_MOVE_ENABLE; else if( strcmpi(split[10],"water") == 0 ) skill->db[idx].state = ST_WATER; else if( strcmpi(split[10],"dragon") == 0 ) skill->db[idx].state = ST_RIDINGDRAGON; else if( strcmpi(split[10],"warg") == 0 ) skill->db[idx].state = ST_WUG; else if( strcmpi(split[10],"ridingwarg") == 0 ) skill->db[idx].state = ST_RIDINGWUG; else if( strcmpi(split[10],"mado") == 0 ) skill->db[idx].state = ST_MADO; else if( strcmpi(split[10],"elementalspirit") == 0 ) skill->db[idx].state = ST_ELEMENTALSPIRIT; else if( strcmpi(split[10],"poisonweapon") == 0 ) skill->db[idx].state = ST_POISONINGWEAPON; else if( strcmpi(split[10],"rollingcutter") == 0 ) skill->db[idx].state = ST_ROLLINGCUTTER; else if( strcmpi(split[10],"mh_fighting") == 0 ) skill->db[idx].state = ST_MH_FIGHTING; else if( strcmpi(split[10],"mh_grappling") == 0 ) skill->db[idx].state = ST_MH_GRAPPLING; else if( strcmpi(split[10],"peco") == 0 ) skill->db[idx].state = ST_PECO; /** * Unknown or no state **/ else skill->db[idx].state = ST_NONE; skill->split_atoi(split[11],skill->db[idx].spiritball); for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) { skill->db[idx].itemid[j] = atoi(split[12+ 2*j]); skill->db[idx].amount[j] = atoi(split[13+ 2*j]); } return true; } bool skill_parse_row_castdb(char* split[], int columns, int current) { // skill_id,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2 uint16 skill_id = atoi(split[0]); uint16 idx = skill->get_index(skill_id); if( !idx ) // invalid skill id return false; skill->split_atoi(split[1],skill->db[idx].cast); skill->split_atoi(split[2],skill->db[idx].delay); skill->split_atoi(split[3],skill->db[idx].walkdelay); skill->split_atoi(split[4],skill->db[idx].upkeep_time); skill->split_atoi(split[5],skill->db[idx].upkeep_time2); skill->split_atoi(split[6],skill->db[idx].cooldown); #ifdef RENEWAL_CAST skill->split_atoi(split[7],skill->db[idx].fixed_cast); #endif return true; } bool skill_parse_row_castnodexdb(char* split[], int columns, int current) { // Skill id,Cast,Delay (optional) uint16 skill_id = atoi(split[0]); uint16 idx = skill->get_index(skill_id); if( !idx ) // invalid skill id return false; skill->split_atoi(split[1],skill->db[idx].castnodex); if( split[2] ) // optional column skill->split_atoi(split[2],skill->db[idx].delaynodex); return true; } bool skill_parse_row_unitdb(char* split[], int columns, int current) { // ID,unit ID,unit ID 2,layout,range,interval,target,flag uint16 skill_id = atoi(split[0]); uint16 idx = skill->get_index(skill_id); if( !idx ) // invalid skill id return false; skill->db[idx].unit_id[0] = (int)strtol(split[1],NULL,16); skill->db[idx].unit_id[1] = (int)strtol(split[2],NULL,16); skill->split_atoi(split[3],skill->db[idx].unit_layout_type); skill->split_atoi(split[4],skill->db[idx].unit_range); skill->db[idx].unit_interval = atoi(split[5]); if( strcmpi(split[6],"noenemy")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; else if( strcmpi(split[6],"friend")==0 ) skill->db[idx].unit_target = BCT_NOENEMY; else if( strcmpi(split[6],"party")==0 ) skill->db[idx].unit_target = BCT_PARTY; else if( strcmpi(split[6],"ally")==0 ) skill->db[idx].unit_target = BCT_PARTY|BCT_GUILD; else if( strcmpi(split[6],"guild")==0 ) skill->db[idx].unit_target = BCT_GUILD; else if( strcmpi(split[6],"all")==0 ) skill->db[idx].unit_target = BCT_ALL; else if( strcmpi(split[6],"enemy")==0 ) skill->db[idx].unit_target = BCT_ENEMY; else if( strcmpi(split[6],"self")==0 ) skill->db[idx].unit_target = BCT_SELF; else if( strcmpi(split[6],"sameguild")==0 ) skill->db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD; else if( strcmpi(split[6],"noone")==0 ) skill->db[idx].unit_target = BCT_NOONE; else skill->db[idx].unit_target = (int)strtol(split[6],NULL,16); skill->db[idx].unit_flag = (int)strtol(split[7],NULL,16); if (skill->db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) skill->db[idx].unit_target = BCT_NOENEMY; //By default, target just characters. skill->db[idx].unit_target |= BL_CHAR; if (skill->db[idx].unit_flag&UF_NOPC) skill->db[idx].unit_target &= ~BL_PC; if (skill->db[idx].unit_flag&UF_NOMOB) skill->db[idx].unit_target &= ~BL_MOB; if (skill->db[idx].unit_flag&UF_SKILL) skill->db[idx].unit_target |= BL_SKILL; return true; } bool skill_parse_row_producedb(char* split[], int columns, int current) { // ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...... int x,y; int i = atoi(split[0]); if( !i ) return false; skill->produce_db[current].nameid = i; skill->produce_db[current].itemlv = atoi(split[1]); skill->produce_db[current].req_skill = atoi(split[2]); skill->produce_db[current].req_skill_lv = atoi(split[3]); for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) { skill->produce_db[current].mat_id[y] = atoi(split[x]); skill->produce_db[current].mat_amount[y] = atoi(split[x+1]); } return true; } bool skill_parse_row_createarrowdb(char* split[], int columns, int current) { // SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 int x,y; int i = atoi(split[0]); if( !i ) return false; skill->arrow_db[current].nameid = i; for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) { skill->arrow_db[current].cre_id[y] = atoi(split[x]); skill->arrow_db[current].cre_amount[y] = atoi(split[x+1]); } return true; } bool skill_parse_row_spellbookdb(char* split[], int columns, int current) { // skill_id,PreservePoints uint16 skill_id = atoi(split[0]); int points = atoi(split[1]); int nameid = atoi(split[2]); if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) ShowError("spellbook_db: Invalid skill ID %d\n", skill_id); if ( !skill->get_inf(skill_id) ) ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill->get_name(skill_id)); if( points < 1 ) ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); else { skill->spellbook_db[current].skill_id = skill_id; skill->spellbook_db[current].point = points; skill->spellbook_db[current].nameid = nameid; return true; } return false; } bool skill_parse_row_improvisedb(char* split[], int columns, int current) { // SkillID,Rate uint16 skill_id = atoi(split[0]); short j = atoi(split[1]); if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id); return false; } if ( !skill->get_inf(skill_id) ) { ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); return false; } if( j < 1 ) { ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill->get_name(skill_id)); return false; } if( current >= MAX_SKILL_IMPROVISE_DB ) { ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB); } skill->improvise_db[current].skill_id = skill_id; skill->improvise_db[current].per = j; // Still need confirm it. return true; } bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { // SkillID uint16 skill_id = atoi(split[0]); if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id); return false; } if ( !skill->get_inf(skill_id) ) { ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); return false; } skill->magicmushroom_db[current].skill_id = skill_id; return true; } bool skill_parse_row_reproducedb(char* split[], int column, int current) { uint16 skill_id = atoi(split[0]); uint16 idx = skill->get_index(skill_id); if( !idx ) return false; skill->reproduce_db[idx] = true; return true; } bool skill_parse_row_abradb(char* split[], int columns, int current) { // skill_id,DummyName,RequiredHocusPocusLevel,Rate uint16 skill_id = atoi(split[0]); if( !skill->get_index(skill_id) || !skill->get_max(skill_id) ) { ShowError("abra_db: Invalid skill ID %d\n", skill_id); return false; } if ( !skill->get_inf(skill_id) ) { ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill->get_name(skill_id)); return false; } skill->abra_db[current].skill_id = skill_id; skill->abra_db[current].req_lv = atoi(split[2]); skill->abra_db[current].per = atoi(split[3]); return true; } bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { // ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5 uint16 skill_id = atoi(split[0]); short j = atoi(split[1]); int x,y; for(x=0; xproduce_db[x].nameid == skill_id ) if( skill->produce_db[x].req_skill == GN_CHANGEMATERIAL ) break; } if( x >= MAX_SKILL_PRODUCE_DB ){ ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id); return false; } if( current >= MAX_SKILL_PRODUCE_DB ) { ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB); } skill->changematerial_db[current].itemid = skill_id; skill->changematerial_db[current].rate = j; for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) { skill->changematerial_db[current].qty[y] = atoi(split[x]); skill->changematerial_db[current].qty_rate[y] = atoi(split[x+1]); } return true; } /*=============================== * DB reading. * skill_db.txt * skill_require_db.txt * skill_cast_db.txt * skill_castnodex_db.txt * skill_nocast_db.txt * skill_unit_db.txt * produce_db.txt * create_arrow_db.txt * abra_db.txt *------------------------------*/ void skill_readdb(bool minimal) { // init skill db structures db_clear(skill->name2id_db); /* when != it was called during init and this procedure was already performed by skill_defaults() */ if( runflag == MAPSERVER_ST_RUNNING ) { memset(skill->db,0,sizeof(skill->db) + sizeof(skill->produce_db) + sizeof(skill->arrow_db) + sizeof(skill->abra_db) + sizeof(skill->magicmushroom_db) + sizeof(skill->improvise_db) + sizeof(skill->changematerial_db) + sizeof(skill->spellbook_db) + sizeof(skill->reproduce_db) ); } // load skill databases safestrncpy(skill->db[0].name, "UNKNOWN_SKILL", sizeof(skill->db[0].name)); safestrncpy(skill->db[0].desc, "Unknown Skill", sizeof(skill->db[0].desc)); #ifdef ENABLE_CASE_CHECK script->parser_current_file = DBPATH"skill_db.txt"; #endif // ENABLE_CASE_CHECK sv->readdb(map->db_path, DBPATH"skill_db.txt", ',', 17, 17, MAX_SKILL_DB, skill->parse_row_skilldb); #ifdef ENABLE_CASE_CHECK script->parser_current_file = NULL; #endif // ENABLE_CASE_CHECK if (minimal) return; sv->readdb(map->db_path, DBPATH"skill_require_db.txt", ',', 32, 32, MAX_SKILL_DB, skill->parse_row_requiredb); #ifdef RENEWAL_CAST sv->readdb(map->db_path, "re/skill_cast_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_castdb); #else sv->readdb(map->db_path, "pre-re/skill_cast_db.txt", ',', 7, 7, MAX_SKILL_DB, skill->parse_row_castdb); #endif sv->readdb(map->db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill->parse_row_castnodexdb); sv->readdb(map->db_path, DBPATH"skill_unit_db.txt", ',', 8, 8, MAX_SKILL_DB, skill->parse_row_unitdb); skill->init_unit_layout(); sv->readdb(map->db_path, "produce_db.txt", ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill->parse_row_producedb); sv->readdb(map->db_path, "create_arrow_db.txt", ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill->parse_row_createarrowdb); sv->readdb(map->db_path, "abra_db.txt", ',', 4, 4, MAX_SKILL_ABRA_DB, skill->parse_row_abradb); //Warlock sv->readdb(map->db_path, "spellbook_db.txt", ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill->parse_row_spellbookdb); //Guillotine Cross sv->readdb(map->db_path, "magicmushroom_db.txt", ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill->parse_row_magicmushroomdb); sv->readdb(map->db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill->parse_row_reproducedb); sv->readdb(map->db_path, "skill_improvise_db.txt", ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill->parse_row_improvisedb); sv->readdb(map->db_path, "skill_changematerial_db.txt", ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill->parse_row_changematerialdb); } void skill_reload (void) { struct s_mapiterator *iter; struct map_session_data *sd; int i,c,k; skill->read_db(false); //[Ind/Hercules] refresh index cache for(c = 0; c < CLASS_COUNT; c++) { for( i = 0; i < MAX_SKILL_TREE; i++ ) { if( pc->skill_tree[c][i].id ) { pc->skill_tree[c][i].idx = skill->get_index(pc->skill_tree[c][i].id); for(k = 0; k < MAX_PC_SKILL_REQUIRE; k++) { if( pc->skill_tree[c][i].need[k].id ) pc->skill_tree[c][i].need[k].idx = skill->get_index(pc->skill_tree[c][i].need[k].id); } } } } chrif->skillid2idx(0); /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */ iter = mapit_getallusers(); for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) ) clif->skillinfoblock(sd); mapit->free(iter); } /*========================================== * *------------------------------------------*/ int do_init_skill(bool minimal) { skill->name2id_db = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, MAX_SKILL_NAME_LENGTH); skill->read_db(minimal); if (minimal) return 0; skill->group_db = idb_alloc(DB_OPT_BASE); skill->unit_db = idb_alloc(DB_OPT_BASE); skill->cd_db = idb_alloc(DB_OPT_BASE); skill->usave_db = idb_alloc(DB_OPT_RELEASE_DATA); skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE|ERS_OPT_FLEX_CHUNK); skill->cd_ers = ers_new(sizeof(struct skill_cd),"skill.c::skill_cd_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK); skill->cd_entry_ers = ers_new(sizeof(struct skill_cd_entry),"skill.c::skill_cd_entry_ers",ERS_OPT_CLEAR|ERS_OPT_FLEX_CHUNK); ers_chunk_size(skill->cd_ers, 25); ers_chunk_size(skill->cd_entry_ers, 100); ers_chunk_size(skill->unit_ers, 150); ers_chunk_size(skill->timer_ers, 150); timer->add_func_list(skill->unit_timer,"skill_unit_timer"); timer->add_func_list(skill->castend_id,"skill_castend_id"); timer->add_func_list(skill->castend_pos,"skill_castend_pos"); timer->add_func_list(skill->timerskill,"skill_timerskill"); timer->add_func_list(skill->blockpc_end, "skill_blockpc_end"); timer->add_interval(timer->gettick()+SKILLUNITTIMER_INTERVAL,skill->unit_timer,0,0,SKILLUNITTIMER_INTERVAL); return 0; } int do_final_skill(void) { db_destroy(skill->name2id_db); db_destroy(skill->group_db); db_destroy(skill->unit_db); db_destroy(skill->cd_db); db_destroy(skill->usave_db); ers_destroy(skill->unit_ers); ers_destroy(skill->timer_ers); ers_destroy(skill->cd_ers); ers_destroy(skill->cd_entry_ers); return 0; } /* initialize the interface */ void skill_defaults(void) { const int skill_enchant_eff[5] = { 10, 14, 17, 19, 20 }; const int skill_deluge_eff[5] = { 5, 9, 12, 14, 15 }; skill = &skill_s; skill->init = do_init_skill; skill->final = do_final_skill; skill->reload = skill_reload; skill->read_db = skill_readdb; /* */ skill->cd_db = NULL; skill->name2id_db = NULL; skill->unit_db = NULL; skill->usave_db = NULL; skill->group_db = NULL; /* */ skill->unit_ers = NULL; skill->timer_ers = NULL; skill->cd_ers = NULL; skill->cd_entry_ers = NULL; /* one huge 0, follows skill.h order */ memset(skill->db,0,sizeof(skill->db) + sizeof(skill->produce_db) + sizeof(skill->arrow_db) + sizeof(skill->abra_db) + sizeof(skill->magicmushroom_db) + sizeof(skill->improvise_db) + sizeof(skill->changematerial_db) + sizeof(skill->spellbook_db) + sizeof(skill->reproduce_db) + sizeof(skill->unit_layout) ); /* */ memcpy(skill->enchant_eff, skill_enchant_eff, sizeof(skill->enchant_eff)); memcpy(skill->deluge_eff, skill_deluge_eff, sizeof(skill->deluge_eff)); skill->firewall_unit_pos = 0; skill->icewall_unit_pos = 0; skill->earthstrain_unit_pos = 0; memset(&skill->area_temp,0,sizeof(skill->area_temp)); memset(&skill->unit_temp,0,sizeof(skill->unit_temp)); skill->unit_group_newid = 0; /* accessors */ skill->get_index = skill_get_index; skill->get_type = skill_get_type; skill->get_hit = skill_get_hit; skill->get_inf = skill_get_inf; skill->get_ele = skill_get_ele; skill->get_nk = skill_get_nk; skill->get_max = skill_get_max; skill->get_range = skill_get_range; skill->get_range2 = skill_get_range2; skill->get_splash = skill_get_splash; skill->get_hp = skill_get_hp; skill->get_mhp = skill_get_mhp; skill->get_sp = skill_get_sp; skill->get_state = skill_get_state; skill->get_spiritball = skill_get_spiritball; skill->get_zeny = skill_get_zeny; skill->get_num = skill_get_num; skill->get_cast = skill_get_cast; skill->get_delay = skill_get_delay; skill->get_walkdelay = skill_get_walkdelay; skill->get_time = skill_get_time; skill->get_time2 = skill_get_time2; skill->get_castnodex = skill_get_castnodex; skill->get_delaynodex = skill_get_delaynodex; skill->get_castdef = skill_get_castdef; skill->get_weapontype = skill_get_weapontype; skill->get_ammotype = skill_get_ammotype; skill->get_ammo_qty = skill_get_ammo_qty; skill->get_unit_id = skill_get_unit_id; skill->get_inf2 = skill_get_inf2; skill->get_castcancel = skill_get_castcancel; skill->get_maxcount = skill_get_maxcount; skill->get_blewcount = skill_get_blewcount; skill->get_unit_flag = skill_get_unit_flag; skill->get_unit_target = skill_get_unit_target; skill->get_unit_interval = skill_get_unit_interval; skill->get_unit_bl_target = skill_get_unit_bl_target; skill->get_unit_layout_type = skill_get_unit_layout_type; skill->get_unit_range = skill_get_unit_range; skill->get_cooldown = skill_get_cooldown; skill->tree_get_max = skill_tree_get_max; skill->get_name = skill_get_name; skill->get_desc = skill_get_desc; skill->chk = skill_chk; skill->get_casttype = skill_get_casttype; skill->get_casttype2 = skill_get_casttype2; skill->is_combo = skill_is_combo; skill->name2id = skill_name2id; skill->isammotype = skill_isammotype; skill->castend_id = skill_castend_id; skill->castend_pos = skill_castend_pos; skill->castend_map = skill_castend_map; skill->cleartimerskill = skill_cleartimerskill; skill->addtimerskill = skill_addtimerskill; skill->additional_effect = skill_additional_effect; skill->counter_additional_effect = skill_counter_additional_effect; skill->blown = skill_blown; skill->break_equip = skill_break_equip; skill->strip_equip = skill_strip_equip; skill->id2group = skill_id2group; skill->unitsetting = skill_unitsetting; skill->initunit = skill_initunit; skill->delunit = skill_delunit; skill->init_unitgroup = skill_initunitgroup; skill->del_unitgroup = skill_delunitgroup; skill->clear_unitgroup = skill_clear_unitgroup; skill->clear_group = skill_clear_group; skill->unit_onplace = skill_unit_onplace; skill->unit_ondamaged = skill_unit_ondamaged; skill->cast_fix = skill_castfix; skill->cast_fix_sc = skill_castfix_sc; skill->vf_cast_fix = skill_vfcastfix; skill->delay_fix = skill_delay_fix; skill->check_condition_castbegin = skill_check_condition_castbegin; skill->check_condition_castend = skill_check_condition_castend; skill->consume_requirement = skill_consume_requirement; skill->get_requirement = skill_get_requirement; skill->check_pc_partner = skill_check_pc_partner; skill->unit_move = skill_unit_move; skill->unit_onleft = skill_unit_onleft; skill->unit_onout = skill_unit_onout; skill->unit_move_unit_group = skill_unit_move_unit_group; skill->sit = skill_sit; skill->brandishspear = skill_brandishspear; skill->repairweapon = skill_repairweapon; skill->identify = skill_identify; skill->weaponrefine = skill_weaponrefine; skill->autospell = skill_autospell; skill->calc_heal = skill_calc_heal; skill->check_cloaking = skill_check_cloaking; skill->check_cloaking_end = skill_check_cloaking_end; skill->can_cloak = skill_can_cloak; skill->enchant_elemental_end = skill_enchant_elemental_end; skill->not_ok = skillnotok; skill->not_ok_hom = skillnotok_hom; skill->not_ok_mercenary = skillnotok_mercenary; skill->chastle_mob_changetarget = skill_chastle_mob_changetarget; skill->can_produce_mix = skill_can_produce_mix; skill->produce_mix = skill_produce_mix; skill->arrow_create = skill_arrow_create; skill->castend_nodamage_id = skill_castend_nodamage_id; skill->castend_damage_id = skill_castend_damage_id; skill->castend_pos2 = skill_castend_pos2; skill->blockpc_start = skill_blockpc_start_; skill->blockhomun_start = skill_blockhomun_start; skill->blockmerc_start = skill_blockmerc_start; skill->attack = skill_attack; skill->attack_area = skill_attack_area; skill->area_sub = skill_area_sub; skill->area_sub_count = skill_area_sub_count; skill->check_unit_range = skill_check_unit_range; skill->check_unit_range_sub = skill_check_unit_range_sub; skill->check_unit_range2 = skill_check_unit_range2; skill->check_unit_range2_sub = skill_check_unit_range2_sub; skill->toggle_magicpower = skill_toggle_magicpower; skill->magic_reflect = skill_magic_reflect; skill->onskillusage = skill_onskillusage; skill->cell_overlap = skill_cell_overlap; skill->timerskill = skill_timerskill; skill->trap_splash = skill_trap_splash; skill->check_condition_mercenary = skill_check_condition_mercenary; skill->locate_element_field = skill_locate_element_field; skill->graffitiremover = skill_graffitiremover; skill->activate_reverberation = skill_activate_reverberation; skill->dance_overlap = skill_dance_overlap; skill->dance_overlap_sub = skill_dance_overlap_sub; skill->get_unit_layout = skill_get_unit_layout; skill->frostjoke_scream = skill_frostjoke_scream; skill->greed = skill_greed; skill->destroy_trap = skill_destroy_trap; skill->icewall_block = skill_icewall_block; skill->unitgrouptickset_search = skill_unitgrouptickset_search; skill->dance_switch = skill_dance_switch; skill->check_condition_char_sub = skill_check_condition_char_sub; skill->check_condition_mob_master_sub = skill_check_condition_mob_master_sub; skill->brandishspear_first = skill_brandishspear_first; skill->brandishspear_dir = skill_brandishspear_dir; skill->get_fixed_cast = skill_get_fixed_cast; skill->sit_count = skill_sit_count; skill->sit_in = skill_sit_in; skill->sit_out = skill_sit_out; skill->unitsetmapcell = skill_unitsetmapcell; skill->unit_onplace_timer = skill_unit_onplace_timer; skill->unit_effect = skill_unit_effect; skill->unit_timer_sub_onplace = skill_unit_timer_sub_onplace; skill->unit_move_sub = skill_unit_move_sub; skill->blockpc_end = skill_blockpc_end; skill->blockhomun_end = skill_blockhomun_end; skill->blockmerc_end = skill_blockmerc_end; skill->split_atoi = skill_split_atoi; skill->unit_timer = skill_unit_timer; skill->unit_timer_sub = skill_unit_timer_sub; skill->init_unit_layout = skill_init_unit_layout; skill->parse_row_skilldb = skill_parse_row_skilldb; skill->parse_row_requiredb = skill_parse_row_requiredb; skill->parse_row_castdb = skill_parse_row_castdb; skill->parse_row_castnodexdb = skill_parse_row_castnodexdb; skill->parse_row_unitdb = skill_parse_row_unitdb; skill->parse_row_producedb = skill_parse_row_producedb; skill->parse_row_createarrowdb = skill_parse_row_createarrowdb; skill->parse_row_abradb = skill_parse_row_abradb; skill->parse_row_spellbookdb = skill_parse_row_spellbookdb; skill->parse_row_magicmushroomdb = skill_parse_row_magicmushroomdb; skill->parse_row_reproducedb = skill_parse_row_reproducedb; skill->parse_row_improvisedb = skill_parse_row_improvisedb; skill->parse_row_changematerialdb = skill_parse_row_changematerialdb; skill->usave_add = skill_usave_add; skill->usave_trigger = skill_usave_trigger; skill->cooldown_load = skill_cooldown_load; skill->spellbook = skill_spellbook; skill->block_check = skill_block_check; skill->detonator = skill_detonator; skill->check_camouflage = skill_check_camouflage; skill->magicdecoy = skill_magicdecoy; skill->poisoningweapon = skill_poisoningweapon; skill->select_menu = skill_select_menu; skill->elementalanalysis = skill_elementalanalysis; skill->changematerial = skill_changematerial; skill->get_elemental_type = skill_get_elemental_type; skill->cooldown_save = skill_cooldown_save; skill->get_new_group_id = skill_get_new_group_id; skill->check_shadowform = skill_check_shadowform; }