// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "../common/cbasetypes.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/malloc.h" #include "../common/random.h" #include "../common/showmsg.h" #include "../common/strlib.h" #include "../common/utils.h" #include "../common/ers.h" #include "skill.h" #include "map.h" #include "path.h" #include "clif.h" #include "pc.h" #include "status.h" #include "pet.h" #include "homunculus.h" #include "mercenary.h" #include "elemental.h" #include "mob.h" #include "npc.h" #include "battle.h" #include "battleground.h" #include "party.h" #include "itemdb.h" #include "script.h" #include "intif.h" #include "log.h" #include "chrif.h" #include "guild.h" #include "date.h" #include "unit.h" #include #include #include #include #define SKILLUNITTIMER_INTERVAL 100 // ranges reserved for mapping skill ids to skilldb offsets #define HM_SKILLRANGEMIN 700 #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 static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex] static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex] DBMap* skillunit_db = NULL; // int id -> struct skill_unit* DBMap* skilldb_name2id = NULL; /** * Skill Cool Down Delay Saving * Struct skill_cd is not a member of struct map_session_data * to keep cooldowns in memory between player log-ins. * All cooldowns are reset when server is restarted. **/ DBMap* skillcd_db = NULL; // char_id -> struct skill_cd struct skill_cd { int duration[MAX_SKILL_TREE];//milliseconds short skidx[MAX_SKILL_TREE];//the skill index entries belong to short nameid[MAX_SKILL_TREE];//skill id unsigned char cursor; }; /** * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574) **/ DBMap* skillusave_db = NULL; // char_id -> struct skill_usave struct skill_usave { int skill_num, skill_lv; }; struct s_skill_db skill_db[MAX_SKILL_DB]; struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; struct s_skill_improvise_db { int skillid; short per;//1-10000 }; struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB]; bool skill_reproduce_db[MAX_SKILL_DB]; //Warlock struct s_skill_spellbook_db { int nameid; int skillid; int point; }; struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB]; //Guillotine Cross struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB]; struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; int firewall_unit_pos; int icewall_unit_pos; int earthstrain_unit_pos; //early declaration int skill_stasis_check(struct block_list *bl, int src_id, int skillid); static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv); static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv); static int skill_destroy_trap( struct block_list *bl, va_list ap ); //Since only mob-casted splash skills can hit ice-walls static inline int splash_target(struct block_list* bl) { return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR; } /// Returns the id of the skill, or 0 if not found. int skill_name2id(const char* name) { if( name == NULL ) return 0; return strdb_iget(skilldb_name2id, name); } /// Maps skill ids to skill db offsets. /// Returns the skill's array index, or 0 (Unknown Skill). int skill_get_index( int id ) { // avoid ranges reserved for mapping guild/homun/mercenary skills if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX) || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX) || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) return 0; // map skill id to skill db index if( id >= GD_SKILLBASE ) id = GD_SKILLRANGEMIN + id - GD_SKILLBASE; else if( id >= EL_SKILLBASE ) id = EL_SKILLRANGEMIN + id - EL_SKILLBASE; else if( id >= MC_SKILLBASE ) id = MC_SKILLRANGEMIN + id - MC_SKILLBASE; else if( id >= HM_SKILLBASE ) id = HM_SKILLRANGEMIN + id - HM_SKILLBASE; // validate result if( id <= 0 || id >= MAX_SKILL_DB ) return 0; return id; } const char* skill_get_name( int id ) { return skill_db[skill_get_index(id)].name; } const char* skill_get_desc( int id ) { return skill_db[skill_get_index(id)].desc; } // out of bounds error checking [celest] static void skill_chk(int* id, int lv) { *id = skill_get_index(*id); // checks/adjusts id if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0; } #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; } // Skill DB int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); } int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); } int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); } int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); } int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); } int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); } int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); } int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); } int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); } int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); } int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); } int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); } int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); } int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); } int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); } int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); } int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); } int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); } int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); } int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); } int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); } int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); } int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); } int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); } int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); } int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); } int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); } int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); } int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); } int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); } int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); } int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); } int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); } int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); } int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); } int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); } int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); } int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); } int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); } int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); } int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); } int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); } int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); } #ifdef RENEWAL_CAST int skill_get_fixed_cast( int id ,int lv ){ skill_get (skill_db[id].fixed_cast[lv-1], id, lv); } #endif int skill_tree_get_max(int id, int b_class) { int i; b_class = pc_class2idx(b_class); ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id ); if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id ) return skill_tree[b_class][i].max; else return skill_get_max(id); } int skill_frostjoke_scream(struct block_list *bl,va_list ap); int skill_attack_area(struct block_list *bl,va_list ap); struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex] int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris] int skill_greed(struct block_list *bl, va_list ap); static void skill_toggle_magicpower(struct block_list *bl, short skillid); static int skill_cell_overlap(struct block_list *bl, va_list ap); static int skill_trap_splash(struct block_list *bl, va_list ap); struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick); static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick); static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick); static int skill_unit_effect(struct block_list *bl,va_list ap); int enchant_eff[5] = { 10, 14, 17, 19, 20 }; int deluge_eff[5] = { 5, 9, 12, 14, 15 }; int skill_get_casttype (int id) { int inf = skill_get_inf(id); if (inf&(INF_GROUND_SKILL)) return CAST_GROUND; if (inf&INF_SUPPORT_SKILL) return CAST_NODAMAGE; if (inf&INF_SELF_SKILL) { if(skill_get_inf2(id)&INF2_NO_TARGET_SELF) return CAST_DAMAGE; //Combo skill. return CAST_NODAMAGE; } if (skill_get_nk(id)&NK_NO_DAMAGE) return CAST_NODAMAGE; return CAST_DAMAGE; }; //Returns actual skill range taking into account attack range and AC_OWL [Skotlex] int skill_get_range2 (struct block_list *bl, int id, int lv) { int range; if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) return 9; //Mobs have a range of 9 regardless of skill used. range = skill_get_range(id, lv); if( range < 0 ) { if( battle_config.use_weapon_skill_range&bl->type ) return status_get_range(bl); range *=-1; } //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE switch( id ) { case AC_SHOWER: case 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_FROSTMISTY: 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_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, int skill_id, int skill_lv, bool heal) { int skill, 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; switch( skill_id ) { case BA_APPLEIDUN: #ifdef RENEWAL hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery #else hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery #endif 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 (from Doddler) * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10] * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10] **/ hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rnd()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ); #else hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); #endif if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) ) hp += hp * skill * 2 / 100; else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) hp += hp * skill * 2 / 100; break; } if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND ) hp >>= 1; if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) ) hp += hp*skill/100; if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) ) hp += hp*skill/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_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN ) hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) hp += hp / 10; } return hp; } // Making plagiarize check its own function [Aru] int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl) { // Never copy NPC/Wedding Skills if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL)) return 0; // High-class skills if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION)) { if(battle_config.copyskill_restrict == 2) return 0; else if(battle_config.copyskill_restrict) return (sd->status.class_ == JOB_STALKER); } //Added so plagarize can't copy agi/bless if you're undead since it damages you if ((skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI || skillid == MER_INCAGI || skillid == MER_BLESSING)) return 0; // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie] if( !(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING) ) return 0; // Reproduce will only copy skills according on the list. [Jobbie] else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid] ) return 0; return 1; } // [MouseJstr] - skill ok to cast? and when? int skillnotok (int skillid, struct map_session_data *sd) { int i,m; nullpo_retr (1, sd); m = sd->bl.m; i = skill_get_index(skillid); if (i == 0) return 1; // invalid skill id if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) return 0; // can do any damn thing they want if( skillid == AL_TELEPORT && sd->skillitem == skillid && 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 != skillid && sd->canskill_tick && DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) ) {// attempted to cast a skill before the attack motion has finished return 1; } if (sd->blockskill[i] > 0){ clif_skill_fail(sd, skillid, 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 above * 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 == skillid ) return 0; // Check skill restrictions [Celest] if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1) return 1; if(map[m].flag.pvp && skill_get_nocast (skillid) & 2) return 1; if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4) return 1; if(map[m].flag.battleground && skill_get_nocast (skillid) & 8) return 1; if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone)) return 1; if( sd->sc.option&OPTION_MOUNTING ) 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 (skillid) { case AL_WARP: case RETURN_TO_ELDICASTES: case ALL_GUARDIAN_RECALL: if(map[m].flag.nowarp) { clif_skill_teleportmessage(sd,0); return 1; } return 0; case AL_TELEPORT: case SC_FATALMENACE: case SC_DIMENSIONDOOR: if(map[m].flag.noteleport) { clif_skill_teleportmessage(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[m].flag.nomemo) { clif_skill_teleportmessage(sd,1); return 1; } break; case MC_VENDING: case MC_IDENTIFY: case ALL_BUYING_STORE: return 0; // always allowed case WZ_ICEWALL: // noicewall flag [Valaris] if (map[m].flag.noicewall) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); return 1; } break; case GC_DARKILLUSION: if( map_flag_gvg(m) ) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); return 1; } break; case GD_EMERGENCYCALL: if ( !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) || !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) || (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle) ) { clif_skill_fail(sd,skillid,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,skillid,USESKILL_FAIL_LEVEL,0); return 1; } break; case WM_LULLABY_DEEPSLEEP: case WM_SIRCLEOFNATURE: if( !map_flag_vs(m) ) { clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails. return 1; } break; } return (map[m].flag.noskill); } int skillnotok_hom(int skillid, struct homun_data *hd) { int i = skill_get_index(skillid); nullpo_retr(1,hd); if (i == 0) return 1; // invalid skill id if (hd->blockskill[i] > 0) return 1; //Use master's criteria. return skillnotok(skillid, hd->master); } int skillnotok_mercenary(int skillid, struct mercenary_data *md) { int i = skill_get_index(skillid); nullpo_retr(1,md); if( i == 0 ) return 1; // Invalid Skill ID if( md->blockskill[i] > 0 ) return 1; return skillnotok(skillid, md->master); } struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y) { int pos = skill_get_unit_layout_type(skillid,skilllv); int dir; if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) { ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv); pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout } if (pos != -1) // simple single-definition layout return &skill_unit_layout[pos]; dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction if (skillid == MG_FIREWALL) return &skill_unit_layout [firewall_unit_pos + dir]; else if (skillid == WZ_ICEWALL) return &skill_unit_layout [icewall_unit_pos + dir]; else if( skillid == WL_EARTHSTRAIN ) //Warlock return &skill_unit_layout [earthstrain_unit_pos + dir]; ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv); return &skill_unit_layout[0]; // default 1x1 layout } /*========================================== * *------------------------------------------*/ int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick) { struct map_session_data *sd, *dstsd; struct mob_data *md, *dstmd; struct status_data *sstatus, *tstatus; struct status_change *sc, *tsc; enum sc_type status; int skill; int rate; nullpo_ret(src); nullpo_ret(bl); if(skillid < 0) return 0; if(skillid > 0 && skilllv <= 0) 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( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER ) { // Trigger status effects enum sc_type type; int i; for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) { rate = sd->addeff[i].rate; if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG] rate += sd->addeff[i].arrow_rate; if( !rate ) continue; if( (sd->addeff[i].flag&(ATF_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; skill = skill_get_time2(status_sc2skill(type),7); if (sd->addeff[i].flag&ATF_TARGET) status_change_start(bl,type,rate,7,0,0,0,skill,0); if (sd->addeff[i].flag&ATF_SELF) status_change_start(src,type,rate,7,0,0,0,skill,0); } } if( skillid ) { // Trigger status effects on skills enum sc_type type; int i; for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) { if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate ) continue; type = sd->addeff3[i].id; skill = skill_get_time2(status_sc2skill(type),7); if( sd->addeff3[i].target&ATF_TARGET ) status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0); if( sd->addeff3[i].target&ATF_SELF ) status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0); } } } if( dmg_lv < ATK_DEF ) // no damage, return; return 0; switch(skillid) { 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 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && rnd()%1000 <= sstatus->luk*10/3+1 ) { rate=(sd->status.job_level+9)/10; skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skillstatus.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 ) skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0); // Gank if(dstmd && sd->status.weapon != W_BOW && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && (skill*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,skill,1); else clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0); } // Chance to trigger Taekwon kicks [Dralnu] if(sc && !sc->data[SC_COMBO]) { if(sc->data[SC_READYSTORM] && sc_start(src,SC_COMBO, 15, TK_STORMKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_READYDOWN] && sc_start(src,SC_COMBO, 15, TK_DOWNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_READYTURN] && sc_start(src,SC_COMBO, 15, TK_TURNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka] rate = 20; if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) { rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); } sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0, (2000 - 4*sstatus->agi - 2*sstatus->dex)); } } } if (sc) { struct status_change_entry *sce; // Enchant Poison gives a chance to poison attacked enemies if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, skill_get_time2(AS_ENCHANTPOISON,sce->val1),0); // Enchant Deadly Poison gives a chance to deadly poison attacked enemies if((sce=sc->data[SC_EDP])) sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, skill_get_time2(ASC_EDP,sce->val1)); } } break; case SM_BASH: if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){ //TODO: How much % per base level it actually is? sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10), skilllv,skill_get_time2(SM_FATALBLOW,skilllv)); } break; case MER_CRASH: sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case AS_VENOMKNIFE: if (sd) //Poison chance must be that of Envenom. [Skotlex] skilllv = pc_checkskill(sd, TF_POISON); case TF_POISON: case AS_SPLASHER: if(!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv)) && sd && skillid==TF_POISON ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; case AS_SONICBLOW: sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv)); break; case WZ_FIREPILLAR: unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1); break; case MG_FROSTDIVER: #ifndef RENEWAL case WZ_FROSTNOVA: #endif sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv)); break; #ifdef RENEWAL case WZ_FROSTNOVA: sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv)); break; #endif case WZ_STORMGUST: /** * Storm Gust counter was dropped in renewal **/ #ifdef RENEWAL sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); #else //Tharis pointed out that this is normal freeze chance with a base of 300% if(tsc->sg_counter >= 3 && sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv))) 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(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case WZ_VERMILION: sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv)); break; case HT_FLASHER: sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); break; case HT_LANDMINE: case MA_LANDMINE: sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); break; case HT_SHOCKWAVE: status_percent_damage(src, bl, 0, 15*skilllv+5, false); break; case HT_SANDMAN: case MA_SANDMAN: sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv)); break; case TF_SPRINKLESAND: sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv)); break; case TF_THROWSTONE: sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv)); sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_DARKCROSS: case CR_HOLYCROSS: sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: //Chance to cause blind status vs demon and undead element, but not against players if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv)); attack_type |= BF_WEAPON; break; case AM_ACIDTERROR: sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY)) clif_emotion(bl,E_OMG); break; case AM_DEMONSTRATION: skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY); break; case CR_SHIELDCHARGE: sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)); break; case PA_PRESSURE: status_percent_damage(src, bl, 0, 15+5*skilllv, false); break; case RG_RAID: sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv)); sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv)); #ifdef RENEWAL sc_start(bl,SC_RAID,100,7,5000); #endif break; case BA_FROSTJOKER: sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case DC_SCREAM: sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case BD_LULLABY: sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv)); break; case DC_UGLYDANCE: rate = 5+5*skilllv; if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON))) rate += 5+skill; status_zap(bl, 0, rate); break; case SL_STUN: if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv)); break; case NPC_PETRIFYATTACK: sc_start4(bl,status_skill2sc(skillid),50+10*skilllv, skilllv,0,0,skill_get_time(skillid,skilllv), skill_get_time2(skillid,skilllv)); break; case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case NPC_BLINDATTACK: case NPC_POISON: case NPC_SILENCEATTACK: case NPC_STUNATTACK: case NPC_HELLPOWER: sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_ACIDBREATH: case NPC_ICEBREATH: sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_BLEEDING: sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_MENTALBREAKER: { //Based on observations by Tharis, Mental Breaker should do SP damage //equal to Matk*skLevel. rate = sstatus->matk_min; if (rate < sstatus->matk_max) rate += rnd()%(sstatus->matk_max - sstatus->matk_min); rate*=skilllv; status_zap(bl, 0, rate); break; } // Equipment breaking monster skills [Celest] case NPC_WEAPONBRAKER: skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY); break; case NPC_ARMORBRAKE: skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY); break; case NPC_HELMBRAKE: skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY); break; case NPC_SHIELDBRAKE: skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY); break; case CH_TIGERFIST: sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv)); break; case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv)); break; case ST_REJECTSWORD: sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv)); break; case PF_FOGWALL: if (src != bl && !tsc->data[SC_DELUGE]) status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); break; case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv)); break; case LK_JOINTBEAT: status = status_skill2sc(skillid); if (tsc->jb_flag) { sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv)); tsc->jb_flag = 0; } break; case ASC_METEORASSAULT: //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance. switch(rnd()%3) { case 0: sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1)); break; case 1: sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2)); break; default: sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3)); } break; case HW_NAPALMVULCAN: sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case WS_CARTTERMINATION: // Cart termination sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case CR_ACIDDEMONSTRATION: skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY); break; case TK_DOWNKICK: sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv)); break; case TK_JUMPKICK: if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {// debuff the following statuses status_change_end(bl, SC_SPIRIT, INVALID_TIMER); status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); status_change_end(bl, SC_KAITE, INVALID_TIMER); status_change_end(bl, SC_KAAHI, INVALID_TIMER); status_change_end(bl, SC_ONEHAND, INVALID_TIMER); status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER); } break; case TK_TURNKICK: case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. if(attack_type&BF_MISC) //70% base stun chance... sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv)); break; case GS_BULLSEYE: //0.1% coma rate. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0); break; case GS_PIERCINGSHOT: sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); break; case NJ_HYOUSYOURAKU: sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; case GS_FLING: sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv)); break; case GS_DISARM: rate = 3*skilllv; if (sstatus->dex > tstatus->dex) rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case NPC_EVILLAND: sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_HELLJUDGEMENT: sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_CRITICALWOUND: sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv)); break; case RK_HUNDREDSPEAR: if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 ) break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang. rate = 10 + 3 * skilllv; if( rnd()%100 < rate ) skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0); break; case RK_WINDCUTTER: sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv)); break; case RK_DRAGONBREATH: sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv)); break; case AB_ADORAMUS: if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv)); break; case WL_CRIMSONROCK: sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv)); break; case WL_COMET: sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv)); break; case WL_EARTHSTRAIN: { int rate = 0, i; const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech] //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found. for( i = 0; i < skilllv; i++ ) skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv)); } break; case WL_JACKFROST: sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv)); break; case RA_WUGBITE: { int chance = (50+10*skilllv)-(sstatus->agi/4) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0); if(chance < 50) chance = 50; sc_start(bl, SC_BITE, chance, skilllv, (skilllv + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)/2 : 0)) * 1000); break; } case RA_SENSITIVEKEEN: if( rnd()%100 < 8 * skilllv ) skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, 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(bl,SC_ELEMENTALCHANGE,100,skilllv,skill_get_ele(skillid,skilllv),skill_get_time2(skillid,skilllv)); break; case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); break; case NC_PILEBUNKER: if( rnd()%100 < 5 + 15*skilllv ) { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield status_change_end(bl, SC_KYRIE, INVALID_TIMER); status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); status_change_end(bl, SC_STEELBODY, INVALID_TIMER); status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); } break; case NC_FLAMELAUNCHER: sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv)); break; case NC_COLDSLOWER: sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv)); sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); break; case NC_POWERSWING: sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv)); if( rnd()%100 < 5*skilllv ) skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1); break; case GC_WEAPONCRUSH: skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY); break; case LG_SHIELDPRESS: sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv)); break; case LG_PINPOINTATTACK: rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10); switch( skilllv ) { case 1: sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv)); break; case 2: if( dstsd && dstsd->spiritball && rnd()%100 < rate ) pc_delspiritball(dstsd, dstsd->spiritball, 0); break; default: skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY); break; } break; case LG_MOONSLASHER: rate = 32 + 8 * skilllv; 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,skillid,skilllv,BF_WEAPON,0); else if( dstmd && !is_boss(bl) ) sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv)); break; case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv)); break; case LG_EARTHDRIVE: skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF); sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv)); break; case SR_DRAGONCOMBO: sc_start(bl, SC_STUN, 1 + 1 * skilllv, skilllv, skill_get_time(skillid, skilllv)); break; case SR_FALLENEMPIRE: sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv)); break; case SR_TIGERCANNON: status_percent_damage(src, bl, 0, 5+1*skilllv, false); // The hell is this? [Rytech] break; case SR_WINDMILL: if( dstsd ) skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0); else if( dstmd && !is_boss(bl) ) sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3)); break; case SR_GENTLETOUCH_QUIET: sc_start(bl, SC_SILENCE, 2 * skilllv, skilllv, skill_get_time(skillid, skilllv)); break; case SR_HOWLINGOFLION: sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv)); break; case WM_SOUND_OF_DESTRUCTION: if( rnd()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula status_change_end(bl, SC_DANCING, INVALID_TIMER); status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER); status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER); status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER); status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER); status_change_end(bl, SC_INTOABYSS, INVALID_TIMER); status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER); status_change_end(bl, SC_WHISTLE, INVALID_TIMER); status_change_end(bl, SC_ASSNCROS, INVALID_TIMER); status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER); status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER); status_change_end(bl, SC_HUMMING, INVALID_TIMER); status_change_end(bl, SC_FORTUNE, INVALID_TIMER); status_change_end(bl, SC_SERVICE4U, INVALID_TIMER); status_change_end(bl, SC_LONGING, INVALID_TIMER); status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER); status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER); status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER); status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER); status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); status_change_end(bl, SC_WINKCHARM, INVALID_TIMER); status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER); status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER); status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER); } break; case SO_EARTHGRAVE: sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine] break; case SO_DIAMONDDUST: rate = 5 + 5 * skilllv; if( sc && sc->data[SC_COOLER_OPTION] ) rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100; sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv)); break; case SO_VARETYR_SPEAR: sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); 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 13261: sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv)); sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv)); break; case 13262: sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces ASPD and moviment speed break; case 13264: sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces LUK À?Needed confirm it, may be it's bugged in kRORE? sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds. break; } sd->itemid = -1; } break; case GN_HELLS_PLANT_ATK: sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); break; case EL_WIND_SLASH: // Non confirmed rate. sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv)); break; case EL_STONE_HAMMER: rate = 10 * skilllv; sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv)); break; case EL_ROCK_CRUSHER: case EL_ROCK_CRUSHER_ATK: sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv)); break; case EL_TYPOON_MIS: sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv)); break; case MH_LAVA_SLIDE: sc_start4(bl,SC_BURNING,10*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv)); break; case MH_STAHL_HORN: sc_start(bl,SC_STUN,(20 + 4 * skilllv),skilllv,skill_get_time2(skillid,skilllv)); 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 ) { // 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(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_OVERTHRUST]) rate += 10; if(sc->data[SC_MAXOVERTHRUST]) rate += 10; } if( rate ) skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF); } if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != 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); } } // Autospell when attacking if( sd && !status_isdead(bl) && sd->autospell[0].id ) { struct block_list *tbl; struct unit_data *ud; int i, skilllv, 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 skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id; sd->state.autocast = 1; notok = skillnotok(skill, sd); sd->state.autocast = 0; if ( notok ) continue; skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1; if (skilllv < 0) skilllv = 1+rnd()%(-skilllv); 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(skill)) == CAST_GROUND ) { int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill_get_unit_flag(skill)&UF_NOREITERATION && skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv) ) { continue; } if( BL_PC&battle_config.skill_nofootset && skill_get_unit_flag(skill)&UF_NOFOOTSET && skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv) ) { continue; } if( BL_PC&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill, skilllv)) > 0 ) { int v; for(v=0;vud.skillunit[v] && maxcount;v++) { if(sd->ud.skillunit[v]->skill_id == skill) maxcount--; } if( maxcount == 0 ) { continue; } } } if( battle_config.autospell_check_range && !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) ) continue; if (skill == AS_SONICBLOW) pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. sd->state.autocast = 1; skill_consume_requirement(sd,skill,skilllv,1); skill_toggle_magicpower(src, skill); switch (type) { case CAST_GROUND: skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0); break; } sd->state.autocast = 0; //Set canact delay. [Skotlex] ud = unit_bl2ud(src); if (ud) { rate = skill_delayfix(src, skill, skilllv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ ud->canact_tick = tick+rate; if ( battle_config.display_status_timers && sd ) clif_status_change(src, SI_ACTIONDELAY, 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 *mob; int class_; skill = 0; do { do { class_ = rnd() % MAX_MOB_DB; } while (!mobdb_checkid(class_)); rate = rnd() % 1000000; mob = mob_db(class_); } while ( (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) && (skill++) < 2000); if (skill < 2000) mob_class_change(dstmd,class_); } return 0; } int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick) { int skill, skilllv, i, type, notok; struct block_list *tbl; if( sd == NULL || skillid <= 0 ) return 0; for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) { if( sd->autospell3[i].flag != skillid ) continue; if( sd->autospell3[i].lock ) continue; // autospell already being executed skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id; sd->state.autocast = 1; notok = skillnotok(skill, sd); sd->state.autocast = 0; if ( notok ) continue; skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1; if( skilllv < 0 ) skilllv = 1 + rnd()%(-skilllv); 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(skill)) == CAST_GROUND ) { int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill_get_unit_flag(skill)&UF_NOREITERATION && skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv) ) { continue; } if( BL_PC&battle_config.skill_nofootset && skill_get_unit_flag(skill)&UF_NOFOOTSET && skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv) ) { continue; } if( BL_PC&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill, skilllv)) > 0 ) { int v; for(v=0;vud.skillunit[v] && maxcount;v++) { if(sd->ud.skillunit[v]->skill_id == skill) maxcount--; } if( maxcount == 0 ) { continue; } } } if( battle_config.autospell_check_range && !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) ) continue; sd->state.autocast = 1; sd->autospell3[i].lock = true; skill_consume_requirement(sd,skill,skilllv,1); switch( type ) { case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, 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 != skillid ) continue; pc_exeautobonus(sd,&sd->autobonus3[i]); } } return 1; } /* Splitted off from skill_additional_effect, which is never called when the * attack skill kills the enemy. Place in this function counter status effects * when using skills (eg: Asura's sp regen penalty, or counter-status effects * from cards) that will take effect on the source, not the target. [Skotlex] * Note: Currently this function only applies to Extremity Fist and BF_WEAPON * type of skills, so not every instance of skill_additional_effect needs a call * to this one. */ int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) { int rate; struct map_session_data *sd=NULL; struct map_session_data *dstsd=NULL; nullpo_ret(src); nullpo_ret(bl); if(skillid < 0) return 0; if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest sd = BL_CAST(BL_PC, src); 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(src,type,rate,7,0,0,0,time,0); if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl)) status_change_start(bl,type,rate,7,0,0,0,time,0); } } switch(skillid){ case MO_EXTREMITYFIST: sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv)); break; case GS_FULLBUSTER: sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; case HFLI_SBR44: //[orn] case HVAN_EXPLOSION: if(src->type == BL_HOM){ TBL_HOM *hd = (TBL_HOM*)src; hd->homunculus.intimacy = 200; if (hd->master) clif_send_homdata(hd->master,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,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) && !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) && (rate=pc_checkskill(sd,HW_SOULDRAIN))>0 ){ //Soul Drain should only work on targetted spells [Skotlex] if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2); } if( 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( skillid == WZ_WATERBALL ) {//(bugreport:5303) struct status_change *sc = NULL; if( ( sc = status_get_sc(src) ) ) { if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD && sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL) sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. } } } if( 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 && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) { struct block_list *tbl; struct unit_data *ud; int i, skillid, skilllv, rate, 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 skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; if (skilllv < 0) skilllv = 1+rnd()%(-skilllv); rate = dstsd->autospell2[i].rate; if (attack_type&BF_LONG) rate>>=1; dstsd->state.autocast = 1; notok = skillnotok(skillid, 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(skillid)) == CAST_GROUND ) { int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill_get_unit_flag(skillid)&UF_NOREITERATION && skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv) ) { continue; } if( BL_PC&battle_config.skill_nofootset && skill_get_unit_flag(skillid)&UF_NOFOOTSET && skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv) ) { continue; } if( BL_PC&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skillid, skilllv)) > 0 ) { int v; for(v=0;vud.skillunit[v] && maxcount;v++) { if(dstsd->ud.skillunit[v]->skill_id == skillid) maxcount--; } if( maxcount == 0 ) { continue; } } } if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) continue; dstsd->state.autocast = 1; skill_consume_requirement(dstsd,skillid,skilllv,1); switch (type) { case CAST_GROUND: skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0); break; } dstsd->state.autocast = 0; //Set canact delay. [Skotlex] ud = unit_bl2ud(bl); if (ud) { rate = skill_delayfix(bl, skillid, skilllv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ ud->canact_tick = tick+rate; if ( battle_config.display_status_timers && dstsd ) clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0); } } } } //Autobonus when attacked if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&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_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM}; const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM}; struct status_change *sc = status_get_sc(bl); int i,j; TBL_PC *sd; sd = BL_CAST(BL_PC, bl); if (sc && !sc->count) sc = NULL; if (sd) { if (sd->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,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1)); } } if (!where) //Nothing to break. return 0; if (sd) { for (i = 0; i < EQI_MAX; i++) { j = sd->equip_index[i]; if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j]) continue; flag = 0; switch(i) { case EQI_HEAD_TOP: //Upper Head flag = (where&EQP_HELM); break; case EQI_ARMOR: //Body flag = (where&EQP_ARMOR); break; case EQI_HAND_R: //Left/Right hands case EQI_HAND_L: flag = ( (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) || (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR)); break; 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_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY}; const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0}; 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, sc_atk[i], 100, lv, time)) where&=~pos[i]; } return where?1:0; } //Early declaration static int skill_area_temp[8]; /*========================================================================= 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, int direction, int flag) { int dx = 0, dy = 0; struct skill_unit* su = NULL; nullpo_ret(src); if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground)) return 0; //No knocking back in WoE if (count == 0) return 0; //Actual knockback distance is 0. switch (target->type) { case BL_MOB: { struct mob_data* md = BL_CAST(BL_MOB, target); if( md->class_ == MOBID_EMPERIUM ) 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_ELECTRICSHOCKER || su->group->unit_id == UNT_CLUSTERBOMB || su->group->unit_id == UNT_REVERBERATION) ) return 0; // ankle snare, electricshocker, clusterbomb, reverberation cannot be knocked back break; } if (direction == -1) // : do the computation here instead of outside direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed if (direction >= 0 && direction < 8) { // take the reversed 'direction' and reverse it dx = -dirx[direction]; dy = -diry[direction]; } return unit_blown(target, dx, dy, count, flag&0x1); } //Checks if 'bl' should reflect back a spell cast by 'src'. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted) static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) { struct status_change *sc = status_get_sc(bl); struct map_session_data* sd = BL_CAST(BL_PC, bl); // item-based reflection if( sd && sd->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 skilllv should be passed as -1 to the * client (causes player characters to not scream skill name) *-------------------------------------------------------------------------*/ int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { struct Damage dmg; struct status_data *sstatus, *tstatus; struct status_change *sc; struct map_session_data *sd, *tsd; int type,damage,rdamage=0; if(skillid > 0 && skilllv <= 0) return 0; nullpo_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, skillid, 2)) return 0; } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) { //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] if (!status_check_skilluse(src, bl, skillid, 2)) return 0; } sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); sstatus = status_get_status_data(src); tstatus = status_get_status_data(bl); sc= status_get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) return 0; //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS)) return 0; dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF); //Skotlex: Adjusted to the new system if(src->type==BL_PET) { // [Valaris] struct pet_data *pd = (TBL_PET*)src; if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid) { int element = skill_get_ele(skillid, skilllv); if (skillid == -1) element = sstatus->rhw.ele; if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET)) dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv); else dmg.damage= skilllv; dmg.damage2=0; dmg.div_= pd->a_skill->div_; } } if( dmg.flag&BF_MAGIC && ( skillid != 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; bl = src; src = tbl; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. /* bugreport:2564 flag&2 disables double casting trigger */ flag |= 2; //Spirit of Wizard blocks Kaite's reflection if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD ) { //Consume one Fragment per hit of the casted skill? [Skotlex] type = tsd?pc_search_inventory (tsd, 7321):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_SPIRIT]->val3 = skillid; sc->data[SC_SPIRIT]->val4 = dsrc->id; } } /** * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target **/ #if MAGIC_REFLECTION_TYPE if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF); #endif } if(sc && sc->data[SC_MAGICROD] && src == dsrc) { int sp = skill_get_sp(skillid,skilllv); 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(skillid == WZ_WATERBALL && skilllv > 1) sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball status_heal(bl, 0, sp, 2); } } damage = dmg.damage + dmg.damage2; if( (skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI || skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] ) damage = 1; if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )) || (sc && sc->data[SC_REFLECTDAMAGE])) ) rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid); //Skill hit type type=(skillid==0)?5:skill_get_hit(skillid); if(damage < dmg.div_ //Only skills that knockback even when they miss. [Skotlex] && skillid != CH_PALMSTRIKE) dmg.blewcount = 0; if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) { if(battle_config.gx_disptype) dsrc = src; if(src == bl) type = 4; else flag|=SD_ANIMATION; } if(skillid == NJ_TATAMIGAESHI) { dsrc = src; //For correct knockback. flag|=SD_ANIMATION; } if(sd) { int flag = 0; //Used to signal if this skill can be combo'ed later on. struct status_change_entry *sce; if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex] switch (skillid) { case TK_TURNKICK: case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time. sce->val1 = skillid; //Update combo-skill sce->val3 = skillid; if( sce->timer != INVALID_TIMER ) delete_timer(sce->timer, status_change_timer); sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO); break; } unit_cancel_combo(src); // Cancel combo wait break; default: if( src == dsrc ) // Ground skills are exceptions. [Inkfish] status_change_end(src, SC_COMBO, INVALID_TIMER); } } switch(skillid) { case MO_TRIPLEATTACK: if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) flag=1; break; case MO_CHAINCOMBO: if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) flag=1; break; case MO_COMBOFINISH: if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv); if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) flag=1; case CH_TIGERFIST: if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) flag=1; case CH_CHAINCRUSH: if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) flag=1; break; case AC_DOUBLE: if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER)) { //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex] sc_start2(src,SC_COMBO,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 (skilllv >= 7 && !sd->sc.data[SC_SMA]) sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv)); break; case GS_FULLBUSTER: //Can't attack nor use items until skill's delay expires. [Skotlex] sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; break; case SR_DRAGONCOMBO: if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 ) flag = 1; break; case SR_FALLENEMPIRE: if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 ) flag = 1; break; } //Switch End if (flag) { //Possible to chain flag = DIFF_TICK(sd->ud.canact_tick, tick); if (flag < 1) flag = 1; sc_start2(src,SC_COMBO,100,skillid,bl->id,flag); clif_combo_delay(src, flag); } } //Display damage. switch( skillid ) { case PA_GOSPEL: //Should look like Holy Cross [Skotlex] dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); break; //Skills that need be passed as a normal attack for the client to display correctly. case HVAN_EXPLOSION: case NPC_SELFDESTRUCTION: if(src->type==BL_PC) dmg.blewcount = 10; dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] // fall through case KN_AUTOCOUNTER: case NPC_CRITICALSLASH: case TF_DOUBLE: case GS_CHAINACTION: dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); break; case AS_SPLASHER: if( flag&SD_ANIMATION ) // the surrounding targets dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level else // the central target doesn't display an animation dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level break; case WL_HELLINFERNO: case SR_EARTHSHAKER: dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6); break; case WL_SOULEXPANSION: case WL_COMET: dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,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 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,1,WL_TETRAVORTEX_FIRE,-2,type); break; case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: 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: dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-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 EL_STONE_RAIN: dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-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,skilllv,5); 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 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; dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type); break; } map_freeblock_lock(); if(damage > 0 && dmg.flag&BF_SKILL && tsd && pc_checkskill(tsd,RG_PLAGIARISM) && (!sc || !sc->data[SC_PRESERVE]) && damage < tsd->battle_status.hp) { //Updated to not be able to copy skills if the blow will kill you. [Skotlex] int copy_skill = skillid; /** * Copy Referal: dummy skills should point to their source upon copying **/ switch( skillid ) { 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 LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: copy_skill = LG_OVERBRAND; break; } if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) && can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru] { int lv; 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 && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) { tsd->status.skill[tsd->reproduceskill_id].id = 0; tsd->status.skill[tsd->reproduceskill_id].lv = 0; tsd->status.skill[tsd->reproduceskill_id].flag = 0; clif_deleteskill(tsd,tsd->reproduceskill_id); } tsd->reproduceskill_id = copy_skill; pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill); pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv); tsd->status.skill[copy_skill].id = copy_skill; tsd->status.skill[copy_skill].lv = lv; tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED; clif_addskill(tsd,copy_skill); } else { lv = skilllv; if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){ tsd->status.skill[tsd->cloneskill_id].id = 0; tsd->status.skill[tsd->cloneskill_id].lv = 0; tsd->status.skill[tsd->cloneskill_id].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, "CLONE_SKILL", copy_skill); pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv); tsd->status.skill[skillid].id = copy_skill; tsd->status.skill[skillid].lv = lv; tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED; clif_addskill(tsd,skillid); } } } if( skillid != WZ_SIGHTRASHER && skillid != WZ_SIGHTBLASTER && skillid != AC_SHOWER && skillid != MA_SHOWER && skillid != SM_MAGNUM && skillid != MS_MAGNUM && bl->type == BL_SKILL && damage > 0 ) { struct skill_unit* su = (struct skill_unit*)bl; if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin] } if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0) { //Skills with can't walk delay also stop normal attacking for that //duration when the attack connects. [Skotlex] struct unit_data *ud = unit_bl2ud(src); if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) ud->attackabletime = tick + type; } if( !dmg.amotion ) { //Instant damage if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) ) status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. if( !status_isdead(bl) ) skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick); if( damage > 0 ) //Counter status effects [Skotlex] skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick); } // Hell Inferno burning status only starts if Fire part hits. if( skillid == WL_HELLINFERNO && dmg.damage > 0 ) sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv)); // Apply knock back chance in SC_TRIANGLESHOT skill. else if( skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv) ) 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)) { int direction = -1; // default switch(skillid) {//direction case MG_FIREWALL: case WZ_STORMGUST: case PR_SANCTUARY: case SC_TRIANGLESHOT: case LG_OVERBRAND: case SR_KNUCKLEARROW: case GN_WALLOFTHORN: case EL_FIRE_MANTLE: direction = unit_getdir(bl);// backwards break; case WL_CRIMSONROCK: direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); break; } //blown-specific handling switch( skillid ) { case LG_OVERBRAND: if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) { short dir_x, dir_y; dir_x = dirx[(direction+4)%8]; dir_y = diry[(direction+4)%8]; if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag ); } else skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag ); break; case SR_KNUCKLEARROW: if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4) ) { short dir_x, dir_y; dir_x = dirx[(direction+4)%8]; dir_y = diry[(direction+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, skillid, skilllv, BF_WEAPON, flag|4); } break; case GN_WALLOFTHORN: unit_stop_walking(bl,1); skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 ); clif_fixpos(bl); break; default: skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 ); break; } } //Delayed damage must be dealt after the knockback (it needs to know actual position of target) if (dmg.amotion) battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion); if( sc && sc->data[SC_DEVOTION] && skillid != 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) ) { clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0); status_fix_damage(NULL, d_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( skillid == RG_INTIMIDATE ) { int rate = 50 + skilllv * 5; rate = rate + (status_get_lv(src) - status_get_lv(bl)); if(rnd()%100 < rate) skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag); } else if( skillid == SC_FATALMENACE ) skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag); } if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS) dmg.flag |= BF_WEAPON; if( sd && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ) && damage > 0 ) { if (battle_config.left_cardfix_to_right) battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS); else battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); } if( rdamage > 0 ) { if( sc && sc->data[SC_REFLECTDAMAGE] ) { if( src != bl )// Don't reflect your own damage (Grand Cross) map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race); } else { if( dmg.amotion ) battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0); else status_fix_damage(bl,src,rdamage,0); clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0); //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] if( tsd && src != bl ) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); } } if( damage > 0 ) { /** * Post-damage effects **/ switch( skillid ) { case RK_CRUSHSTRIKE: skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon. break; case GC_VENOMPRESSURE: { struct status_change *ssc = status_get_sc(src); if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) { sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,ssc->data[SC_POISONINGWEAPON]->val1)); status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); clif_skill_nodamage(src,bl,skillid,skilllv,1); } } break; case WM_METALICSOUND: status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10))); break; } if( sd ) skill_onskillusage(sd, bl, skillid, tick); } if (!(flag&2) && ( skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT ) && (sc = status_get_sc(src)) && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2) { // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2); skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2); } map_freeblock_unlock(); return damage; } /*========================================== * ƒXƒLƒ‹”Í??U?—p(map_foreachinarea‚©‚çŒÄ‚΂ê‚é) * flag‚ɂ‚¢‚Ä?F16?i?‚ðŠm”F * MSB <- 00fTffff ->LSB * T =ƒ^?ƒQƒbƒg‘I?—p(BCT_*) * ffff=Ž©—R‚ÉŽg—p‰Â”\ * 0 =—\–ñ?B0‚ɌŒè *------------------------------------------*/ typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int); int skill_area_sub (struct block_list *bl, va_list ap) { struct block_list *src; int skill_id,skill_lv,flag; unsigned int tick; SkillFunc func; nullpo_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,unsigned int); 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; } static int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { struct skill_unit *unit; int skillid,g_skillid; unit = (struct skill_unit *)bl; if(bl->prev == NULL || bl->type != BL_SKILL) return 0; if(!unit->alive) return 0; skillid = va_arg(ap,int); g_skillid = unit->group->skill_id; switch (skillid) { case MG_SAFETYWALL: case AL_PNEUMA: case SC_MAELSTROM: if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM) 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: //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST && g_skillid != MH_POISON_MIST) return 0; break; default: //Avoid stacking with same kind of trap. [Skotlex] if (g_skillid != skillid) return 0; break; } return 1; } static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv) { //Non players do not check for the skill's splash-trigger area. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0; int layout_type = skill_get_unit_layout_type(skillid,skilllv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid); return 0; } range += layout_type; return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid); } static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { int skillid; if(bl->prev == NULL) return 0; skillid = va_arg(ap,int); if( status_isdead(bl) && skillid != AL_WARP ) return 0; if( skillid == HP_BASILICA && bl->type == BL_PC ) return 0; if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM ) return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] return 1; } static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv) { int range, type; switch (skillid) { // to be expanded later case WZ_ICEWALL: range = 2; break; default: { int layout_type = skill_get_unit_layout_type(skillid,skilllv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid); return 0; } range = skill_get_unit_range(skillid,skilllv) + layout_type; } break; } // if the caster is a monster/NPC, only check for players // otherwise just check characters if (bl->type == BL_PC) type = BL_CHAR; else type = BL_PC; return map_foreachinarea(skill_check_unit_range2_sub, bl->m, x - range, y - range, x + range, y + range, type, skillid); } int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex) { if(id == sd->bl.id && battle_config.guild_aura&16) return 0; // Do not affect guild leader if (sd->sc.data[SC_GUILDAURA]) { struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA]; if( sce->val3 != strvit || sce->val4 != agidex ) { sce->val3 = strvit; sce->val4 = agidex; status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA)); } return 0; } sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000); return 1; } /*========================================== * 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) *------------------------------------------*/ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type) { struct status_data *status; struct map_session_data *sd = NULL; int i, j, hp, sp, hp_rate, sp_rate, state, mhp; 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; } status = status_get_status_data(bl); if( (j = skill_get_index(skill)) == 0 ) return 0; // Requeriments for( i = 0; i < ARRAYLENGTH(itemid); i++ ) { itemid[i] = skill_db[j].itemid[i]; amount[i] = skill_db[j].amount[i]; } hp = skill_db[j].hp[lv-1]; sp = skill_db[j].sp[lv-1]; hp_rate = skill_db[j].hp_rate[lv-1]; sp_rate = skill_db[j].sp_rate[lv-1]; state = skill_db[j].state; if( (mhp = skill_db[j].mhp[lv-1]) > 0 ) hp += (status->max_hp * mhp) / 100; if( hp_rate > 0 ) hp += (status->hp * hp_rate) / 100; else hp += (status->max_hp * (-hp_rate)) / 100; if( sp_rate > 0 ) sp += (status->sp * sp_rate) / 100; else sp += (status->max_sp * (-sp_rate)) / 100; if( bl->type == BL_HOM ) { // Intimacy Requeriments struct homun_data *hd = BL_CAST(BL_HOM, bl); switch( skill ) { case HFLI_SBR44: if( hd->homunculus.intimacy <= 200 ) return 0; break; case HVAN_EXPLOSION: if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate ) return 0; break; } } if( !(type&2) ) { if( hp > 0 && status->hp <= (unsigned int)hp ) { clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0); return 0; } if( sp > 0 && status->sp <= (unsigned int)sp ) { clif_skill_fail(sd, skill, 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, 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, USESKILL_FAIL_LEVEL, 0); 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; } /*========================================== * *------------------------------------------*/ int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag) { return 1; } /*========================================== * *------------------------------------------*/ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *src = map_id2bl(id),*target; struct unit_data *ud = unit_bl2ud(src); struct skill_timerskill *skl = NULL; 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; 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; if(target->prev == NULL) break; if(src->m != target->m) break; if(status_isdead(src)) break; if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) break; switch(skl->skill_id) { case RG_INTIMIDATE: if (unit_warp(src,-1,-1,-1,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 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_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD && sc->data[SC_SPIRIT]->val3 == skl->skill_id) sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. } } break; /** * 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,skl->flag); // Hit a Lightning on the current Target skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify if( skl->type > 1 ) { // Remaining Chains Hit nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one... if( nbl == NULL && skl->x > 1 ) { nbl = target; skl->x--; } else skl->x = 3; } if( nbl ) skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag); } break; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify if( skl->type >= 3 ) { // Final Hit if( !status_isdead(target) ) { // Final Status Effect int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN }, applyeffects[4] = { 0, 0, 0, 0 }, i, j = 0, k = 0; for( i = 1; i <= 8; i = i + i ) { if( skl->x&i ) { applyeffects[j] = effects[k]; j++; } k++; } if( j ) { i = applyeffects[rnd()%j]; status_change_start(target, i, 10000, skl->skill_lv, (i == SC_BURNING ? 1000 : 0), (i == SC_BURNING ? src->id : 0), 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0); } } } break; case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets break; case SC_FATALMENACE: if( src == target ) // Casters Part unit_warp(src, -1, skl->x, skl->y, 3); else { // Target's Part short x = skl->x, y = skl->y; map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1); unit_warp(target,-1,x,y,3); } 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 LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: 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, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id); 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; case WL_EARTHSTRAIN: skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag); break; } } } while (0); //Free skl now that it is no longer needed. ers_free(skill_timer_ers, skl); return 0; } /*========================================== * *------------------------------------------*/ int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag) { int i; struct unit_data *ud; nullpo_retr(1, src); 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 = add_timer(tick, skill_timerskill, src->id, i); ud->skilltimerskill[i]->src_id = src->id; ud->skilltimerskill[i]->target_id = target; ud->skilltimerskill[i]->skill_id = skill_id; ud->skilltimerskill[i]->skill_lv = skill_lv; ud->skilltimerskill[i]->map = src->m; ud->skilltimerskill[i]->x = x; ud->skilltimerskill[i]->y = y; ud->skilltimerskill[i]->type = type; ud->skilltimerskill[i]->flag = flag; return 0; } /*========================================== * *------------------------------------------*/ int skill_cleartimerskill (struct block_list *src) { int i; struct unit_data *ud; nullpo_ret(src); ud = unit_bl2ud(src); nullpo_ret(ud); for(i=0;iskilltimerskill[i]) { delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill); ers_free(skill_timer_ers, ud->skilltimerskill[i]); ud->skilltimerskill[i]=NULL; } } return 1; } static int skill_ative_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 ) { 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, gettick()); su->limit=DIFF_TICK(gettick(),sg->tick)+1500; sg->unit_id = UNT_USED_TRAPS; } return 0; } static int skill_reveal_trap (struct block_list *bl, va_list ap) { TBL_SKILL *su = (TBL_SKILL*)bl; if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] //clif_changetraplook(bl, su->group->unit_id); clif_skill_setunit(su); return 1; } return 0; } /*========================================== * * *------------------------------------------*/ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { struct map_session_data *sd = NULL; struct status_data *tstatus; struct status_change *sc; if (skillid > 0 && skilllv <= 0) return 0; nullpo_retr(1, src); nullpo_retr(1, bl); if (src->m != bl->m) return 1; if (bl->prev == NULL) return 1; sd = BL_CAST(BL_PC, src); if (status_isdead(bl)) return 1; if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100) { //GTB makes all targetted magic display miss with a single bolt. sc_type sct = status_skill2sc(skillid); if(sct != SC_NONE) status_change_end(bl, sct, INVALID_TIMER); clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid)); return 1; } sc = status_get_sc(src); if (sc && !sc->count) sc = NULL; //Unneeded tstatus = status_get_status_data(bl); map_freeblock_lock(); switch(skillid) { case 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: case ASC_BREAKER: case HFLI_MOON: //[orn] case HFLI_SBR44: //[orn] case NPC_BLEEDING: case NPC_CRITICALWOUND: case NPC_HELLPOWER: case RK_SONICWAVE: case RK_HUNDREDSPEAR: case RK_WINDCUTTER: 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_SKYNETBLOW: case SR_FALLENEMPIRE: case SR_CRESCENTELBOW_AUTOSPELL: case SR_GATEOFHELL: case SR_GENTLETOUCH_QUIET: case WM_SEVERE_RAINSTORM_MELEE: case WM_GREAT_ECHO: case GN_SLINGITEM_RANGEMELEEATK: case MH_STAHL_HORN: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; /** * Mechanic (MADO GEAR) **/ case NC_BOOSTKNUCKLE: case NC_PILEBUNKER: case NC_VULCANARM: case NC_COLDSLOWER: case NC_ARMSCANNON: if (sd) pc_overheat(sd,1); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) switch( 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,skillid,skilllv,tick,flag); break; case MO_COMBOFINISH: if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) { //Becomes a splash attack when Soul Linked. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv),splash_target(src), src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } else skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case TK_STORMKICK: // Taekwon kicks [Dralnu] clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_area_temp[1] = 0; map_foreachinrange(skill_attack_area, src, skill_get_splash(skillid, skilllv), splash_target(src), BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); break; case KN_CHARGEATK: { bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); unsigned int dist = distance_bl(src, bl); unsigned int dir = map_calc_dir(bl, src->x, src->y); // teleport to target (if not on WoE grounds) if( !map_flag_gvg(src->m) && !map[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 ) { skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist); skill_blown(src, bl, dist, dir, 0); //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, // make the caster look in the direction of the target unit_setdir(src, (dir+4)%8); } } break; case 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(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src), skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY); break; case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: skill_area_temp[1] = bl->id; map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src), skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY); break; case MO_INVESTIGATE: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); break; case RG_BACKSTAP: { int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl); if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) { status_change_end(src, SC_HIDING, INVALID_TIMER); skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] unit_setdir(bl,dir); } else if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); } break; case MO_FINGEROFFENSIVE: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if (battle_config.finger_offensive_type && sd) { int i; for (i = 1; i < sd->spiritball_old; i++) skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag); } status_change_end(src, SC_BLADESTOP, INVALID_TIMER); break; case MO_CHAINCOMBO: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); break; case NJ_ISSEN: status_change_end(src, SC_NEN, INVALID_TIMER); status_change_end(src, SC_HIDING, INVALID_TIMER); // fall through case MO_EXTREMITYFIST: if( skillid == MO_EXTREMITYFIST ) { status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); } //Client expects you to move to target regardless of distance { struct unit_data *ud = unit_bl2ud(src); short dx,dy; int i,speed; i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura dx = bl->x - src->x; dy = bl->y - src->y; if (dx < 0) dx-=i; else if (dx > 0) dx+=i; if (dy < 0) dy-=i; else if (dy > 0) dy+=i; if (!dx && !dy) dy++; if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS)) { dx = bl->x; dy = bl->y; } else { dx = src->x + dx; dy = src->y + dy; } skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if(unit_walktoxy(src, dx, dy, 2) && ud) { //Increase can't walk delay to not alter your walk path ud->canmove_tick = tick; speed = status_get_speed(src); for (i = 0; i < ud->walkpath.path_len; i ++) { if(ud->walkpath.path[i]&1) ud->canmove_tick+=7*speed/5; else ud->canmove_tick+=speed; } } } break; //Splash attack skills. case AS_GRIMTOOTH: case MC_CARTREVOLUTION: case NPC_SPLASHATTACK: flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit case AS_SPLASHER: case SM_MAGNUM: case 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 RA_ARROWSTORM: case RA_WUGDASH: 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_WINDMILL: case SR_RIDEINLIGHTNING: case WM_SOUND_OF_DESTRUCTION: case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: case SO_VARETYR_SPEAR: case GN_CART_TORNADO: case GN_CARTCANNON: case MH_LAVA_SLIDE: 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(skillid)&INF2_NPC_SKILL) ) sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag); if( skillid == NPC_VAMPIRE_GIFT && heal > 0 ) { clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); status_heal(src,heal,0,0); } } else { switch ( skillid ) { case NJ_BAKUENRYU: case LG_EARTHDRIVE: case GN_CARTCANNON: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case LG_MOONSLASHER: clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); break; case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all? skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1); break; default: break; } skill_area_temp[0] = 0; skill_area_temp[1] = bl->id; skill_area_temp[2] = 0; if( skillid == WL_CRIMSONROCK ) { skill_area_temp[4] = bl->x; skill_area_temp[5] = bl->y; } // if skill damage should be split among targets, count them //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets //special case: Venom Splasher uses a different range for searching than for splashing if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT ) skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); // recursive invocation of skill_castend_damage_id() with flag|1 map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), (skillid == WL_CRIMSONROCK)?BL_CHAR|BL_SKILL:splash_target(src), src, skillid, skilllv, 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(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION); else skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); break; case KN_BOWLINGBASH: 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,skillid,skilllv,tick,SD_ANIMATION); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION); } else { int i,c; c = skill_get_blewcount(skillid,skilllv); // keep moving target in the direction that src is looking, square by square for(i=0;i 1 ) break; // collision } clif_blown(bl); //Update target pos. if (i!=c) { //Splash skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } //Weirdo dual-hit property, two attacks for 500% skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); } break; case KN_SPEARSTAB: if(flag&1) { if (bl->id==skill_area_temp[1]) break; if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION)) skill_blown(src,bl,skill_area_temp[2],-1,0); } else { int x=bl->x,y=bl->y,i,dir; dir = map_calc_dir(bl,src->x,src->y); skill_area_temp[1] = bl->id; skill_area_temp[2] = skill_get_blewcount(skillid,skilllv); // all the enemies between the caster and the target are hit, as well as the target if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0)) skill_blown(src,bl,skill_area_temp[2],-1,0); for (i=0;i<4;i++) { map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR, src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); x += dirx[dir]; y += diry[dir]; } } break; case TK_TURNKICK: case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] { skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag)) map_foreachinrange(skill_area_sub,bl, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick,flag|BCT_ENEMY|1, skill_castend_nodamage_id); } break; case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/ clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag); break; case PR_TURNUNDEAD: case ALL_RESURRECTION: if (!battle_check_undead(tstatus->race, tstatus->def_ele)) break; skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case MG_SOULSTRIKE: case NPC_DARKSTRIKE: case MG_COLDBOLT: case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case WZ_EARTHSPIKE: case AL_HEAL: case AL_HOLYLIGHT: case WZ_JUPITEL: case NPC_DARKTHUNDER: case PR_ASPERSIO: case MG_FROSTDIVER: case WZ_SIGHTBLASTER: case WZ_SIGHTRASHER: case NJ_KOUENKA: case NJ_HYOUSENSOU: case NJ_HUUJIN: case AB_ADORAMUS: case AB_RENOVATIO: case AB_HIGHNESSHEAL: case AB_DUPLELIGHT_MAGIC: case WM_METALICSOUND: case MH_ERASER_CUTTER: skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case NPC_MAGICALATTACK: skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv)); break; case HVAN_CAPRICE: //[blackhole89] { int ran=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,skilllv,tick,flag|SD_LEVEL); } break; case WZ_WATERBALL: { int range = skilllv / 2; int maxlv = skill_get_max(skillid); // learnable level int count = 0; int x, y; struct skill_unit* unit; if( skilllv > maxlv ) { if( src->type == BL_MOB && skilllv == 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( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) { count++; // skill-induced water cell skill_delunit(unit); // consume cell } } } if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag); } skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,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, skillid, skilllv, tick, flag); break; case SL_SMA: status_change_end(src, SC_SMA, INVALID_TIMER); case SL_STIN: case SL_STUN: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,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: skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); break; /** * Rune Knight **/ case RK_DRAGONBREATH: { struct status_change *tsc = NULL; if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) { clif_skill_nodamage(src,src,skillid,skilllv,1); } else skill_attack(BF_MISC,src,src,bl,skillid,skilllv,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,skillid,skilllv,tick,flag); break; // Celest case PF_SOULBURN: if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if (skilllv == 5) skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); status_percent_damage(src, bl, 0, 100, false); } else { clif_skill_nodamage(src,src,skillid,skilllv,1); if (skilllv == 5) skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag); status_percent_damage(src, src, 0, 100, false); } break; case NPC_BLOODDRAIN: case NPC_ENERGYDRAIN: { int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag); if (heal > 0){ clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); status_heal(src, heal, 0, 0); } } break; case GS_BULLSEYE: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case NJ_KASUMIKIRI: if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0) sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv)); break; case NJ_KIRIKAGE: if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds. short x, y; map_search_freecell(bl, 0, &x, &y, 1, 1, 0); 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,skillid,skilllv,tick,flag); break; case RK_PHANTOMTHRUST: unit_setdir(src,map_calc_dir(src, bl->x, bl->y)); clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0); if( battle_check_target(src,bl,BCT_ENEMY) ) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case RK_STORMBLAST: case RK_CRUSHSTRIKE: if( sd ) { if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) ) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); else clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); } else //non-sd support skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case GC_DARKILLUSION: { short x, y; short dir = map_calc_dir(src,bl->x,bl->y); if( dir > 4 ) x = -1; else if( dir > 0 && dir < 4 ) x = 1; else x = 0; if( dir < 3 || dir > 5 ) y = -1; else if( dir > 3 && dir < 5 ) y = 1; 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 packts. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); if( rnd()%100 < 4 * skilllv ) skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag); } } break; case GC_WEAPONCRUSH: if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING ) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); else if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0); break; case GC_CROSSRIPPERSLASHER: if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) ) clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0); else { skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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,skillid,skilllv,tick,flag); } break; case WL_CHAINLIGHTNING: clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag); break; case WL_DRAINLIFE: { int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); int rate = 70 + 5 * skilllv; heal = heal * (5 + 5 * skilllv) / 100; if( bl->type == BL_SKILL ) 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( sd ) { int spheres[5] = { 0, 0, 0, 0, 0 }, positions[5] = {-1,-1,-1,-1,-1 }, i, j = 0, k, subskill = 0; for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) if( sc && sc->data[i] ) { spheres[j] = i; positions[j] = sc->data[i]->val2; j++; // } if( j < 4 ) { // Need 4 spheres minimum clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } // Sphere Sort, this time from new to old for( i = 0; i <= j - 2; i++ ) for( k = i + 1; k <= j - 1; k++ ) if( positions[i] < positions[k] ) { swap(positions[i],positions[k]); swap(spheres[i],spheres[k]); } k = 0; for( i = 0; i < 4; i++ ) { switch( sc->data[spheres[i]]->val1 ) { case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break; case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break; case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break; case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break; } skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,k,0,subskill,skilllv,i,flag); status_change_end(src, spheres[i], INVALID_TIMER); } } break; case WL_RELEASE: if( sd ) { int i; // Priority is to release SpellBook if( sc && sc->data[SC_READING_SB] ) { // SpellBook int skill_id, skill_lv, point, s = 0; int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1]; for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released if( sc->data[i] ) spell[s++] = i; if ( i == 0 ) break; i = spell[s==1?0:rand()%s];// Random select of spell to be released. if( s && sc->data[i] ){// Now extract the data from the preserved spell skill_id = sc->data[i]->val1; 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); clif_skill_nodamage(src, bl, skillid, skilllv, 1); if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) ) break; switch( skill_get_casttype(skill_id) ) { case CAST_GROUND: skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0); break; } sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv); clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0); } else { // Summon Balls int j = 0, k, skele; int spheres[5] = { 0, 0, 0, 0, 0 }, positions[5] = {-1,-1,-1,-1,-1 }; for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) if( sc && sc->data[i] ) { spheres[j] = i; positions[j] = sc->data[i]->val2; sc->data[i]->val2--; // Prepares for next position j++; } if( j == 0 ) { // No Spheres clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0); break; } // Sphere Sort for( i = 0; i <= j - 2; i++ ) for( k = i + 1; k <= j - 1; k++ ) if( positions[i] > positions[k] ) { swap(positions[i],positions[k]); swap(spheres[i],spheres[k]); } if( skilllv == 1 ) j = 1; // Limit only to one ball for( i = 0; i < j; i++ ) { skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL); status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball } clif_skill_nodamage(src,bl,skillid,0,1); } } break; case WL_FROSTMISTY: { struct status_change *tsc = status_get_sc(bl); if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) ) break; // Doesn't hit/cause Freezing to invisible enemy // Causes Freezing status through walls. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv)); // 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,skillid,skilllv,tick,flag); } break; case WL_JACKFROST: { struct status_change *tsc = status_get_sc(bl); if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) ) break; // Do not hit invisible enemy skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); } break; case WL_HELLINFERNO: skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|ELE_DARK); break; case RA_WUGSTRIKE: 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,skillid,skilllv,tick,flag); } 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) || tsc->data[SC__INVISIBILITY]) ) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); } 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 && sg->src_id != src->id && battle_check_target(src, map_id2bl(sg->src_id), BCT_ENEMY) > 0 ) { if( sd && !(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->unit_id >= UNT_MAGENTATRAP && sg->unit_id <= UNT_CLUSTERBOMB )?ITEMID_TRAP_ALLOY:ITEMID_TRAP; item_tmp.identify = 1; if( item_tmp.nameid ) map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->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] if( rnd()%100 < 50 ) sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv)); 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(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); if( sd ) pc_overheat(sd,1); } break; case NC_MAGNETICFIELD: sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv)); break; case SC_FATALMENACE: if( flag&1 ) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,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(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6); } break; case LG_PINPOINTATTACK: if( !map_flag_gvg(src->m) && !map[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,skillid,skilllv,tick,flag); break; case LG_SHIELDSPELL: // flag&1: Phisycal Attack, flag&2: Magic Attack. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; case LG_OVERBRAND: skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL); break; case LG_OVERBRAND_BRANDISH: skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL); break; case SR_DRAGONCOMBO: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case SR_KNUCKLEARROW: if( !map_flag_gvg(src->m) && !map[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, skillid, skilllv, tick, flag|SD_LEVEL); else skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2); break; case SR_HOWLINGOFLION: status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER); status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER); status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER); status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER); status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER); status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER); status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER); skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); break; case SR_EARTHSHAKER: if( flag&1 ) { struct status_change *tsc = status_get_sc(bl); if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKING] || 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(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));//Does it apply the stun chance to targets knocked out of hiding, or it applys allways? [Rytech] skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); } else skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); } else map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); break; case WM_LULLABY_DEEPSLEEP: if( bl != src && rnd()%100 < 88 + 2 * skilllv ) sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv)); break; case SO_POISON_BUSTER: { struct status_change *tsc = status_get_sc(bl); if( tsc && tsc->data[SC_POISON] ) { skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); status_change_end(bl, SC_POISON, INVALID_TIMER); } else if( sd ) clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); } break; case GN_SPORE_EXPLOSION: if( flag&1 ) skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); else { clif_skill_nodamage(src, bl, skillid, 0, 1); skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 0, 0); } break; case GN_CRAZYWEED: if( rnd()%100 < 75 ) { if( bl->type == BL_SKILL ) { struct skill_unit *su = (struct skill_unit *)bl; if( !su ) break; if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) {// Still need confirm it. skill_delunit(su); break; } switch( su->group->skill_id ) {// Unconfirmed list, based on info from irowiki. case GN_WALLOFTHORN: case GN_THORNS_TRAP: case SC_BLOODYLUST: case SC_CHAOSPANIC: case SC_MAELSTROM: case WZ_FIREPILLAR: case SA_LANDPROTECTOR: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: case MG_SAFETYWALL: case AL_PNEUMA: skill_delunit(su); break; } break; } else skill_attack(BF_WEAPON,src,src,bl,GN_CRAZYWEED_ATK,skilllv,tick,flag); } 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(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag); else { int i = skill_get_splash(skillid,skilllv); clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); if( rnd()%100 < 30 ) map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); else skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); } break; case EL_ROCK_CRUSHER: clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); if( rnd()%100 < 50 ) skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); else skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag); break; case EL_STONE_RAIN: if( flag&1 ) skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); else { int i = skill_get_splash(skillid,skilllv); clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); if( rnd()%100 < 30 ) map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); else skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,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),skillid,skilllv,1); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); break; case EL_TIDAL_WEAPON: if( src->type == BL_ELEM ) { struct elemental_data *ele = BL_CAST(BL_ELEM,src); struct status_change *sc = status_get_sc(&ele->bl); struct status_change *tsc = status_get_sc(bl); sc_type type = status_skill2sc(skillid), type2; type2 = type-1; clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { elemental_clean_single_effect(ele, skillid); } if( rnd()%100 < 50 ) skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag); else { sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv)); sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv)); } clif_skill_nodamage(src,src,skillid,skilllv,1); } 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, skillid, skilllv, tick, SD_LEVEL|flag); } else { skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub, bl, sd->bonus.splash_range, BL_CHAR, src, skillid, skilllv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id); flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] } } break; default: if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) { if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd ) clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported"); } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */ ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid); clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, 0, abs(skill_get_num(skillid, skilllv)), skillid, skilllv, skill_get_hit(skillid)); map_freeblock_unlock(); return 1; } if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) { //Should only remove after the skill has been casted. sc->data[SC_CURSEDCIRCLE_ATKER]->val3 = 1; 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 = gettick(); if( sd->state.arrow_atk ) {// consume arrow on last invocation to this skill. battle_consume_ammo(sd, skillid, skilllv); } // perform skill requirement consumption skill_consume_requirement(sd,skillid,skilllv,2); } return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { struct map_session_data *sd, *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 i = 0; enum sc_type type; if(skillid > 0 && skilllv <= 0) return 0; // celest nullpo_retr(1, src); nullpo_retr(1, bl); if (src->m != bl->m) return 1; sd = BL_CAST(BL_PC, src); hd = BL_CAST(BL_HOM, src); md = BL_CAST(BL_MOB, src); 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( skillid ) { 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 (skillid) { case HLIF_HEAL: //[orn] if (bl->type != BL_HOM) { if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ; break ; } case AL_HEAL: case ALL_RESURRECTION: case PR_ASPERSIO: /** * Arch Bishop **/ case AB_RENOVATIO: case AB_HIGHNESSHEAL: //Apparently only player casted skills can be offensive like this. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) { if (battle_check_target(src, bl, BCT_ENEMY) < 1) { //Offensive heal does not works on non-enemies. [Skotlex] clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); return 0; } return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag); } break; case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex] return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag); default: //Skill is actually ground placed. if (src == bl && skill_get_unit_id(skillid,0)) return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); } type = status_skill2sc(skillid); tsc = status_get_sc(bl); tsce = (tsc && type != -1)?tsc->data[type]:NULL; if (src!=bl && type > -1 && (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL && skill_get_inf(skillid) != INF_SUPPORT_SKILL && battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0) return 1; //Skills that cause an status should be blocked if the target element blocks its element. map_freeblock_lock(); switch(skillid) { case HLIF_HEAL: //[orn] case AL_HEAL: /** * Arch Bishop **/ case AB_HIGHNESSHEAL: { int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true); int heal_get_jobexp; //Highness Heal: starts at 1.5 boost + 0.5 for each level if( skillid == AB_HIGHNESSHEAL ) { heal = heal * ( 15 + 5 * skilllv ) / 10; } if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) || (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal 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. } heal_get_jobexp = status_heal(bl,heal,0,0); clif_skill_nodamage (src, bl, skillid, heal, 1); if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; if (heal_get_jobexp <= 0) heal_get_jobexp = 1; pc_gainexp (sd, bl, 0, heal_get_jobexp, false); } } break; case PR_REDEMPTIO: if (sd && !(flag&1)) { if (sd->status.party_id == 0) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } skill_area_temp[0] = 0; party_foreachsamemap(skill_area_sub, sd,skill_get_splash(skillid, skilllv), src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); if (skill_area_temp[0] == 0) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty... if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty sd->status.base_exp -= 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. skilllv = 3; //Resurrection level 3 is used } else //Invalid target, skip resurrection. break; case ALL_RESURRECTION: if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)) { //No reviving in WoE grounds! clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } if (!status_isdead(bl)) break; { int per = 0, sper = 0; if (tsc && tsc->data[SC_HELLPOWER]) break; if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) break; switch(skilllv){ case 1: per=10; break; case 2: per=30; break; case 3: per=50; break; case 4: per=80; break; } if(dstsd && dstsd->special_state.restart_full_recover) per = sper = 100; if (status_revive(bl, per, sper)) { clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation. if(sd && dstsd && battle_config.resurrection_exp > 0) { int exp = 0,jexp = 0; int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; if(lv > 0 && pc_nextbaseexp(dstsd)) { exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); if (exp < 1) exp = 1; } if(jlv > 0 && pc_nextjobexp(dstsd)) { jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); if (jexp < 1) jexp = 1; } if(exp > 0 || jexp > 0) pc_gainexp (sd, bl, exp, jexp, false); } } } break; case AL_DECAGI: case MER_DECAGI: clif_skill_nodamage (src, bl, skillid, skilllv, sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv))); break; case AL_CRUCIS: if (flag&1) sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv)); else { map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skillid, skilllv, 1); } break; case PR_LEXDIVINA: case MER_LEXDIVINA: if( tsce ) status_change_end(bl,type, INVALID_TIMER); else sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); clif_skill_nodamage (src, bl, skillid, skilllv, 1); break; case SA_ABRACADABRA: { int abra_skillid = 0, abra_skilllv; do { i = rnd() % MAX_SKILL_ABRA_DB; abra_skillid = skill_abra_db[i].skillid; } while (abra_skillid == 0 || skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear rnd()%10000 >= skill_abra_db[i].per ); abra_skilllv = min(skilllv, skill_get_max(abra_skillid)); clif_skill_nodamage (src, bl, skillid, skilllv, 1); if( sd ) {// player-casted sd->state.abra_flag = 1; sd->skillitem = abra_skillid; sd->skillitemlv = abra_skilllv; clif_item_skill(sd, abra_skillid, abra_skilllv); } else {// mob-casted struct unit_data *ud = unit_bl2ud(src); int inf = skill_get_inf(abra_skillid); int target_id = 0; if (!ud) break; if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { if (src->type == BL_PET) bl = (struct block_list*)((TBL_PET*)src)->msd; if (!bl) bl = src; unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv); } else { //Assume offensive skills if (ud->target) target_id = ud->target; else switch (src->type) { case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; } if (!target_id) break; if (skill_get_casttype(abra_skillid) == CAST_GROUND) { bl = map_id2bl(target_id); if (!bl) bl = src; unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv); } else unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv); } } } break; case SA_COMA: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv))); break; case SA_FULLRECOVERY: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (status_isimmune(bl)) break; status_percent_heal(bl, 100, 100); break; case 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,skillid,skilllv,1); if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,""); break; case SA_LEVELUP: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false); break; case SA_INSTANTDEATH: clif_skill_nodamage(src,bl,skillid,skilllv,1); status_set_hp(bl,1,0); break; case SA_QUESTION: case SA_GRAVITY: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case SA_CLASSCHANGE: case SA_MONOCELL: if (dstmd) { int class_; if ( sd && dstmd->status.mode&MD_BOSS ) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0); clif_skill_nodamage(src,bl,skillid,skilllv,1); mob_class_change(dstmd,class_); if( tsc && dstmd->status.mode&MD_BOSS ) { const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP }; for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) if (tsc->data[i]) status_change_end(bl, (sc_type)i, 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,skillid,USESKILL_FAIL_LEVEL,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); status_kill(bl); break; case SA_REVERSEORCISH: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); break; case SA_FORTUNE: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) pc_getzeny(sd,status_get_lv(bl)*100); break; case SA_TAMINGMONSTER: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (sd && dstmd) { ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ ); if( i < MAX_PET_DB ) pet_catch_process1(sd, dstmd->class_); } break; case CR_PROVIDENCE: if(sd && dstsd){ //Check they are not another crusader [Skotlex] if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case CG_MARIONETTE: { struct status_change* sc = status_get_sc(src); 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,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } if( sc && tsc ) { if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] ) { sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv)); sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv,1); } else if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id && tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id ) { status_change_end(src, SC_MARIONETTE, INVALID_TIMER); status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER); } else { if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } } } break; case RG_CLOSECONFINE: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv))); break; case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: if (dstsd) { if(dstsd->status.weapon == W_FIST || (dstsd->sc.count && !dstsd->sc.data[type] && ( //Allow re-enchanting to lenghten time. [Skotlex] dstsd->sc.data[SC_FIREWEAPON] || dstsd->sc.data[SC_WATERWEAPON] || dstsd->sc.data[SC_WINDWEAPON] || dstsd->sc.data[SC_EARTHWEAPON] || dstsd->sc.data[SC_SHADOWWEAPON] || dstsd->sc.data[SC_GHOSTWEAPON] || dstsd->sc.data[SC_ENCPOISON] )) ) { if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } } // 100% success rate at lv4 & 5, but lasts longer at lv5 if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) { if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) clif_displaymessage(sd->fd,"You broke target's weapon"); } break; case PR_ASPERSIO: if (sd && dstmd) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case ITEM_ENCHANTARMS: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,100,skilllv, skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv))); break; case TK_SEVENWIND: switch(skill_get_ele(skillid,skilllv)) { case ELE_EARTH : type = SC_EARTHWEAPON; break; case ELE_WIND : type = SC_WINDWEAPON; break; case ELE_WATER : type = SC_WATERWEAPON; break; case ELE_FIRE : type = SC_FIREWEAPON; break; case ELE_GHOST : type = SC_GHOSTWEAPON; break; case ELE_DARK : type = SC_SHADOWWEAPON; break; case ELE_HOLY : type = SC_ASPERSIO; break; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv)); break; case PR_KYRIE: case MER_KYRIE: clif_skill_nodamage(bl,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; //Passive Magnum, should had been casted on yourself. case SM_MAGNUM: case MS_MAGNUM: skill_area_temp[1] = 0; map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); clif_skill_nodamage (src,src,skillid,skilllv,1); // Initiate 10% of your damage becomes fire element. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); if( sd ) skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv)); else if( bl->type == BL_MER ) skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv)); break; case TK_JUMPKICK: if( unit_movepos(src, bl->x, bl->y, 1, 1) ) { if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); clif_slide(src,bl->x,bl->y); } break; case AL_INCAGI: case AL_BLESSING: case MER_INCAGI: case MER_BLESSING: if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) { skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); break; } case PR_SLOWPOISON: case PR_IMPOSITIO: case PR_LEXAETERNA: case PR_SUFFRAGIUM: case PR_BENEDICTIO: case LK_BERSERK: case MS_BERSERK: case KN_AUTOCOUNTER: 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_DEADLYINFECT: case LG_EXEEDBREAK: case LG_PRESTIGE: case SR_CRESCENTELBOW: case SR_LIGHTNINGWALK: case SR_GENTLETOUCH_ENERGYGAIN: case SR_GENTLETOUCH_CHANGE: case SR_GENTLETOUCH_REVITALIZE: case GN_CARTBOOST: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case SO_STRIKING: if (sd) { int bonus = 25 + 10 * skilllv; 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, skillid, skilllv, battle_check_target(src,bl,BCT_PARTY) ? sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) : 0 ); } break; case NPC_STOP: if( clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) ) sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv)); break; case HP_ASSUMPTIO: if( sd && dstmd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); else clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); 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,skillid,skilllv, sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv))); break; case HLIF_AVOID: case HAMI_DEFENCE: i = skill_get_time(skillid,skilllv); clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc break; case NJ_BUNSINJYUTSU: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); status_change_end(bl, SC_NEN, INVALID_TIMER); break; /* Was modified to only affect targetted char. [Skotlex] case HP_ASSUMPTIO: if (flag&1) sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); else { map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_PC, src, skillid, skilllv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; */ case SM_ENDURE: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); if (sd) skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv)); break; case AS_ENCHANTPOISON: // Prevent spamming [Valaris] if (sd && dstsd && dstsd->sc.count) { if (dstsd->sc.data[SC_FIREWEAPON] || dstsd->sc.data[SC_WATERWEAPON] || dstsd->sc.data[SC_WINDWEAPON] || dstsd->sc.data[SC_EARTHWEAPON] || dstsd->sc.data[SC_SHADOWWEAPON] || dstsd->sc.data[SC_GHOSTWEAPON] // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex] ) { clif_skill_nodamage(src,bl,skillid,skilllv,0); clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case LK_TENSIONRELAX: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv), skill_get_time(skillid,skilllv))); break; case MC_CHANGECART: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case TK_MISSION: if (sd) { int id; if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one clif_mission_info(sd, sd->mission_mobid, sd->mission_count); clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } id = mob_get_random_id(0,0xF, sd->status.base_level); if (!id) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } sd->mission_mobid = id; sd->mission_count = 0; pc_setglobalreg(sd,"TK_MISSION_ID", id); clif_mission_info(sd, id, 0); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case AC_CONCENTRATION: { clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); map_foreachinrange( status_change_timer_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src,NULL,type,tick); } break; case SM_PROVOKE: case SM_SELFPROVOKE: case MER_PROVOKE: if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) ) { map_freeblock_unlock(); return 1; } //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv, (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv)))); if( !i ) { if( sd ) clif_skill_fail(sd,skillid,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,skillid,skilllv)); } break; case ML_DEVOTION: case CR_DEVOTION: { int count, lv; if( !dstsd || (!sd && !mer) ) { // Only players can be devoted if( sd ) clif_skill_fail(sd, skillid, 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 (skillid == 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,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } i = 0; count = (sd)? min(skilllv,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, skillid, 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, skillid, skilllv, sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv))); clif_devotion(src, NULL); } break; case MO_CALLSPIRITS: if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv); } break; case CH_SOULCOLLECT: if(sd) { int limit = 5; if( sd->sc.data[SC_RAISINGDRAGON] ) limit += sd->sc.data[SC_RAISINGDRAGON]->val1; clif_skill_nodamage(src,bl,skillid,skilllv,1); for (i = 0; i < limit; i++) pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit); } break; case MO_KITRANSLATION: if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5); } break; case TK_TURNKICK: case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] if (skill_area_temp[1] != bl->id) { skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0); skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback } break; case MO_ABSORBSPIRITS: i = 0; if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] i = dstsd->spiritball * 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] i = 2 * dstmd->level; mob_target(dstmd,src,0); } if (i) status_heal(src, 0, i, 3); clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0); break; case AC_MAKINGARROW: if(sd) { clif_arrow_create_list(sd); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case AM_PHARMACY: if(sd) { clif_skill_produce_mix_list(sd,skillid,22); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case SA_CREATECON: if(sd) { clif_elementalconverter_list(sd); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case BS_HAMMERFALL: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv))); break; case RG_RAID: skill_area_temp[1] = 0; clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); status_change_end(src, SC_HIDING, 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: skill_area_temp[1] = 0; clif_skill_nodamage(src,bl,skillid,skilllv,1); i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); if( !i && skillid == NC_AXETORNADO ) clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); break; case NC_EMERGENCYCOOL: clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv,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, skillid, skilllv, tick, flag); break; case KN_BRANDISHSPEAR: case ML_BRANDISH: skill_brandishspear(src, bl, skillid, skilllv, tick, flag); break; case WZ_SIGHTRASHER: //Passive side of the attack. status_change_end(src, SC_SIGHT, INVALID_TIMER); clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub,src, skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); break; case NJ_HYOUSYOURAKU: case NJ_RAIGEKISAI: case WZ_FROSTNOVA: clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_area_temp[1] = 0; map_foreachinrange(skill_attack_area, src, skill_get_splash(skillid, skilllv), splash_target(src), BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); break; case HVAN_EXPLOSION: //[orn] case NPC_SELFDESTRUCTION: //Self Destruction hits everyone in range (allies+enemies) //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))? BCT_ENEMY:BCT_ALL; clif_skill_nodamage(src, src, skillid, -1, 1); map_delblock(src); //Required to prevent chain-self-destructions hitting back. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|i, skill_castend_damage_id); map_addblock(src); status_damage(src, src, sstatus->max_hp,0,0,1); break; case AL_ANGELUS: case PR_MAGNIFICAT: case PR_GLORIA: case SN_WINDWALK: case CASH_BLESSING: case CASH_INCAGI: case CASH_ASSUMPTIO: if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; case MER_MAGNIFICAT: if( mer != NULL ) { clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); else if( mer->master && !(flag&1) ) clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } break; case BS_ADRENALINE: case BS_ADRENALINE2: case BS_WEAPONPERFECT: case BS_OVERTHRUST: if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { clif_skill_nodamage(bl,bl,skillid,skilllv, sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv))); } else if (sd) { party_foreachsamemap(skill_area_sub, sd,skill_get_splash(skillid, skilllv), src,skillid,skilllv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case BS_MAXIMIZE: case NV_TRICKDEAD: case CR_DEFENDER: case 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,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER)); map_freeblock_unlock(); return 0; } clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case SL_KAITE: case SL_KAAHI: case SL_KAIZEL: case SL_KAUPE: if (sd) { if (!dstsd || !( (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || dstsd->status.char_id == sd->status.char_id || dstsd->status.char_id == sd->status.partner_id || dstsd->status.char_id == sd->status.child )) { status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8); clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv))); break; case SM_AUTOBERSERK: case MER_AUTOBERSERK: if( tsce ) i = status_change_end(bl, type, INVALID_TIMER); else i = sc_start(bl,type,100,skilllv,60000); clif_skill_nodamage(src,bl,skillid,skilllv,i); break; case TF_HIDING: case ST_CHASEWALK: if (tsce) { clif_skill_nodamage(src,bl,skillid,-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,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case TK_RUN: if (tsce) { clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER)); map_freeblock_unlock(); return 0; } clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0)); if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex] clif_walkok(sd); // So aegis has to resend the walk ok. break; case AS_CLOAKING: case RA_CAMOUFLAGE: case GC_CLOAKINGEXCEED: case LG_FORCEOFVANGUARD: case SC_REPRODUCE: case SC_INVISIBILITY: if (tsce) { i = status_change_end(bl, type, INVALID_TIMER); if( i ) clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i); else if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); if( i ) clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i); else if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; case BD_ADAPTATION: if(tsc && tsc->data[SC_DANCING]){ clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_end(bl, SC_DANCING, INVALID_TIMER); } break; case BA_FROSTJOKER: case DC_SCREAM: clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag); if (md) { // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) char temp[70]; snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc); clif_message(&md->bl,temp); } break; case BA_PANGVOICE: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv))); break; case DC_WINKCHARM: if( dstsd ) clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv))); else if( dstmd ) { if( status_get_lv(src) > status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) && !(tstatus->mode&MD_BOSS) ) clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv))); else { clif_skill_nodamage(src,bl,skillid,skilllv,0); if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); } } break; case TF_STEAL: if(sd) { if(pc_steal_item(sd,bl,skilllv)) clif_skill_nodamage(src,bl,skillid,skilllv,1); else clif_skill_fail(sd,skillid,USESKILL_FAIL,0); } break; case RG_STEALCOIN: if(sd) { if(pc_steal_coin(sd,bl)) { dstmd->state.provoke_flag = src->id; mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv,1); } else clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); } break; case MG_STONECURSE: { if (tstatus->mode&MD_BOSS) { if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } if(status_isimmune(bl) || !tsc) break; if (tsc->data[SC_STONE]) { status_change_end(bl, SC_STONE, INVALID_TIMER); if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } if (sc_start4(bl,SC_STONE,(skilllv*4+20), skilllv, 0, 0, skill_get_time(skillid, skilllv), skill_get_time2(skillid,skilllv))) clif_skill_nodamage(src,bl,skillid,skilllv,1); else if(sd) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); // Level 6-10 doesn't consume a red gem if it fails [celest] if (skilllv > 5) { // not to consume items map_freeblock_unlock(); return 0; } } } break; case NV_FIRSTAID: clif_skill_nodamage(src,bl,skillid,5,1); status_heal(bl,5,0,0); break; case AL_CURE: if(status_isimmune(bl)) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } status_change_end(bl, SC_SILENCE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); status_change_end(bl, SC_CONFUSION, INVALID_TIMER); clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case TF_DETOXIFY: clif_skill_nodamage(src,bl,skillid,skilllv,1); status_change_end(bl, SC_POISON, INVALID_TIMER); status_change_end(bl, SC_DPOISON, INVALID_TIMER); break; case PR_STRECOVERY: if(status_isimmune(bl)) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } if (tsc && tsc->opt1) { status_change_end(bl, SC_FREEZE, 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(bl, SC_BLIND, 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); } clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv,1); break; case MER_COMPRESS: status_change_end(bl, SC_BLEEDING, INVALID_TIMER); clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case MER_MENTALCURE: status_change_end(bl, SC_CONFUSION, INVALID_TIMER); clif_skill_nodamage(src,bl,skillid,skilllv,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,skillid,skilllv,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,skillid,skilllv,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,skillid,skilllv,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,skillid,USESKILL_FAIL_LEVEL,0); break; } if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) break; // Cannot be Used on Emperium clif_skill_nodamage(src, bl, skillid, skilllv, 1); clif_skill_estimation(sd, bl); if( skillid == MER_ESTIMATION ) sd = NULL; break; case BS_REPAIRWEAPON: if(sd && dstsd) clif_item_repair_list(sd,dstsd); break; case MC_IDENTIFY: if(sd) clif_item_identify_list(sd); break; // Weapon Refining [Celest] case WS_WEAPONREFINE: if(sd) clif_item_refine_list(sd); break; case MC_VENDING: if(sd) { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] if ( !pc_can_give_items(sd) ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); else { sd->state.prevend = 1; clif_openvendingreq(sd,2+skilllv); } } break; case AL_TELEPORT: if(sd) { if (map[bl->m].flag.noteleport && skilllv <= 2) { clif_skill_teleportmessage(sd,0); break; } if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza] clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel."); break; } if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 ) { if( skilllv == 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,skillid,skilllv,1); if( skilllv == 1 ) clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0); else clif_skill_warppoint(sd,skillid,skilllv, (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,skillid,skilllv,1); unit_warp(bl,-1,-1,-1,CLR_TELEPORT); break; case AL_HOLYWATER: if(sd) { if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1)) clif_skill_nodamage(src,bl,skillid,skilllv,1); else clif_skill_fail(sd,skillid,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,skillid,skilllv,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,skillid,skilllv,1); skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle. } break; case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case RG_STRIPHELM: case ST_FULLSTRIP: case GC_WEAPONCRUSH: case SC_STRIPACCESSARY: { unsigned short location = 0; int d = 0; //Rate in percent if ( skillid == ST_FULLSTRIP ) { i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5; } else if( skillid == SC_STRIPACCESSARY ) { i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5; } else { i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5; } if (i < 5) i = 5; //Minimum rate 5% //Duration in ms if( skillid == GC_WEAPONCRUSH){ d = skill_get_time(skillid,skilllv); if(bl->type == BL_PC) d += skilllv * 15 + (sstatus->dex - tstatus->dex); else d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2; }else d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500; if (d < 0) d = 0; //Minimum duration 0ms switch (skillid) { 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 && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD]) { clif_gospel_info(sd, 0x28); break; } //Attempts to strip at rate i and duration d if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) ) clif_skill_nodamage(src,bl,skillid,skilllv,i); //Nothing stripped. if( sd && !i ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } case AM_BERSERKPITCHER: case AM_POTIONPITCHER: { int i,x,hp = 0,sp = 0,bonus=100; if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) { map_freeblock_unlock(); return 1; } if( sd ) { x = skilllv%11 - 1; i = pc_search_inventory(sd,skill_db[skillid].itemid[x]); if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } if( skillid == AM_BERSERKPITCHER ) { if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } } potion_flag = 1; potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0; potion_target = bl->id; run_script(sd->inventory_data[i]->script,0,sd->bl.id,0); potion_flag = potion_target = 0; if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST ) bonus += sd->status.base_level; if( potion_per_hp > 0 || potion_per_sp > 0 ) { hp = tstatus->max_hp * potion_per_hp / 100; hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; if( dstsd ) { sp = dstsd->status.max_sp * potion_per_sp / 100; sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; } } else { if( potion_hp > 0 ) { hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; hp = hp * (100 + (tstatus->vit<<1)) / 100; if( dstsd ) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } if( potion_sp > 0 ) { sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000; sp = sp * (100 + (tstatus->int_<<1)) / 100; if( dstsd ) sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100; } } if (sd->itemgrouphealrate[IG_POTION]>0) { hp += hp * sd->itemgrouphealrate[IG_POTION] / 100; sp += sp * sd->itemgrouphealrate[IG_POTION] / 100; } if( (i = pc_skillheal_bonus(sd, skillid)) ) { hp += hp * i / 100; sp += sp * i / 100; } } else { hp = (1 + rnd()%400) * (100 + skilllv*10) / 100; hp = hp * (100 + (tstatus->vit<<1)) / 100; if( dstsd ) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) { 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,skillid,skilllv,1); if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) ) clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); if( sp > 0 ) clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); status_heal(bl,hp,sp,0); } break; case AM_CP_WEAPON: case AM_CP_SHIELD: case AM_CP_ARMOR: case AM_CP_HELM: { enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON)); status_change_end(bl, scid, INVALID_TIMER); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } break; case AM_TWILIGHT1: if (sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); //Prepare 200 White Potions. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200)) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); } break; case AM_TWILIGHT2: if (sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); //Prepare 200 Slim White Potions. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200)) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); } break; case AM_TWILIGHT3: if (sd) { int ebottle = pc_search_inventory(sd,713); if( ebottle >= 0 ) ebottle = sd->status.inventory[ebottle].amount; //check if you can produce all three, if not, then fail: if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle || ebottle < 200 //200 empty bottle are required at total. ) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100); skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50); skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50); } break; case SA_DISPELL: if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel. || rnd()%100 >= 50+10*skilllv || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind] { if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } if(status_isimmune(bl) || !tsc || !tsc->count) break; for(i=0;idata[i]) continue; switch (i) { case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION: case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD: case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO: case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD: case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD: case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD: case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK: case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL: case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT: case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED: case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE: case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL: case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN: case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN: case SC_READYCOUNTER: case SC_DODGE: case SC_WARM: case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND: case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF: case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF: case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK: case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS: case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL: case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND: case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ: //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD: case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION: case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM: case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: case SC_HAWKEYES: case SC_GUILDAURA: continue; /** * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore **/ case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE: case SC_SERVICE4U: if( tsc->data[i]->val4 ) //val4 = out-of-song-area continue; break; case SC_ASSUMPTIO: if( bl->type == BL_MOB ) continue; break; } if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. status_change_end(bl, (sc_type)i, INVALID_TIMER); } break; } //Affect all targets on splash area. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id); break; case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0); break; case TK_HIGHJUMP: { int x,y, dir = unit_getdir(src); //Fails on noteleport maps, except for GvG and BG maps [Skotlex] if( map[src->m].flag.noteleport && !(map[src->m].flag.battleground || map_flag_gvg2(src->m) ) ) { x = src->x; y = src->y; } else { x = src->x + dirx[dir]*skilllv*2; y = src->y + diry[dir]*skilllv*2; } clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1); if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) { clif_slide(src,x,y); unit_movepos(src, x, y, 1, 0); } } break; case SA_CASTCANCEL: case SO_SPELLFIST: clif_skill_nodamage(src,bl,skillid,skilllv,1); unit_skillcastcancel(src,1); if(sd) { int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old); if( skillid == SO_SPELLFIST ){ sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv)); sd->skillid_old = sd->skilllv_old = 0; break; } sp = sp * (90 - (skilllv-1)*20) / 100; if(sp < 0) sp = 0; status_zap(src, 0, sp); } break; case SA_SPELLBREAKER: { int sp; if(tsc && tsc->data[SC_MAGICROD]) { sp = skill_get_sp(skillid,skilllv); sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; if(sp < 1) sp = 1; status_heal(bl,0,sp,2); status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. } else { struct unit_data *ud = unit_bl2ud(bl); int bl_skillid=0,bl_skilllv=0,hp = 0; if (!ud || ud->skilltimer == INVALID_TIMER) break; //Nothing to cancel. bl_skillid = ud->skillid; bl_skilllv = ud->skilllv; if (tstatus->mode & MD_BOSS) { //Only 10% success chance against bosses. [Skotlex] if (rnd()%100 < 90) { if (sd) clif_skill_fail(sd,skillid,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,skillid,skilllv,1); unit_skillcastcancel(bl,0); sp = skill_get_sp(bl_skillid,bl_skilllv); status_zap(bl, hp, sp); if (hp && skilllv >= 5) hp>>=1; //Recover half damaged HP at level 5 [Skotlex] else hp = 0; if (sp) //Recover some of the SP used sp = sp*(25*(skilllv-1))/100; if(hp || sp) status_heal(src, hp, sp, 2); } } break; case SA_MAGICROD: clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1); sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); break; case SA_AUTOSPELL: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) clif_autospell(sd,skilllv); else { int maxlv=1,spellid=0; static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; if(skilllv >= 10) { spellid = MG_FROSTDIVER; // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE) // maxlv = 10; // else maxlv = skilllv - 9; } else if(skilllv >=8) { spellid = MG_FIREBALL; maxlv = skilllv - 7; } else if(skilllv >=5) { spellid = MG_SOULSTRIKE; maxlv = skilllv - 4; } else if(skilllv >=2) { int i = rnd()%3; spellid = spellarray[i]; maxlv = skilllv - 1; } else if(skilllv > 0) { spellid = MG_NAPALMBEAT; maxlv = 3; } if(spellid > 0) sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0, skill_get_time(SA_AUTOSPELL,skilllv)); } break; case BS_GREED: if(sd){ clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_greed,bl, skill_get_splash(skillid, skilllv),BL_ITEM,bl); } break; case SA_ELEMENTWATER: case SA_ELEMENTFIRE: case SA_ELEMENTGROUND: case SA_ELEMENTWIND: if(sd && !dstmd) //Only works on monsters. break; if(tstatus->mode&MD_BOSS) break; case NPC_ATTRICHANGE: case NPC_CHANGEWATER: case NPC_CHANGEGROUND: case NPC_CHANGEFIRE: case NPC_CHANGEWIND: case NPC_CHANGEPOISON: case NPC_CHANGEHOLY: case NPC_CHANGEDARKNESS: case NPC_CHANGETELEKINESIS: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), skill_get_time(skillid, skilllv))); break; case NPC_CHANGEUNDEAD: //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] //TO-DO This is ugly, fix it if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv), skill_get_time(skillid, skilllv))); break; case NPC_PROVOCATION: clif_skill_nodamage(src,bl,skillid,skilllv,1); if (md) mob_unlocktarget(md, tick); break; case NPC_KEEPING: case NPC_BARRIER: { int skill_time = skill_get_time(skillid,skilllv); struct unit_data *ud = unit_bl2ud(bl); if (clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_time)) && ud) { //Disable attacking/acting/moving for skill's duration. ud->attackabletime = ud->canact_tick = ud->canmove_tick = tick + skill_time; } } break; case NPC_REBIRTH: if( md && md->state.rebirth ) break; // only works once sc_start(bl,type,100,skilllv,-1); break; case NPC_DARKBLESSING: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv))); break; case NPC_LICK: status_zap(bl, 0, 100); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv))); break; case NPC_SUICIDE: clif_skill_nodamage(src,bl,skillid,skilllv,1); status_kill(src); //When suiciding, neither exp nor drops is given. break; case NPC_SUMMONSLAVE: case NPC_SUMMONMONSTER: if(md && md->skillidx >= 0) mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid); break; case NPC_CALLSLAVE: mob_warpslave(src,MOB_SLAVEDISTANCE); break; case NPC_RANDOMMOVE: if (md) { md->next_walktime = tick - 1; mob_randomwalk(md,tick); } break; case NPC_SPEEDUP: { // or does it increase casting rate? just a guess xD int i = SC_ASPDPOTION0 + skilllv - 1; if (i > SC_ASPDPOTION3) i = SC_ASPDPOTION3; clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000)); } break; case NPC_REVENGE: // not really needed... but adding here anyway ^^ if (md && md->master_id > 0) { struct block_list *mbl, *tbl; if ((mbl = map_id2bl(md->master_id)) == NULL || (tbl = battle_gettargeted(mbl)) == NULL) break; md->state.provoke_flag = tbl->id; mob_target(md, tbl, sstatus->rhw.range); } break; case NPC_RUN: { const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}}; int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away. unit_stop_attack(src); //Run skillv tiles overriding the can-move check. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md) md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai. } break; case NPC_TRANSFORMATION: case NPC_METAMORPHOSIS: if(md && md->skillidx >= 0) { int class_ = mob_random_class (md->db->skill[md->skillidx].val,0); if (skilllv > 1) //Multiply the rest of mobs. [Skotlex] mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid); if (class_) mob_class_change(md, class_); } break; case NPC_EMOTION_ON: case NPC_EMOTION: //va[0] is the emotion to use. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] //val[1] 'sets' the mode //val[2] adds to the current mode //val[3] removes from the current mode //val[4] if set, asks to delete the previous mode change. if(md && md->skillidx >= 0 && tsc) { clif_emotion(bl, md->db->skill[md->skillidx].val[0]); if(md->db->skill[md->skillidx].val[4] && tsce) status_change_end(bl, type, INVALID_TIMER); if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]) sc_start4(src, type, 100, skilllv, md->db->skill[md->skillidx].val[1], md->db->skill[md->skillidx].val[2], md->db->skill[md->skillidx].val[3], skill_get_time(skillid, skilllv)); } break; case NPC_POWERUP: sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,100,skill_get_time(skillid, skilllv))); break; case NPC_AGIUP: sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,100,skill_get_time(skillid, skilllv))); break; case NPC_INVISIBLE: //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv))); break; case NPC_SIEGEMODE: // not sure what it does clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case WE_MALE: { int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1]; int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1); } break; case WE_FEMALE: { int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1]; int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1); } break; // parent-baby skills case WE_BABY: if(sd){ struct map_session_data *f_sd = pc_get_father(sd); struct map_session_data *m_sd = pc_get_mother(sd); // if neither was found if(!f_sd && !m_sd){ clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv)); } break; case PF_HPCONVERSION: { int hp, sp; hp = sstatus->max_hp/10; sp = hp * 10 * skilllv / 100; if (!status_charge(src,hp,0)) { if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } clif_skill_nodamage(src, bl, skillid, skilllv, 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, skillid, skilllv, 1); if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) { // prevent picking up expired traps if( battle_config.skill_removetrap_type ) { // get back all items used to deploy the trap for( i = 0; i < 10; i++ ) { if( skill_db[su->group->skill_id].itemid[i] > 0 ) { int flag; struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = skill_db[su->group->skill_id].itemid[i]; item_tmp.identify = 1; if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) ) { clif_additem(sd,0,0,flag); map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } } else { // get back 1 trap struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = ITEMID_TRAP; item_tmp.identify = 1; if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,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, skillid, USESKILL_FAIL_LEVEL, 0); } break; case HT_SPRINGTRAP: clif_skill_nodamage(src,bl,skillid,skilllv,1); { struct skill_unit *su=NULL; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ switch(su->group->unit_id){ case UNT_ANKLESNARE: // ankle snare if (su->group->val2 != 0) // if it is already trapping something don't spring it, // remove trap should be used instead break; // otherwise fallthrough to below case UNT_BLASTMINE: case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLAYMORETRAP: case UNT_TALKIEBOX: su->group->unit_id = UNT_USED_TRAPS; clif_changetraplook(bl, UNT_USED_TRAPS); su->group->limit=DIFF_TICK(tick+1500,su->group->tick); su->limit=DIFF_TICK(tick+1500,su->group->tick); } } } break; case BD_ENCORE: clif_skill_nodamage(src,bl,skillid,skilllv,1); if(sd) unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance); break; case AS_SPLASHER: if(tstatus->mode&MD_BOSS /** * Renewal dropped the 3/4 hp requirement **/ #ifndef RENEWAL || tstatus-> hp > tstatus->max_hp*3/4 #endif ) { if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000)); if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000); break; case PF_MINDBREAKER: { if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele)) { map_freeblock_unlock(); return 1; } if (tsce) { //HelloKitty2 (?) explained that this silently fails when target is //already inflicted. [Skotlex] map_freeblock_unlock(); return 1; } //Has a 55% + skilllv*5% success chance. if (!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv)))) { if (sd) clif_skill_fail(sd,skillid,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,skillid,skilllv)); } break; case PF_SOULCHANGE: { unsigned int sp1 = 0, sp2 = 0; if (dstmd) { if (dstmd->state.soul_change_flag) { if(sd) clif_skill_fail(sd,skillid,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,skillid,skilllv,1); break; } sp1 = sstatus->sp; sp2 = tstatus->sp; status_set_sp(src, sp2, 3); status_set_sp(bl, sp1, 3); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; // Slim Pitcher case CR_SLIMPITCHER: // 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 (potion_hp || potion_sp) { int hp = potion_hp, sp = potion_sp; hp = hp * (100 + (tstatus->vit<<1))/100; sp = sp * (100 + (tstatus->int_<<1))/100; if (dstsd) { if (hp) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100; if (sp) sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/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: { int i, skilltime; skilltime = skill_get_time(skillid,skilllv); if (!tsc) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } for (i=0; i<4; i++) { status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER); sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime); } clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case RG_CLEANER: //AppleGirl clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case CG_LONGINGFREEDOM: { if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] { clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } } break; case CG_TAROTCARD: { int eff, count = -1; if( rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) { if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish] do { eff = rnd() % 14; clif_specialeffect(bl, 523 + eff, AREA); switch (eff) { case 0: // heals SP to 0 status_percent_damage(src, bl, 0, 100, false); break; case 1: // matk halved sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); break; case 2: // all buffs removed status_change_clear_buffs(bl,1); break; case 3: // 1000 damage, random armor destroyed { int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; status_fix_damage(src, bl, 1000, 0); clif_damage(src,bl,tick,0,0,1000,0,0,0); if( !status_isdead(bl) ) skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); } break; case 4: // atk halved sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); break; case 5: // 2000HP heal, random teleported status_heal(src, 2000, 0, 0); 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 retrigger this one. break; case 7: // stop freeze or stoned { enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv)); } break; case 8: // curse coma and poison sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv)); break; case 9: // confusion sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv)); break; case 10: // 6666 damage, atk matk halved, cursed status_fix_damage(src, bl, 6666, 0); clif_damage(src,bl,tick,0,0,6666,0,0,0); sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv)); break; case 11: // 4444 damage status_fix_damage(src, bl, 4444, 0); clif_damage(src,bl,tick,0,0,4444,0,0,0); break; case 12: // stun sc_start(bl,SC_STUN,100,skilllv,5000); break; case 13: // atk,matk,hit,flee,def reduced sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv)); sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv)); break; default: break; } } while ((--count) > 0); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case SL_ALCHEMIST: case SL_ASSASIN: case SL_BARDDANCER: case SL_BLACKSMITH: case SL_CRUSADER: case SL_HUNTER: case SL_KNIGHT: case SL_MONK: case SL_PRIEST: case SL_ROGUE: case SL_SAGE: case SL_SOULLINKER: case SL_STAR: case SL_SUPERNOVICE: case SL_WIZARD: //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) { //Erase death count 1% of the casts dstsd->die_counter = 0; pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0); clif_specialeffect(bl, 0x152, AREA); //SC_SPIRIT invokes status_calc_pc for us. } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); break; case SL_HIGH: if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv, sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv))); sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); break; case SL_SWOO: if (tsce) { sc_start(src,SC_STUN,100,skilllv,10000); break; } case SL_SKA: // [marquis007] case SL_SKE: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10); break; } clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); if (skillid == SL_SKE) sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv)); break; // New guild skills [Celest] case GD_BATTLEORDER: if(flag&1) { if (status_get_guild_id(src) == status_get_guild_id(bl)) sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)); } else if (status_get_guild_id(src)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_PC, src,skillid,skilllv,tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); if (sd) guild_block_skill(sd,skill_get_time2(skillid,skilllv)); } break; case GD_REGENERATION: if(flag&1) { if (status_get_guild_id(src) == status_get_guild_id(bl)) sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)); } else if (status_get_guild_id(src)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_PC, src,skillid,skilllv,tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); if (sd) guild_block_skill(sd,skill_get_time2(skillid,skilllv)); } break; case GD_RESTORE: if(flag&1) { if (status_get_guild_id(src) == status_get_guild_id(bl)) clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); } else if (status_get_guild_id(src)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_PC, src,skillid,skilllv,tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); if (sd) guild_block_skill(sd,skill_get_time2(skillid,skilllv)); } break; case GD_EMERGENCYCALL: { int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0}; int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0}; int j = 0; struct guild *g = NULL; // i don't know if it actually summons in a circle, but oh well. ;P g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src)); if (!g) break; clif_skill_nodamage(src,bl,skillid,skilllv,1); for(i = 0; i < g->max_member; i++, j++) { if (j>8) j=0; if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m)) continue; if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) 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(skillid,skilllv)); } break; case SG_FEEL: //AuronX reported you CAN memorize the same map as all three. [Skotlex] if (sd) { if(!sd->feel_map[skilllv-1].index) clif_feel_req(sd->fd,sd, skilllv); else clif_feel_info(sd, skilllv-1, 1); } break; case SG_HATE: if (sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if (!pc_set_hate_mob(sd, skilllv-1, bl)) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); } break; case GS_GLITTERING: if(sd) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if(rnd()%100 < (20+10*skilllv)) pc_addspiritball(sd,skill_get_time(skillid,skilllv),10); else if(sd->spiritball > 0) pc_delspiritball(sd,1,0); } break; case GS_CRACKER: if (!dstsd) // according to latest patch, should not work on players [Reddozen] { i =65 -5*distance_bl(src,bl); //Base rate if (i < 30) i = 30; clif_skill_nodamage(src,bl,skillid,skilllv,1); sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv)); } else if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; case AM_CALLHOMUN: //[orn] if (sd && !merc_call_homunculus(sd)) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; case AM_REST: if (sd) { if (merc_hom_vaporize(sd,1)) clif_skill_nodamage(src, bl, skillid, skilllv, 1); else clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); } break; case MH_STAHL_HORN: if (sd) { if( skillid == MH_GOLDENE_FERSE ) clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0); } break; case HAMI_CASTLE: //[orn] if(rnd()%100 < 20*skilllv && src != bl) { int x,y; x = src->x; y = src->y; if (hd) skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv)); if (unit_movepos(src,bl->x,bl->y,0,0)) { clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc clif_slide(src,bl->x,bl->y) ; if (unit_movepos(bl,x,y,0,0)) { clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master clif_slide(bl,x,y) ; } //TODO: Shouldn't also players and the like switch targets? map_foreachinrange(skill_chastle_mob_changetarget,src, AREA_SIZE, BL_MOB, bl, src); } } // Failed else if (hd && hd->master) clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0); else if (sd) clif_skill_fail(sd, skillid, 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; i = (skilllv-1)%5; if(rint_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv))); break; case RK_DRAGONHOWLING: if( flag&1) sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv)); else { skill_area_temp[2] = 0; clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_CHAR, src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, skill_castend_nodamage_id); } break; case RK_IGNITIONBREAK: case LG_EARTHDRIVE: case MH_LAVA_SLIDE: clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); i = skill_get_splash(skillid,skilllv); if( skillid == LG_EARTHDRIVE ) { int dummy = 1; map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src); } map_foreachinrange(skill_area_sub, bl,i,BL_CHAR, src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); break; case RK_STONEHARDSKIN: if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 ) { int heal = sstatus->hp / 4; // 25% HP if( status_charge(bl,heal,0) ) clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv))); else clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); } break; case RK_REFRESH: if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 ) { int heal = status_get_max_hp(bl) * 25 / 100; clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); status_heal(bl,heal,0,1); status_change_clear_buffs(bl,2); } break; case RK_MILLENNIUMSHIELD: if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 ) { short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2); sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv)); clif_millenniumshield(sd,shields); clif_skill_nodamage(src,bl,skillid,1,1); } break; case RK_GIANTGROWTH: case RK_VITALITYACTIVATION: case RK_ABUNDANCE: if( sd ) { int lv = 1; // RK_GIANTGROWTH if( skillid == RK_VITALITYACTIVATION ) lv = 2; else if( skillid == RK_ABUNDANCE ) lv = 6; if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv ) clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } break; case RK_FIGHTINGSPIRIT: if( flag&1 ) { if( src == bl ) sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv)); else sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv)); } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) { if( sd->status.party_id ) { i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count); skill_area_temp[5] = 7 * i; // ATK party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); } else sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv)); } clif_skill_nodamage(src,bl,skillid,1,1); break; /** * Guilotine Cross **/ case GC_ROLLINGCUTTER: { short count = 1; skill_area_temp[2] = 0; map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,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 coounter status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); } sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,src,skillid,skilllv,1); } break; case GC_WEAPONBLOCKING: if( tsc && tsc->data[SC_WEAPONBLOCKING] ) status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); else sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case GC_CREATENEWPOISON: if( sd ) { clif_skill_produce_mix_list(sd,skillid,25); clif_skill_nodamage(src, bl, skillid, skilllv, 1); } break; case GC_POISONINGWEAPON: if( sd ) { clif_poison_list(sd,skilllv); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case GC_ANTIDOTE: clif_skill_nodamage(src,bl,skillid,skilllv,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: clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR, src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); break; case GC_HALLUCINATIONWALK: { int heal = status_get_max_hp(bl) / 10; if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0); break; } if( !status_charge(bl,heal,0) ) { if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } break; /** * Arch Bishop **/ case AB_ANCILLA: if( sd ) { clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1); } break; case AB_CLEMENTIA: case AB_CANTO: { int bless_lv = pc_checkskill(sd,AL_BLESSING); int agi_lv = pc_checkskill(sd,AL_INCAGI); if( sd == NULL || sd->status.party_id == 0 || flag&1 ) clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100, (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv))); else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case AB_PRAEFATIO: if( sd == NULL || sd->status.party_id == 0 || flag&1 ) clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv))); else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; case AB_CHEAL: if( sd == NULL || sd->status.party_id == 0 || flag&1 ) { if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) ) { i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true); if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl) || (tsc && tsc->data[SC_BERSERK])) i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett] status_heal(bl, i, 0, 1); clif_skill_nodamage(bl, bl, skillid, i, 1); } } else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; case AB_ORATIO: if( flag&1 ) sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv)); else { map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skillid, skilllv, 1); } break; case AB_LAUDAAGNUS: if( flag&1 || sd == NULL ) { if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] || tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) { // Success Chance: (40 + 10 * Skill Level) % if( rnd()%100 > 40+10*skilllv ) break; status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); status_change_end(bl, SC_BURNING, INVALID_TIMER); status_change_end(bl, SC_FREEZING, INVALID_TIMER); status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER); }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); } else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; case AB_LAUDARAMUS: if( flag&1 || sd == NULL ) { if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){ // Success Chance: (40 + 10 * Skill Level) % if( rnd()%100 > 40+10*skilllv ) 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); }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, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); } else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; case AB_CLEARANCE: if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 ) { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] clif_skill_nodamage(src,bl,skillid,skilllv,1); if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv) { if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } if(status_isimmune(bl) || !tsc || !tsc->count) break; for(i=0;idata[i]) continue; switch (i) { case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION: case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD: case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO: case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD: case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD: case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD: case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK: case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL: case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT: case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED: case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE: case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL: case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN: case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN: case SC_READYCOUNTER:case SC_DODGE: case SC_WARM: case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND: case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF: case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF: case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK: case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS: case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL: case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE: case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE: case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY: case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY: case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA: //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD: case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: case SC_HAWKEYES: case SC_GUILDAURA: continue; case SC_ASSUMPTIO: if( bl->type == BL_MOB ) continue; break; } if(i==SC_BERSERK /*|| i==SC_SATURDAYNIGHTFEVER*/) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. status_change_end(bl,(sc_type)i,INVALID_TIMER); } break; } map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, 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(skillid, skilllv), BL_CHAR, src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skillid, skilllv, 1); break; /** * Warlock **/ case WL_STASIS: if( flag&1 ) sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)); else { map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skillid, skilllv, 1); } break; case WL_WHITEIMPRISON: if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !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 * skilllv; // On Players, (20 + 10 * Skill Level) % else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) % if( !(tsc && tsc->data[type]) ){ i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv,i); } if( sd && i ) skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success else if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); }else if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0); break; case WL_FROSTMISTY: clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id); break; case WL_JACKFROST: clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); break; case WL_MARSHOFABYSS: // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine] clif_skill_nodamage(src, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0, skill_get_time(skillid, skilllv))); break; case WL_SIENNAEXECRATE: if( status_isimmune(bl) || !tsc ) break; if( flag&1 ) { if( bl->id == skill_area_temp[1] ) break; // Already work on this target if( tsc && tsc->data[SC_STONE] ) status_change_end(bl,SC_STONE,INVALID_TIMER); else status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2); } else { int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4; // IroWiki says Rate should be reduced by target stats, but currently unknown if( rnd()%100 < rate ) { // Success on First Target rate = 0; if( !tsc->data[SC_STONE] ) rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2); else { rate = 1; status_change_end(bl,SC_STONE,INVALID_TIMER); } if( rate ) { skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); } // Doesn't send failure packet if it fails on defense. } else if( sd ) // Failure on Rate clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); } break; case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB: case WL_SUMMONSTONE: { short element = 0, sctype = 0, pos = -1; struct status_change *sc = status_get_sc(src); if( !sc ) break; for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) { if( !sctype && !sc->data[i] ) sctype = i; // Take the free SC if( sc->data[i] ) pos = max(sc->data[i]->val2,pos); } if( !sctype ) { if( sd ) // No free slots to put SC clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0); break; } pos++; // Used in val2 for SC. Indicates the order of this ball switch( skillid ) { // Set val1. The SC element for this ball case WL_SUMMONFB: element = WLS_FIRE; break; case WL_SUMMONBL: element = WLS_WIND; break; case WL_SUMMONWB: element = WLS_WATER; break; case WL_SUMMONSTONE: element = WLS_STONE; break; } sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,0,0); } break; case WL_READING_SB: if( sd ) { struct status_change *sc = status_get_sc(bl); for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break; if( i == SC_MAXSPELLBOOK ) { clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); break; } sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook. clif_spellbook_list(sd); clif_skill_nodamage(src, bl, skillid, skilllv, 1); } break; /** * Ranger **/ case RA_FEARBREEZE: clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); 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,skillid,skilllv,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,skillid,skilllv,1); } break; case RA_WUGDASH: if( tsce ) { clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1)); map_freeblock_unlock(); return 0; } if( sd && pc_isridingwug(sd) ) { clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1)); clif_walkok(sd); } break; case RA_SENSITIVEKEEN: clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id); break; /** * Mechanic **/ case NC_F_SIDESLIDE: case NC_B_SIDESLIDE: { int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src); skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1); clif_slide(src,src->x,src->y); clif_fixpos(src); //Aegis sent this packet clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case NC_SELFDESTRUCTION: if( sd ) { if( pc_ismadogear(sd) ) pc_setmadogear(sd, 0); clif_skill_nodamage(src, bl, skillid, skilllv, 1); skill_castend_damage_id(src, src, skillid, skilllv, 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, skillid, skilllv, 6); clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv))); if( sd ) pc_overheat(sd,1); break; case NC_MAGNETICFIELD: if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) ) { map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);; clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6); if (sd) pc_overheat(sd,1); } clif_skill_nodamage(src,src,skillid,skilllv,i); break; case NC_REPAIR: if( sd ) { int heal; if( dstsd && pc_ismadogear(dstsd) ) { heal = dstsd->status.max_hp * (3+3*skilllv) / 100; status_heal(bl,heal,0,2); } else { heal = sd->status.max_hp * (3+3*skilllv) / 100; status_heal(src,heal,0,2); } clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); clif_skill_nodamage(src, bl, skillid, skilllv, heal); } break; case NC_DISJOINT: { if( bl->type != BL_MOB ) break; md = map_id2md(bl->id); if( md && md->class_ >= 2042 && md->class_ <= 2046 ) status_kill(bl); clif_skill_nodamage(src, bl, skillid, skilllv, 1); } break; case SC_AUTOSHADOWSPELL: if( sd ) { if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) { sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv 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,skillid,1,1); } else clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0); } break; case SC_SHADOWFORM: if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { if( clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv))) ) dstsd->shadowform_id = src->id; } else if( sd ) clif_skill_fail(sd, skillid, 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] || tsc->data[SC__INVISIBILITY]) ) { status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv)); } } else { clif_skill_nodamage(src, bl, skillid, 0, 1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); } break; case SC_ENERVATION: case SC_GROOMY: case SC_LAZINESS: case SC_UNLUCKY: case SC_WEAKNESS: if( !(tsc && tsc->data[type]) ) { //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3)) int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); rate = cap_value(rate, skilllv+sstatus->dex/20, 100); clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv))); } else if( sd ) clif_skill_fail(sd,skillid,0,0); break; case SC_IGNORANCE: if( !(tsc && tsc->data[type]) ) { int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); rate = cap_value(rate, skilllv+sstatus->dex/20, 100); if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) { int sp = 200 * skilllv; if( dstmd ) sp = dstmd->level * 2; if( status_zap(bl,0,sp) ) status_heal(src,0,sp/2,3); } else if( sd ) clif_skill_fail(sd,skillid,0,0); } else if( sd ) clif_skill_fail(sd,skillid,0,0); break; case LG_TRAMPLE: clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick); break; case LG_REFLECTDAMAGE: if( tsc && tsc->data[type] ) status_change_end(bl,type,INVALID_TIMER); else sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case LG_SHIELDSPELL: if( flag&1 ) { int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000; sc_start(bl,SC_SILENCE,100,skilllv,duration); } else if( sd ) { int opt = skilllv; int rate = rnd()%100; int val, brate; switch( skilllv ) { case 1: { struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield? clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); break; } brate = shield_data->def * 10; if( rate < 50 ) opt = 1; else if( rate < 75 ) opt = 2; else opt = 3; switch( opt ) { case 1: sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1); clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); if( rate < brate ) map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); break; case 2: val = shield_data->def / 10; // % Reflected damage. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000); break; case 3: val = shield_data->def; // Attack increase. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000); break; } } break; case 2: brate = sd->bonus.shieldmdef * 20; if( rate < 30 ) opt = 1; else if( rate < 60 ) opt = 2; else opt = 3; switch( opt ) { case 1: sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); if( rate < brate ) map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id); status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); break; case 2: sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); if( rate < brate ) map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); break; case 3: if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) ) clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv, sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); break; } break; case 3: { struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; if( !it ) { // No shield? clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } brate = it->refine * 5; if( rate < 25 ) opt = 1; else if( rate < 50 ) opt = 2; else opt = 3; switch( opt ) { case 1: val = 105 * it->refine / 10; sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv)); break; case 2: case 3: if( rate < brate ) { val = sstatus->max_hp * (11 + it->refine) / 100; status_heal(bl, val, 0, 3); } break; /*case 3: // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it. break;*/ } } break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case LG_PIETY: if( flag&1 ) sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); else { skill_area_temp[2] = 0; map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case LG_INSPIRATION: if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100); clif_updatestatus(sd,SP_BASEEXP); clif_updatestatus(sd,SP_JOBEXP); } clif_skill_nodamage(bl,src,skillid,skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); break; case SR_CURSEDCIRCLE: if( flag&1 ) { if( is_boss(bl) ) break; if( sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) { if( bl->type == BL_MOB ) mob_unlocktarget((TBL_MOB*)bl,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, skillid, skilllv, 6); count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); if( sd ) pc_delspiritball(sd, count, 0); clif_skill_nodamage(src, src, skillid, skilllv, sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv))); } break; case SR_RAISINGDRAGON: if( sd ) { short max = 5 + skilllv; sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv)); for( i = 0; i < max; i++ ) // Don't call more than max available spheres. pc_addspiritball(sd, skill_get_time(skillid, skilllv), max); clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv))); } break; case SR_ASSIMILATEPOWER: if( flag&1 ) { i = 0; if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER ) { i = dstsd->spiritball; //1%sp per spiritball. pc_delspiritball(dstsd, dstsd->spiritball, 0); } if( i ) status_percent_heal(src, 0, i); clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0); } else { clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, 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 ) { 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, skillid, skilllv, 1); break; case SR_GENTLETOUCH_CURE: { int heal; if( status_isimmune(bl) ) { clif_skill_nodamage(src,bl,skillid,skilllv,0); break; } heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100; status_heal(bl, heal, 0, 0); clif_skill_nodamage(src, bl, AL_HEAL, heal, 1); if( (tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 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_HALLUCINATION, INVALID_TIMER); status_change_end(bl, SC_BURNING, INVALID_TIMER); status_change_end(bl, SC_FREEZING, INVALID_TIMER); } clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case WA_SWING_DANCE: case WA_MOONLIT_SERENADE: if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); else if( sd ) { // Only shows effects on caster. clif_skill_nodamage(src,bl,skillid,skilllv,1); party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case WA_SYMPHONY_OF_LOVER: case MI_RUSH_WINDMILL: case MI_ECHOSONG: if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv)); else if( sd ) { // Only shows effects on caster. clif_skill_nodamage(src,bl,skillid,skilllv,1); party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case MI_HARMONIZE: clif_skill_nodamage(src, bl, skillid, skilllv,sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv))); break; case WM_DEADHILLHERE: if( bl->type == BL_PC ) { if( !status_isdead(bl) ) break; if( rnd()%100 < 88 + 2 * skilllv ) { int heal = tstatus->sp; if( heal <= 0 ) heal = 1; tstatus->hp = heal; tstatus->sp -= tstatus->sp * ( 120 - 20 * skilllv ) / 100; clif_skill_nodamage(src,bl,skillid,skilllv,1); pc_revive((TBL_PC*)bl,heal,0); clif_resurrection(bl,1); } } break; case WM_SIRCLEOFNATURE: flag |= BCT_PARTY|BCT_SELF; case WM_VOICEOFSIREN: if( flag&1 ) { sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv)); } else { map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case WM_GLOOMYDAY: clif_skill_nodamage(src,bl,skillid,skilllv,1); if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) || pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) || pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) ) { sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv)); break; } sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); break; case WM_SATURDAY_NIGHT_FEVER: if( flag&1 ) { // Affect to all targets arround the caster and caster too. if( !(tsc && tsc->data[type]) ) sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)); } else if( flag&2 ) { if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 ) status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); } else if( sd ) { if( !sd->status.party_id ) { clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0); break; } if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv), BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7 ) flag |= 2; else flag |= 1; map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv))); if( flag&2 ) // Dealed here to prevent conflicts status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0)); } break; case WM_SONG_OF_MANA: case WM_DANCE_WITH_WUG: case WM_LERADS_DEW: if( flag&1 ) { // These affect to to all party members near the caster. struct status_change *sc = status_get_sc(src); if( sc && sc->data[type] ) { sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv)); } } else if( sd ) { short lv = (short)skilllv; int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1); if( sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)) ) party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case WM_MELODYOFSINK: case WM_BEYOND_OF_WARCRY: case WM_UNLIMITED_HUMMING_VOICE: if( flag&1 ) { sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv)); } else { // These affect to all targets arround the caster. short lv = (short)skilllv; skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones). map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case WM_RANDOMIZESPELL: { int improv_skillid = 0, improv_skilllv; do { i = rnd() % MAX_SKILL_IMPROVISE_DB; improv_skillid = skill_improvise_db[i].skillid; } while( improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per ); improv_skilllv = 4 + skilllv; clif_skill_nodamage (src, bl, skillid, skilllv, 1); if( sd ) { sd->state.abra_flag = 2; sd->skillitem = improv_skillid; sd->skillitemlv = improv_skilllv; clif_item_skill(sd, improv_skillid, improv_skilllv); } else { struct unit_data *ud = unit_bl2ud(src); int inf = skill_get_inf(improv_skillid); int target_id = 0; if (!ud) break; if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { if (src->type == BL_PET) bl = (struct block_list*)((TBL_PET*)src)->msd; if (!bl) bl = src; unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv); } else { 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_skillid) == CAST_GROUND) { bl = map_id2bl(target_id); if (!bl) bl = src; unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv); } else unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv); } } } break; case RETURN_TO_ELDICASTES: case ALL_GUARDIAN_RECALL: if( sd ) { short x, y; // Destiny position. unsigned short mapindex; if( skillid == RETURN_TO_ELDICASTES) { x = 198; y = 187; mapindex = mapindex_name2id(MAP_DICASTES); } else { x = 44; y = 151; mapindex = mapindex_name2id(MAP_MORA); } if(!mapindex) { //Given map not found? clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } pc_setpos(sd, mapindex, 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, skillid, skilllv, 1); } break; case SO_ARRULLO: if( flag&1 ) sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv)); else { clif_skill_nodamage(src, bl, skillid, 0, 1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); } break; case SO_SUMMON_AGNI: case SO_SUMMON_AQUA: case SO_SUMMON_VENTUS: case SO_SUMMON_TERA: if( sd ) { int elemental_class = skill_get_elemental_type(skillid,skilllv); // Remove previous elemental fisrt. if( sd->ed && elemental_delete(sd->ed,0) ) { clif_skill_fail(sd,skillid,0,0); break; } // Summoning the new one. if( !elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv)) ) { clif_skill_fail(sd,skillid,0,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case SO_EL_CONTROL: if( sd ) { int mode = EL_MODE_PASSIVE; // Standard mode. if( !sd->ed ) { clif_skill_fail(sd,skillid,0,0); break; } if( skilllv == 4 ) {// At level 4 delete elementals. if( elemental_delete(sd->ed, 0) ) clif_skill_fail(sd,skillid,0,0); break; } switch( skilllv ) {// Select mode bassed on skill level used. case 1: mode = EL_MODE_PASSIVE; break; 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,skillid,0,0); break; } clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case SO_EL_ACTION: if( sd ) { if( !sd->ed ) break; elemental_action(sd->ed, bl, tick); clif_skill_nodamage(src,bl,skillid,skilllv,1); } 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 ) { clif_skill_fail(sd,skillid,0,0); break; } if( !status_charge(&sd->bl,s_hp,s_sp) ) { clif_skill_fail(sd,skillid,0,0); 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,skillid,skilllv,1); } break; case GN_CHANGEMATERIAL: case SO_EL_ANALYSIS: if( sd ) { clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_skill_itemlistwindow(sd,skillid,skilllv); } break; case GN_BLOOD_SUCKER: { struct status_change *sc = status_get_sc(src); if( sc && sc->bs_counter < skill_get_maxcount( skillid , skilllv) ) { 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, skillid, skilllv, 1); sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv)); (sc->bs_counter)++; } else if( sd ) { clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); break; } } break; case GN_MANDRAGORA: if( flag&1 ) { if ( clif_skill_nodamage(bl, src, skillid, skilllv, sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) ) status_zap(bl, 0, status_get_max_sp(bl) / 100 * 25 + 5 * skilllv); } else map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); break; case GN_SLINGITEM: if( sd ) { short ammo_id; i = sd->equip_index[EQI_AMMO]; if( i <= 0 ) break; // No ammo. ammo_id = sd->inventory_data[i]->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 == 13263 ) map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); else skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,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 *script = sd->inventory_data[i]->script; if( !script ) break; if( dstsd ) run_script(script,0,dstsd->bl.id,fake_nd->bl.id); else run_script(script,0,src->id,0); } } clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_skill_nodamage(src,bl,skillid,skilllv,1);// This packet is received twice actually, I think it is to show the animation. break; case GN_MIX_COOKING: if( sd ) { clif_cooking_list(sd,27,skillid,(skilllv == 2) ? 10 : 1,6); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case GN_MAKEBOMB: if( sd ) { clif_cooking_list(sd,28,skillid,(skilllv==2) ? 10 : 1,5); clif_skill_nodamage(src,bl,skillid,skilllv,1); } break; case GN_S_PHARMACY: if( sd ) { sd->skillid_old = skillid; sd->skilllv_old = skilllv; clif_cooking_list(sd,29,skillid,1,6); clif_skill_nodamage(src,bl,skillid,skilllv,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, skillid); } else { clif_skill_nodamage(src,bl,skillid,skilllv,1); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); if( skillid == EL_WIND_STEP ) // There aren't telemport, just push to the master. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),(map_calc_dir(src,bl->x,bl->y)+4)%8,0); sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv)); sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); } } } break; case EL_FIRE_MANTLE: case EL_WATER_BARRIER: case EL_ZEPHYR: case EL_POWER_OF_GAIA: clif_skill_nodamage(src,src,skillid,skilllv,1); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); skill_unitsetting(src,skillid,skilllv,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,skillid,skilllv,1); if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { elemental_clean_single_effect(ele, skillid); } else { // This not heals at the end. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv)); sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv)); } } } break; default: if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) { if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd ) clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported"); } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */ ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid); clif_skill_nodamage(src,bl,skillid,skilllv,1); map_freeblock_unlock(); return 1; } if(skillid != 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. sc->data[SC_CURSEDCIRCLE_ATKER]->val3 = 1; 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) mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16)); } if( sd && !(flag&1) ) {// ensure that the skill last-cast tick is recorded sd->canskill_tick = gettick(); if( sd->state.arrow_atk ) {// consume arrow on last invocation to this skill. battle_consume_ammo(sd, skillid, skilllv); } skill_onskillusage(sd, bl, skillid, tick); // perform skill requirement consumption skill_consume_requirement(sd,skillid,skilllv,2); } map_freeblock_unlock(); return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *target, *src; struct map_session_data *sd; struct mob_data *md; struct unit_data *ud; struct status_change *sc = NULL; int inf,inf2,flag = 0; src = map_id2bl(id); if( src == NULL ) { ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id); return 0;// not found } ud = unit_bl2ud(src); if( ud == NULL ) { ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id); return 0;// ??? } sd = BL_CAST(BL_PC, src); md = BL_CAST(BL_MOB, src); if( src->prev == NULL ) { ud->skilltimer = INVALID_TIMER; return 0; } if(ud->skillid != SA_CASTCANCEL && ud->skillid != 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->skillid == 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->skillid) { //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->skillid, ud->skilllv); ud->skillx = target->x + inf2; ud->skilly = target->y + inf2; if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) { ud->skillx = target->x; ud->skilly = target->y; } ud->skilltimer=tid; return skill_castend_pos(tid,tick,id,data); case GN_WALLOFTHORN: ud->skillx = target->x; ud->skilly = target->y; ud->skilltimer = tid; return skill_castend_pos(tid,tick,id,data); } if(ud->skillid == RG_BACKSTAP) { int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target); if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) { break; } } if( ud->skillid == PR_TURNUNDEAD ) { struct status_data *tstatus = status_get_status_data(target); if( !battle_check_undead(tstatus->race, tstatus->def_ele) ) break; } if( ud->skillid == PR_LEXDIVINA || ud->skillid == 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->skillid, ud->skilllv, 0); break; } } else { // Check target validity. inf = skill_get_inf(ud->skillid); inf2 = skill_get_inf2(ud->skillid); if(inf&INF_ATTACK_SKILL || (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills ) // 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( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB ) { if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM ) break; } else if (inf && battle_check_target(src, target, inf) <= 0) break; if(inf&BCT_ENEMY && (sc = status_get_sc(target)) && sc->data[SC_FOGWALL] && rnd()%100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75% if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); break; } } //Avoid doing double checks for instant-cast skills. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1)) break; if(md) { md->last_thinktime=tick +MIN_MOBTHINKTIME; if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0) clif_emotion(src, md->db->skill[md->skillidx].emotion); } if(src != target && battle_config.skill_add_range && !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) { if (sd) { clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] skill_consume_requirement(sd,ud->skillid,ud->skilllv,3); } break; } if( sd ) { if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) ) break; else skill_consume_requirement(sd,ud->skillid,ud->skilllv,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->skillid, ud->skilllv, 1) ) break; if (ud->state.running && ud->skillid == TK_JUMPKICK) { ud->state.running = 0; status_change_end(src, SC_RUN, INVALID_TIMER); flag = 1; } if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH) unit_stop_walking(src,1); if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) ) ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish] if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){ int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv); 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->skillid){ cooldown += sd->skillcooldown[i].val; break; } } skill_blockpc_start(sd, ud->skillid, cooldown); } if( battle_config.display_status_timers && sd ) clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0); if( sd ) { switch( ud->skillid ) { case GS_DESPERADO: sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv); break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] ) { const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer); if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 ) break; } sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv)); break; } } if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE) unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1); if(battle_config.skill_log && battle_config.skill_log&src->type) ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n", src->type, src->id, ud->skillid, ud->skilllv, target->id); map_freeblock_lock(); // SC_MAGICPOWER needs to switch states before any damage is actually dealt skill_toggle_magicpower(src, ud->skillid); if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE) skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag); else skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag); sc = status_get_sc(src); if(sc && sc->count) { if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD && sc->data[SC_SPIRIT]->val3 == ud->skillid && ud->skillid != WZ_WATERBALL) sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd ) skill_blockpc_start(sd,BD_ADAPTATION,3000); } if( sd && ud->skillid != SA_ABRACADABRA && ud->skillid != 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->skillidx = -1; else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' ud->skilllv = ud->skilltarget = 0; } map_freeblock_unlock(); return 1; } while(0); //Skill failed. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) { //When Asura fails... (except when it fails from Fog of Wall) //Consume SP/spheres skill_consume_requirement(sd,ud->skillid, ud->skilllv,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); } if (target && target->m == src->m) { //Move character to target anyway. int dx,dy; dx = target->x - src->x; dy = target->y - src->y; if(dx > 0) dx++; else if(dx < 0) dx--; if (dy > 0) dy++; else if(dy < 0) dy--; if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) { //Display movement + animation. clif_slide(src,src->x,src->y); clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5); } clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); } } ud->skillid = ud->skilllv = ud->skilltarget = 0; if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) ) ud->canact_tick = tick; //You can't place a skill failed packet here because it would be //sent in ALL cases, even cases where skill_check_condition fails //which would lead to double 'skill failed' messages u.u [Skotlex] if(sd) sd->skillitem = sd->skillitemlv = 0; else if(md) md->skillidx = -1; return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_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->skillid == 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->skillid)&UF_NOREITERATION && skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) ) { if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); break; } if( src->type&battle_config.skill_nofootset && skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET && skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv) ) { if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); break; } if( src->type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0 ) { int i; for(i=0;iskillunit[i] && maxcount;i++) { if(ud->skillunit[i]->skill_id == ud->skillid) maxcount--; } if( maxcount == 0 ) { if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); break; } } if(tid != INVALID_TIMER) { //Avoid double checks on instant cast skills. [Skotlex] if (!status_check_skilluse(src, NULL, ud->skillid, 1)) break; if(battle_config.skill_add_range && !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) { if (sd && battle_config.skill_out_range_consume) //Consume items anyway. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3); break; } } if( sd ) { if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) ) break; else skill_consume_requirement(sd,ud->skillid,ud->skilllv,1); } if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) ) break; if(md) { md->last_thinktime=tick +MIN_MOBTHINKTIME; if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0) clif_emotion(src, md->db->skill[md->skillidx].emotion); } if(battle_config.skill_log && battle_config.skill_log&src->type) ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly); if (ud->walktimer != INVALID_TIMER) unit_stop_walking(src,1); if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) ) ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); if( battle_config.display_status_timers && sd ) clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0); // if( sd ) // { // switch( ud->skillid ) // { // case ????: // sd->canequip_tick = tick + ????; // break; // } // } unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1); map_freeblock_lock(); skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0); if( 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->skillidx = -1; else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' ud->skilllv = ud->skillx = ud->skilly = 0; } map_freeblock_unlock(); return 1; } while(0); if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) ) ud->canact_tick = tick; ud->skillid = ud->skilllv = 0; if(sd) sd->skillitem = sd->skillitemlv = 0; else if(md) md->skillidx = -1; return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag) { struct map_session_data* sd; struct status_change* sc; struct status_change_entry *sce; struct skill_unit_group* sg; enum sc_type type; int i; //if(skilllv <= 0) return 0; if(skillid > 0 && skilllv <= 0) return 0; // celest nullpo_ret(src); if(status_isdead(src)) return 0; sd = BL_CAST(BL_PC, src); sc = status_get_sc(src); type = status_skill2sc(skillid); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skillid) { //Skill effect. case WZ_METEOR: case MO_BODYRELOCATION: case CR_CULTIVATION: case HW_GANBANTEIN: case LG_EARTHDRIVE: break; //Effect is displayed on respective switch case. default: if(skill_get_inf(skillid)&INF_SELF_SKILL) clif_skill_nodamage(src,src,skillid,skilllv,1); else clif_skill_poseffect(src,skillid,skilllv,x,y,tick); } // SC_MAGICPOWER needs to switch states before any damage is actually dealt skill_toggle_magicpower(src, skillid); switch(skillid) { case PR_BENEDICTIO: skill_area_temp[1] = src->id; i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_PC, src, skillid, skilllv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id); map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); break; case BS_HAMMERFALL: i = skill_get_splash(skillid, skilllv); map_foreachinarea (skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|2, skill_castend_nodamage_id); break; case HT_DETECTING: i = skill_get_splash(skillid, skilllv); map_foreachinarea( status_change_timer_sub, src->m, x-i, y-i, x+i,y+i,BL_CHAR, src,NULL,SC_SIGHT,tick); if(battle_config.traps_setting&1) map_foreachinarea( skill_reveal_trap, src->m, x-i, y-i, x+i,y+i,BL_SKILL); break; case SR_RIDEINLIGHTNING: i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|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] struct skill_unit_group *sg; if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE )) { if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) { skill_unitsetting(src,skillid,skilllv,x,y,0); return 0; // not to consume items } else sg->limit = 0; //Disable it. } skill_unitsetting(src,skillid,skilllv,x,y,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: case NPC_EVILLAND: 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_CHAOSPANIC: case SC_BLOODYLUST: case SC_MAELSTROM: 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 MH_POISON_MIST: flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). case GS_GROUNDDRIFT: //Ammo should be deleted right away. skill_unitsetting(src,skillid,skilllv,x,y,0); break; case RG_GRAFFITI: /* Graffiti [Valaris] */ skill_clear_unitgroup(src); skill_unitsetting(src,skillid,skilllv,x,y,0); flag|=1; break; case HP_BASILICA: 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. skill_clear_unitgroup(src); if( skill_unitsetting(src,skillid,skilllv,x,y,0) ) sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv)); flag|=1; } break; case CG_HERMODE: skill_clear_unitgroup(src); if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0))) sc_start4(src,SC_DANCING,100, skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv)); flag|=1; break; case RG_CLEANER: // [Valaris] i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL); break; case SO_CLOUD_KILL: case SO_WARMER: flag|=(skillid == SO_WARMER)?8:4; skill_unitsetting(src,skillid,skilllv,x,y,0); break; case WZ_METEOR: { int area = skill_get_splash(skillid, skilllv); short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; for( i = 0; i < 2 + (skilllv>>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,skillid,skilllv,tmpx,tmpy,tick); if( i > 0 ) skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0); x1 = tmpx; y1 = tmpy; } skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0); } break; case AL_WARP: if(sd) { clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map, (skilllv >= 2) ? sd->status.memo_point[0].map : 0, (skilllv >= 3) ? sd->status.memo_point[1].map : 0, (skilllv >= 4) ? sd->status.memo_point[2].map : 0 ); } return 0; // not to consume item. case MO_BODYRELOCATION: if (unit_movepos(src, x, y, 1, 1)) { clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick); // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client... if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000); } break; case NJ_SHADOWJUMP: if( !map_flag_gvg(src->m) && !map[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_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1]; struct mob_data *md; // Correct info, don't change any of this! [celest] md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,""); if (md) { md->master_id = src->id; md->special_state.ai = skillid==AM_SPHEREMINE?2:3; if( md->deletetimer != INVALID_TIMER ) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0); mob_spawn (md); //Now it is ready for spawning. } } break; // Slim Pitcher [Celest] case CR_SLIMPITCHER: if (sd) { int i = skilllv%11 - 1; int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]); if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] ) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); return 1; } potion_flag = 1; potion_hp = 0; potion_sp = 0; run_script(sd->inventory_data[j]->script,0,sd->bl.id,0); potion_flag = 0; //Apply skill bonuses i = pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5 + pc_skillheal_bonus(sd, skillid); potion_hp = potion_hp * (100+i)/100; potion_sp = potion_sp * (100+i)/100; if(potion_hp > 0 || potion_sp > 0) { i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_area_sub, src->m,x-i,y-i,x+i,y+i,BL_CHAR, src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1, skill_castend_nodamage_id); } } else { int i = skilllv%11 - 1; struct item_data *item; i = skill_db[skillid].itemid[i]; item = itemdb_search(i); potion_flag = 1; potion_hp = 0; potion_sp = 0; run_script(item->script,0,src->id,0); potion_flag = 0; i = skill_get_max(CR_SLIMPITCHER)*10; potion_hp = potion_hp * (100+i)/100; potion_sp = potion_sp * (100+i)/100; if(potion_hp > 0 || potion_sp > 0) { i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_area_sub, src->m,x-i,y-i,x+i,y+i,BL_CHAR, src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1, skill_castend_nodamage_id); } } break; case HW_GANBANTEIN: if (rnd()%100 < 80) { int dummy = 1; clif_skill_poseffect(src,skillid,skilllv,x,y,tick); i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src); } else { if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); return 1; } break; case HW_GRAVITATION: if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0))) sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv)); 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,skillid,USESKILL_FAIL_LEVEL,0); return 1; } clif_skill_poseffect(src,skillid,skilllv,x,y,tick); if (rnd()%100 < 50) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); } else { TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),""); int i; if (!md) break; if ((i = skill_get_time(skillid, skilllv)) > 0) { if( md->deletetimer != INVALID_TIMER ) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0); } mob_spawn (md); } } break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: skill_clear_unitgroup(src); if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))) sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv)); 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,skillid,skilllv,src->x,src->y,0); if (!sg) break; if (sce) status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv)); clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet } break; case NJ_TATAMIGAESHI: if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv)); break; case AM_RESURRECTHOMUN: //[orn] if (sd) { if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y)) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } } break; case NC_COLDSLOWER: case NC_ARMSCANNON: case RK_DRAGONBREATH: case RK_WINDCUTTER: case WM_LULLABY_DEEPSLEEP: i = skill_get_splash(skillid,skilllv); map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR, src,skillid,skilllv,tick,flag|(skillid==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id); break; /** * Guilotine Cross **/ case GC_POISONSMOKE: if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0); return 0; } clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6); skill_unitsetting(src, skillid, skilllv, x, y, flag); status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); break; /** * Arch Bishop **/ case AB_EPICLESIS: if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) { i = sg->unit->range; map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id); } break; /** * Warlock **/ case WL_COMET: if( sc ) { sc->comet_x = x; sc->comet_y = y; } i = skill_get_splash(skillid,skilllv); map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); break; case WL_EARTHSTRAIN: { int i, wave = skilllv + 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,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); } if(sd) skill_blockpc_start(sd, skillid, skill_get_cooldown(skillid, skilllv)); } break; /** * Ranger **/ case RA_DETONATOR: i = skill_get_splash(skillid, skilllv); map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 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,skillid,skilllv,src->x,src->y,0)) != NULL ) { sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv)); 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_, ""); if( md ) { md->master_id = src->id; md->special_state.ai = 3; if( md->deletetimer != INVALID_TIMER ) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0); mob_spawn( md ); } } break; case NC_MAGICDECOY: if( sd ) clif_magicdecoy_list(sd,skilllv,x,y); break; case SC_FEINTBOMB: clif_skill_nodamage(src,src,skillid,skilllv,1); skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position skill_blown(src,src,6,unit_getdir(src),0); break; case LG_OVERBRAND: { int width;//according to data from irowiki it actually is a square for( width = 0; width < 7; width++ ) for( i = 0; i < 7; i++ ) map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, BL_CHAR, src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id); for( width = 0; width < 7; width++ ) for( i = 0; i < 7; i++ ) map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id); } break; case LG_BANDING: if( sc && sc->data[SC_BANDING] ) status_change_end(src,SC_BANDING,INVALID_TIMER); else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) { sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv)); if( sd ) pc_banding(sd,skilllv); } clif_skill_nodamage(src,src,skillid,skilllv,1); break; case LG_RAYOFGENESIS: if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) { i = skill_get_splash(skillid,skilllv); map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR, src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); } else if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL,0); break; case WM_DOMINION_IMPULSE: i = skill_get_splash(skillid, skilllv); map_foreachinarea( skill_ative_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL); break; case WM_GREAT_ECHO: flag|=1; // Should counsume 1 item per skill usage. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id); break; case GN_CRAZYWEED: i = skill_get_splash(skillid,skilllv); map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL, src,skillid,skilllv,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( skilllv ) { 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) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id); skill_delunit(ud->skillunit[i]->unit); break; default: ud->skillunit[i]->unit->val2 = skilllv; ud->skillunit[i]->unit->group->val2 = skilllv; 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 ,skillid, skilllv, sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv))); break; default: if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) { if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd ) clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported"); } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */ ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid); return 1; } if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) { //Should only remove after the skill has been casted. sc->data[SC_CURSEDCIRCLE_ATKER]->val3 = 1; status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); } if( sd ) {// ensure that the skill last-cast tick is recorded sd->canskill_tick = gettick(); if( sd->state.arrow_atk && !(flag&1) ) {// consume arrow if this is a ground skill battle_consume_ammo(sd, skillid, skilllv); } // perform skill requirement consumption skill_consume_requirement(sd,skillid,skilllv,2); } return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map) { nullpo_ret(sd); //Simplify skill_failed code. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; } if(skill_num != sd->menuskill_id) return 0; if( sd->bl.prev == NULL || pc_isdead(sd) ) { skill_failed(sd); return 0; } if( ( sd->sc.opt1 && sd->sc.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_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) || sd->sc.data[SC_BERSERK] || sd->sc.data[SC_BASILICA] || sd->sc.data[SC_MARIONETTE] || sd->sc.data[SC_WHITEIMPRISON] || (sd->sc.data[SC_STASIS] && skill_stasis_check(&sd->bl, sd->sc.data[SC_STASIS]->val2, skill_num)) || sd->sc.data[SC_OBLIVIONCURSE] || sd->sc.data[SC__MANHOLE] )) { skill_failed(sd); return 0; } pc_stop_attack(sd); pc_stop_walking(sd,0); if(battle_config.skill_log && battle_config.skill_log&BL_PC) ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map); if(strcmp(map,"cancel")==0) { skill_failed(sd); return 0; } switch(skill_num) { case AL_TELEPORT: if(strcmp(map,"Random")==0) pc_randomwarp(sd,CLR_TELEPORT); else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); break; case AL_WARP: { const struct point *p[4]; struct skill_unit_group *group; int i, lv, wx, wy; int maxcount=0; int x,y; unsigned short mapindex; mapindex = mapindex_name2id((char*)map); if(!mapindex) { //Given map not found? clif_skill_fail(sd,skill_num,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_num, sd->menuskill_val)) > 0) { for(i=0;iud.skillunit[i] && maxcount;i++) { if(sd->ud.skillunit[i]->skill_id == skill_num) maxcount--; } if(!maxcount) { clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0); skill_failed(sd); return 0; } } lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num); wx = sd->menuskill_val>>16; wy = sd->menuskill_val&0xffff; if( lv <= 0 ) return 0; if( lv > 4 ) lv = 4; // crash prevention // check if the chosen map exists in the memo list ARR_FIND( 0, lv, i, mapindex == p[i]->map ); if( i < lv ) { x=p[i]->x; y=p[i]->y; } else { skill_failed(sd); return 0; } if(!skill_check_condition_castend(sd, sd->menuskill_id, lv)) { // This checks versus skillid/skilllv... 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_num,lv,wx,wy,0))==NULL) { skill_failed(sd); return 0; } group->val1 = (group->val1<<16)|(short)0; // record the destination coordinates group->val2 = (x<<16)|y; group->val3 = mapindex; } break; } sd->menuskill_id = sd->menuskill_val = 0; return 0; #undef skill_failed } /// transforms 'target' skill unit into dissonance (if conditions are met) static int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { struct skill_unit* target = (struct skill_unit*)bl; struct skill_unit* src = va_arg(ap, struct skill_unit*); int flag = va_arg(ap, int); if (src == target) return 0; if (!target->group || !(target->group->state.song_dance&0x1)) return 0; if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. return 0; if (flag) //Set dissonance target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. else //Remove dissonance target->val2 &= ~UF_ENSEMBLE; clif_skill_setunit(target); //Update look of affected cell. return 1; } //Does the song/dance overlapping -> dissonance check. [Skotlex] //When flag is 0, this unit is about to be removed, cancel the dissonance effect //When 1, this unit has been positioned, so start the cancel effect. int skill_dance_overlap(struct skill_unit* unit, int flag) { if (!unit || !unit->group || !(unit->group->state.song_dance&0x1)) return 0; if (!flag && !(unit->val2&UF_ENSEMBLE)) return 0; //Nothing to remove, this unit is not overlapped. if (unit->val1 != unit->group->skill_id) { //Reset state unit->val1 = unit->group->skill_id; unit->val2 &= ~UF_ENSEMBLE; } return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag); } /*========================================== * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. * Flag: 0 - Convert, 1 - Revert. *------------------------------------------*/ static bool skill_dance_switch(struct skill_unit* unit, int flag) { static int prevflag = 1; // by default the backup is empty static struct skill_unit_group backup; struct skill_unit_group* group = unit->group; // val2&UF_ENSEMBLE is a hack to indicate dissonance if ( !(group->state.song_dance&0x1 && unit->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 int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; // backup backup.skill_id = group->skill_id; backup.skill_lv = group->skill_lv; backup.unit_id = group->unit_id; backup.target_flag = group->target_flag; backup.bl_flag = group->bl_flag; backup.interval = group->interval; // replace group->skill_id = skillid; group->skill_lv = 1; group->unit_id = skill_get_unit_id(skillid,0); group->target_flag = skill_get_unit_target(skillid); group->bl_flag = skill_get_unit_bl_target(skillid); group->interval = skill_get_unit_interval(skillid); } else { //Restore group->skill_id = backup.skill_id; group->skill_lv = backup.skill_lv; group->unit_id = backup.unit_id; group->target_flag = backup.target_flag; group->bl_flag = backup.bl_flag; group->interval = backup.interval; } return true; } /** * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW **/ static 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 ) return 0; nullpo_ret( ( target = map_id2bl(md->target_id) ) ); if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) ) return 0; if( !check_distance_bl(bl, target, status_get_range(bl) ) ) { mob_unlocktarget(md,gettick()); mob_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, short skillid, short skilllv, short x, short y, int flag) { struct skill_unit_group *group; int i,limit,val1=0,val2=0,val3=0; int target,interval,range,unit_flag; struct s_skill_unit_layout *layout; struct map_session_data *sd; struct status_data *status; struct status_change *sc; int active_flag=1; int subunt=0; nullpo_retr(NULL, src); limit = skill_get_time(skillid,skilllv); range = skill_get_unit_range(skillid,skilllv); interval = skill_get_unit_interval(skillid); target = skill_get_unit_target(skillid); unit_flag = skill_get_unit_flag(skillid); layout = skill_get_unit_layout(skillid,skilllv,src,x,y); sd = BL_CAST(BL_PC, src); status = status_get_status_data(src); sc = status_get_sc(src); // for traps, firewall and fogwall - celest switch( skillid ) { case MG_SAFETYWALL: #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 = skilllv+1; #endif break; case MG_FIREWALL: if(sc && sc->data[SC_VIOLENTGALE]) limit = limit*3/2; val2=4+skilllv; break; case AL_WARP: val1=skilllv+6; if(!(flag&1)) limit=2000; else // previous implementation (not used anymore) { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] if( src->type != BL_SKILL ) return NULL; group = ((TBL_SKILL*)src)->group; src = map_id2bl(group->src_id); if( !src ) return NULL; val2 = group->val2; //Copy the (x,y) position you warp to val3 = group->val3; //as well as the mapindex to warp to. } break; case HP_BASILICA: val1 = src->id; // Store caster id. break; case PR_SANCTUARY: case NPC_EVILLAND: val1=(skilllv+3)*2; break; case WZ_FIREPILLAR: if((flag&1)!=0) limit=1000; val1=skilllv+2; break; case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] case AM_DEMONSTRATION: case GN_HELLS_PLANT: if (map_flag_vs(src->m) && battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall)) target = BCT_ALL; break; case HT_SHOCKWAVE: val1=skilllv*15+10; case HT_SANDMAN: case MA_SANDMAN: case HT_CLAYMORETRAP: case HT_SKIDTRAP: case MA_SKIDTRAP: case HT_LANDMINE: case MA_LANDMINE: case HT_ANKLESNARE: 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: if( map_flag_gvg(src->m) || map[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_TICK(gettick(), old_sg->tick); if (limit < 0) //This can happen... limit = skill_get_time(skillid,skilllv); } skill_clear_group(src,1); } break; } case BA_DISSONANCE: case DC_UGLYDANCE: val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex] break; case BA_WHISTLE: val1 = skilllv +status->agi/10; // Flee increase val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase if(sd){ val1 += pc_checkskill(sd,BA_MUSICALLESSON); val2 += pc_checkskill(sd,BA_MUSICALLESSON); } break; case DC_HUMMING: val1 = 2*skilllv+status->dex/10; // Hit increase #ifdef RENEWAL val1 *= 2; #endif if(sd) val1 += pc_checkskill(sd,DC_DANCINGLESSON); break; case BA_POEMBRAGI: val1 = 3*skilllv+status->dex/10; // Casting time reduction //For some reason at level 10 the base delay reduction is 50%. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction if(sd){ val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON); val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON); } break; case DC_DONTFORGETME: val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment. if(sd){ val1 += pc_checkskill(sd,DC_DANCINGLESSON); val2 += pc_checkskill(sd,DC_DANCINGLESSON); } break; case BA_APPLEIDUN: val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase if(sd) val1 += pc_checkskill(sd,BA_MUSICALLESSON); break; case DC_SERVICEFORYOU: val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction if(sd){ val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value } break; case BA_ASSASSINCROSS: val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase if(sd) val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON); break; case DC_FORTUNEKISS: val1 = 10+skilllv+(status->luk/10); // Critical increase if(sd) val1 += pc_checkskill(sd,DC_DANCINGLESSON); val1*=10; //Because every 10 crit is an actual cri point. break; case BD_DRUMBATTLEFIELD: #ifdef RENEWAL val1 = (skilllv+5)*25; //Watk increase val2 = skilllv*10; //Def increase #else val1 = (skilllv+1)*25; //Watk increase val2 = (skilllv+1)*2; //Def increase #endif break; case BD_RINGNIBELUNGEN: val1 = (skilllv+2)*25; //Watk increase break; case BD_RICHMANKIM: val1 = 25 + 11*skilllv; //Exp increase bonus. break; case BD_SIEGFRIED: val1 = 55 + skilllv*5; //Elemental Resistance val2 = skilllv*10; //Status ailment resistance break; case WE_CALLPARTNER: if (sd) val1 = sd->status.partner_id; break; case WE_CALLPARENT: if (sd) { val1 = sd->status.father; val2 = sd->status.mother; } break; case WE_CALLBABY: if (sd) val1 = sd->status.child; break; case NJ_KAENSIN: skill_clear_group(src, 1); //Delete previous Kaensins/Suitons val2 = (skilllv+1)/2 + 4; break; case NJ_SUITON: skill_clear_group(src, 1); break; case GS_GROUNDDRIFT: { int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; val1 = status->rhw.ele; if (!val1) val1=element[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; val1 = sc->data[SC_POISONINGWEAPON]->val1; // Level of Poison, to determine poisoning time val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison limit = 4000 + 2000 * skilllv; break; case GD_LEADERSHIP: case GD_GLORYWOUNDS: case GD_SOULCOLD: case GD_HAWKEYES: limit = 1000000;//it doesn't matter break; case LG_BANDING: limit = -1; break; case WM_REVERBERATION: interval = limit; val2 = 1; case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) 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; } nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval)); group->val1=val1; group->val2=val2; group->val3=val3; group->target_flag=target; group->bl_flag= skill_get_unit_bl_target(skillid); group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet group->state.guildaura = ( skillid >= GD_LEADERSHIP && skillid <= GD_HAWKEYES )?1:0; //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL) active_flag = 0; if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){ group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char)); if (sd) safestrncpy(group->valstr, sd->message, MESSAGE_SIZE); else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex] safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); } if (group->state.song_dance) { if(sd){ sd->skillid_dance = skillid; sd->skilllv_dance = skilllv; } if ( sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) && sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp! ) skill_check_pc_partner(sd, skillid, &skilllv, 1, 1); } limit = group->limit; for( i = 0; i < layout->count; i++ ) { struct skill_unit *unit; int ux = x + layout->dx[i]; int uy = y + layout->dy[i]; int val1 = skilllv; int val2 = 0; int alive = 1; if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) ) continue; // don't place skill units on walls (except for songs/dances/encores) if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) continue; // no path between cell and center of casting. switch( skillid ) { case MG_FIREWALL: case NJ_KAENSIN: val2=group->val2; break; case WZ_ICEWALL: val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv; val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE); break; case HT_LANDMINE: case 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: /** * 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: 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 WM_REVERBERATION: val1 = 1 + skilllv; break; case GN_WALLOFTHORN: val1 = 1000 * skilllv; // Need official value. [LimitLine] break; default: if (group->state.song_dance&0x1) val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance break; } if( range <= 0 ) map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src); if( !alive ) continue; nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2)); unit->limit=limit; unit->range=range; if (skillid == PF_FOGWALL && alive == 2) { //Double duration of cells on top of Deluge/Suiton unit->limit *= 2; group->limit = unit->limit; } // execute on all targets standing on this cell if (range==0 && active_flag) map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); } if (!group->alive_count) { //No cells? Something that was blocked completely by Land Protector? skill_delunitgroup(group); return NULL; } //success, unit created. switch( skillid ) { 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; } /*========================================== * *------------------------------------------*/ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) { struct skill_unit_group *sg; struct block_list *ss; struct status_change *sc; struct status_change_entry *sce; enum sc_type type; int skillid; nullpo_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] type = status_skill2sc(sg->skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. switch (sg->unit_id) { case UNT_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 ) { int sec = skill_get_time2(sg->skill_id,sg->skill_lv); if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK(td->tick, tick); map_moveblock(bl, src->bl.x, src->bl.y, tick); clif_fixpos(bl); sg->val2 = bl->id; } else sec = 3000; //Couldn't trap it? sg->limit = DIFF_TICK(tick,sg->tick)+sec; } break; case UNT_SAFETYWALL: if (!sce) sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit); break; case UNT_PNEUMA: case UNT_CHAOSPANIC: case UNT_MAELSTROM: if (!sce) sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); 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_delunitgroup(sg); 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); sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg') } } else if(bl->type == BL_MOB && battle_config.mob_warp&2) { int m = map_mapindex2mapid(sg->val3); if (m < 0) break; //Map not available on this map-server. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); } } break; case UNT_QUAGMIRE: if(!sce) sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_VOLCANO: case UNT_DELUGE: case UNT_VIOLENTGALE: if(!sce) sc_start(bl,type,100,sg->skill_lv,sg->limit); break; case UNT_SUITON: if(!sce) sc_start4(bl,type,100,sg->skill_lv, map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. 0,0,sg->limit); break; case UNT_HERMODE: if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0) status_change_clear_buffs(bl,1); //Should dispell only allies. case UNT_RICHMANKIM: case UNT_ETERNALCHAOS: case UNT_DRUMBATTLEFIELD: case UNT_RINGNIBELUNGEN: case UNT_ROKISWEIL: case UNT_INTOABYSS: case UNT_SIEGFRIED: //Needed to check when a dancer/bard leaves their ensemble area. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) return skillid; if (!sce) sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); break; case UNT_WHISTLE: case UNT_ASSASSINCROSS: case UNT_POEMBRAGI: case UNT_APPLEIDUN: case UNT_HUMMING: case UNT_DONTFORGETME: case UNT_FORTUNEKISS: case UNT_SERVICEFORYOU: if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) { if( sce )/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */ sce->val4 = 2; return 0; } if (!sc) return 0; if (!sce) sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); else if (sce->val4 == 1) { //Readjust timers since the effect will not last long. sce->val4 = 0; delete_timer(sce->timer, status_change_timer); sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); } break; case UNT_FOGWALL: if (!sce) { sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); } break; case UNT_GRAVITATION: if (!sce) sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); break; // officially, icewall has no problems existing on occupied cells [ultramage] // case UNT_ICEWALL: //Destroy the cell. [Skotlex] // src->val1 = 0; // if(src->limit + sg->tick > tick + 700) // src->limit = DIFF_TICK(tick+700,sg->tick); // break; case UNT_MOONLIT: //Knockback out of area if affected char isn't in Moonlit effect if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT) break; if (ss == bl) //Also needed to prevent infinite loop crash. break; skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0); break; 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_GD_LEADERSHIP: case UNT_GD_GLORYWOUNDS: case UNT_GD_SOULCOLD: case UNT_GD_HAWKEYES: if ( !sce ) sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000); break; } return skillid; } /*========================================== * *------------------------------------------*/ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick) { struct skill_unit_group *sg; struct block_list *ss; TBL_PC* tsd; struct status_data *tstatus; struct status_change *tsc; struct skill_unit_group_tickset *ts; enum sc_type type; int skillid; 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); if ( tsc && tsc->data[SC_HOVERING] ) return 0; //Under hovering characters are immune to trap and ground target skills. tstatus = status_get_status_data(bl); type = status_skill2sc(sg->skill_id); skillid = sg->skill_id; if (sg->interval == -1) { switch (sg->unit_id) { case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell. case UNT_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_TICK(tick,ts->tick); if (diff < 0) return 0; ts->tick = tick+sg->interval; if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1); } 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); status_heal(bl, heal, 0, 0); if( diff >= 500 ) sg->val1--; } if( sg->val1 <= 0 ) skill_delunitgroup(sg); 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; //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 // mobs if( status_charge(ss, 0, 2) ) // 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 { //should end when out of sp. sg->limit = DIFF_TICK(tick,sg->tick); break; } } while( x == bl->x && y == bl->y && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) ); } break; /** * 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_TICK(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(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK(td->tick, tick); 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_TICK(tick,sg->tick)+sec; sg->interval = -1; src->range = 0; } break; case UNT_ELECTRICSHOCKER: if( bl->id != ss->id ) { int sec = skill_get_time2(sg->skill_id, sg->skill_lv); if( status_get_mode(bl)&MD_BOSS ) break; if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK(td->tick, tick); map_moveblock(bl, src->bl.x, src->bl.y, tick); clif_fixpos(bl); } else sec = 3000; //Couldn't trap it? map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick); src->range = -1; } break; case UNT_VENOMDUST: if(tsc && !tsc->data[type]) status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); break; case UNT_LANDMINE: case UNT_CLAYMORETRAP: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_FIREPILLAR_ACTIVE: /** * Ranger **/ case UNT_CLUSTERBOMB: case UNT_MAGENTATRAP: case UNT_COBALTTRAP: case UNT_MAIZETRAP: case UNT_VERDURETRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); src->range = -1; //Disable range so it does not invoke a for each in area again. sg->limit=DIFF_TICK(tick,sg->tick)+1500 + (sg->unit_id== UNT_CLUSTERBOMB?1000:0);// Cluster Bomb has 1s to disappear once activated. break; case UNT_TALKIEBOX: if (sg->src_id == bl->id) break; if (sg->val2 == 0){ clif_talkiebox(&src->bl, sg->valstr); sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&src->bl, UNT_USED_TRAPS); sg->limit = DIFF_TICK(tick, sg->tick) + 5000; sg->val2 = -1; } break; case UNT_LULLABY: if (ss->id == bl->id) break; skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, 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_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) ) break; // affects self only when soullinked heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true); 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(bl,SC_SCRESIST,100,100,time); if (tsd) clif_gospel_info(tsd, 0x16); break; case 3: // MaxHP +100% sc_start(bl,SC_INCMHPRATE,100,100,time); if (tsd) clif_gospel_info(tsd, 0x17); break; case 4: // MaxSP +100% sc_start(bl,SC_INCMSPRATE,100,100,time); if (tsd) clif_gospel_info(tsd, 0x18); break; case 5: // All stats +20 sc_start(bl,SC_INCALLSTATUS,100,20,time); if (tsd) clif_gospel_info(tsd, 0x19); break; case 6: // Level 10 Blessing sc_start(bl,SC_BLESSING,100,10,time); break; case 7: // Level 10 Increase AGI sc_start(bl,SC_INCREASEAGI,100,10,time); break; case 8: // Enchant weapon with Holy element sc_start(bl,SC_ASPERSIO,100,1,time); if (tsd) clif_gospel_info(tsd, 0x1c); break; case 9: // Enchant armor with Holy element sc_start(bl,SC_BENEDICTIO,100,1,time); if (tsd) clif_gospel_info(tsd, 0x1d); break; case 10: // DEF +25% sc_start(bl,SC_INCDEFRATE,100,25,time); if (tsd) clif_gospel_info(tsd, 0x1e); break; case 11: // ATK +100% sc_start(bl,SC_INCATKRATE,100,100,time); if (tsd) clif_gospel_info(tsd, 0x1f); break; case 12: // HIT/Flee +50 sc_start(bl,SC_INCHIT,100,50,time); sc_start(bl,SC_INCFLEE,100,50,time); if (tsd) clif_gospel_info(tsd, 0x20); break; } } else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect int i = 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(bl,SC_CURSE,100,1,time); break; case 2: // Blind sc_start(bl,SC_BLIND,100,1,time); break; case 3: // Poison sc_start(bl,SC_POISON,100,1,time); break; case 4: // Level 10 Provoke sc_start(bl,SC_PROVOKE,100,10,time); break; case 5: // DEF -100% sc_start(bl,SC_INCDEFRATE,100,-100,time); break; case 6: // ATK -100% sc_start(bl,SC_INCATKRATE,100,-100,time); break; case 7: // Flee -100% sc_start(bl,SC_INCFLEERATE,100,-100,time); break; case 8: // Speed/ASPD -25% sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); break; } } break; case UNT_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(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: 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_TICK(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 < 20 ) sc_start(bl,sg->val2,100,sg->val1,skill_get_time2(GC_POISONINGWEAPON,sg->val1)); 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(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); } } /* 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; // Dont work on Self (video shows that) case UNT_NEUTRALBARRIER: sc_start(bl,type,100,sg->skill_lv,sg->interval + 100); break; case UNT_DIMENSIONDOOR: if( tsd && !map[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_TICK(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(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(bl, type, 100, sg->skill_lv, sec) ) { const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK(td->tick, tick); ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett] clif_fixpos(bl); sg->val2 = bl->id; } else sec = 3000; // Couldn't trap it? sg->limit = DIFF_TICK(tick, sg->tick) + sec; } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 ) 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_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 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(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); break; case UNT_FIRE_EXPANSION_TEAR_GAS: sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); 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_TICK(tick, sg->tick) + 100; break; case UNT_CLOUD_KILL: if(tsc && !tsc->data[type]) status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8); skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_WARMER: if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv. struct status_change *ssc = status_get_sc(ss); if( ssc && ssc->data[SC_HEATER_OPTION] ) hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100; status_heal(bl, hp, 0, 0); if( tstatus->hp != tstatus->max_hp ) clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); sc_start(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(bl,type, 100, sg->skill_lv, sg->interval); break; case UNT_VACUUM_EXTREME: sc_start(bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit); break; case UNT_FIRE_MANTLE: if( battle_check_target(&src->bl, bl, BCT_ENEMY) ) skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; } if (bl->type == BL_MOB && ss != bl) mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16)); return skillid; } /*========================================== * Triggered when a char steps out of a skill cell *------------------------------------------*/ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick) { struct skill_unit_group *sg; struct status_change *sc; struct status_change_entry *sce; enum sc_type type; nullpo_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) ) //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: 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_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_TICK(tick,sg->tick)+1000; } break; } } return sg->skill_id; } /*========================================== * Triggered when a char steps out of a skill group (entirely) [Skotlex] *------------------------------------------*/ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick) { struct status_change *sc; struct status_change_entry *sce; enum sc_type type; sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; type = status_skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skill_id) { case WZ_QUAGMIRE: if (bl->type==BL_MOB) break; if (sce) status_change_end(bl, type, 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 parther's ensemble will cause you to cancel //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it. status_change_end(bl, SC_DANCING, INVALID_TIMER); } 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 SC_BLOODYLUST: 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: 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) { if( sce->val4 == 2 ) {/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */ if( !( sc && sc->data[SC_DANCING] && sc->data[SC_DANCING]->val2 ) )/* check if we're still in the skill */ status_change_end(bl,type,INVALID_TIMER); } else { delete_timer(sce->timer, status_change_timer); //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... //not possible on our current implementation. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type); } } break; case PF_FOGWALL: if (sce) { status_change_end(bl, type, INVALID_TIMER); if ((sce=sc->data[SC_BLIND])) { if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex] status_change_end(bl, SC_BLIND, INVALID_TIMER); else { delete_timer(sce->timer, status_change_timer); sce->timer = add_timer(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) *------------------------------------------*/ static int skill_unit_effect (struct block_list* bl, va_list ap) { struct skill_unit* unit = va_arg(ap,struct skill_unit*); struct skill_unit_group* group = unit->group; unsigned int tick = va_arg(ap,unsigned int); unsigned int flag = va_arg(ap,unsigned int); int skill_id; bool dissonance; if( (!unit->alive && !(flag&4)) || bl->prev == NULL ) return 0; nullpo_ret(group); dissonance = skill_dance_switch(unit, 0); //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = group->skill_id; //Target-type check. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) ) { if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 ) skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. } else { if( flag&1 ) skill_unit_onplace(unit,bl,tick); else skill_unit_onout(unit,bl,tick); if( flag&4 ) skill_unit_onleft(skill_id, bl, tick); } if( dissonance ) skill_dance_switch(unit, 1); return 0; } /*========================================== * *------------------------------------------*/ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick) { struct skill_unit_group *sg; nullpo_ret(src); nullpo_ret(sg=src->group); switch( sg->unit_id ) { 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_REVERBERATION: case UNT_WALLOFTHORN: src->val1-=damage; break; case UNT_BLASTMINE: skill_blown(bl, &src->bl, 3, -1, 0); break; default: damage = 0; break; } return damage; } /*========================================== * *------------------------------------------*/ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { int *c, skillid; struct block_list *src; struct map_session_data *sd; struct map_session_data *tsd; int *p_sd; //Contains the list of characters found. nullpo_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 *); skillid = va_arg(ap,int); if ( ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&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(skillid)&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(skillid) { case PR_BENEDICTIO: { int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. && sd->status.sp >= 10) p_sd[(*c)++]=tsd->bl.id; return 1; } 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( ( sd->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] { int skilllv; if(pc_issit(tsd) || !unit_can_move(&tsd->bl)) return 0; if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && (skilllv = pc_checkskill(tsd, skillid)) > 0 && (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id && !tsd->sc.data[SC_DANCING]) { p_sd[(*c)++]=tsd->bl.id; return skilllv; } else { return 0; } } break; } } return 0; } /*========================================== * Checks and stores partners for ensemble skills [Skotlex] *------------------------------------------*/ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag) { static int c=0; static int p_sd[2] = { 0, 0 }; int i; 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; case WM_GREAT_ECHO: for( i = 0; i < c; i++ ) { if( (tsd = map_id2sd(p_sd[i])) != NULL ) status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c); } break; default: //Warning: Assuming Ensemble skills here (for speed) if( is_chorus ) break;//Chorus skills are not to be parsed as ensambles if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) { sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000); clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); tsd->skillid_dance = skill_id; tsd->skilllv_dance = *skill_lv; } return c; } } //Else: new search for partners. c = 0; memset (p_sd, 0, sizeof(p_sd)); 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; } /*========================================== * *------------------------------------------*/ static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) { int *c,src_id,mob_class,skill; struct mob_data *md; md=(struct mob_data*)bl; src_id=va_arg(ap,int); mob_class=va_arg(ap,int); skill=va_arg(ap,int); c=va_arg(ap,int *); if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) ) return 0; //Non alchemist summoned mobs have nothing to do here. if(md->class_==mob_class) (*c)++; return 1; } /*========================================== * Determines if a given skill should be made to consume ammo * when used by the player. [Skotlex] *------------------------------------------*/ int skill_isammotype (struct map_session_data *sd, int skill) { return ( battle_config.arrow_decrement==2 && (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && skill != HT_PHANTASMIC && skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE) && !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead. ); } int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv) { struct status_data *status; struct status_change *sc; struct skill_condition require; int i; nullpo_ret(sd); if (lv <= 0 || sd->chatID) return 0; if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill ) { //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)?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 ) { 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 ) return 0; break; } status = &sd->battle_status; sc = &sd->sc; if( !sc->count ) sc = NULL; if( sd->skillitem == skill ) { if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish] sd->state.abra_flag = 0; else { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex] if( (i = sd->itemindex) == -1 || sd->status.inventory[i].nameid != sd->itemid || sd->inventory_data[i] == NULL || !sd->inventory_data[i]->flag.delay_consume || sd->status.inventory[i].amount < 1 ) { //Something went wrong, item exploit? sd->itemid = sd->itemindex = -1; return 0; } //Consume sd->itemid = sd->itemindex = -1; if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_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,USESKILL_FAIL_WEIGHTOVER,0); return 0; } if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) ) return 0; switch( skill ) { // 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: if( sc && sc->data[status_skill2sc(skill)] ) return 1; } // Check the skills that can be used while mounted on a warg if( pc_isridingwug(sd) ) { switch( skill ) { 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 RA_WUGDASH: case RA_WUGRIDER: break; default: clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } } if( pc_ismadogear(sd) ) { switch( skill ) { //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 NC_AXEBOOMERANG: case BS_ADRENALINE2: case NC_POWERSWING: case BS_UNFAIRLYTRICK: case NC_AXETORNADO: case BS_GREED: clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; default: //Only Mechanic exlcusive skill can be used. break; } } if( lv < 1 || lv > MAX_SKILL_LEVEL ) return 0; require = skill_get_requirement(sd,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 ) { case SO_SPELLFIST: if(sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT){ clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } case SA_CASTCANCEL: if(sd->ud.skilltimer == INVALID_TIMER) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case AL_WARP: if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] clif_displaymessage(sd->fd, "Duel: Can't use warp in duel."); return 0; } break; case MO_CALLSPIRITS: if(sd->spiritball >= lv) { clif_skill_fail(sd,skill,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->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK) break; return 0; case MO_COMBOFINISH: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO)) return 0; break; case CH_TIGERFIST: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH)) return 0; break; case CH_CHAINCRUSH: if(!(sc && sc->data[SC_COMBO])) return 0; if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST) return 0; break; case MO_EXTREMITYFIST: // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... // return 0; if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) ) break; if( sc && sc->data[SC_COMBO] ) { switch(sc->data[SC_COMBO]->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,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,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,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_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK) return 0; //Combo needs to be ready if (sc->data[SC_COMBO]->val3) { //Kick chain //Do not repeat a kick. if (sc->data[SC_COMBO]->val3 != skill) break; status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER); return 0; } if(sc->data[SC_COMBO]->val1 != skill && !( 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,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,lv)) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } } break; case PR_BENEDICTIO: if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case SL_SMA: if(!(sc && sc->data[SC_SMA])) return 0; break; case HT_POWER: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)) return 0; break; case CG_HERMODE: if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv))) { clif_skill_fail(sd,skill,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, 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,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,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, lv)) { clif_skill_fail(sd,skill,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; i = skill-SG_SUN_WARM; if (sd->bl.m == sd->feel_map[i].m) break; clif_skill_fail(sd,skill,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; i = skill-SG_SUN_COMFORT; if (sd->bl.m == sd->feel_map[i].m && (battle_config.allow_skill_without_day || sg_info[i].day_func())) break; clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; case SG_FUSION: if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR) break; //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] //Only invoke on skill begin cast (instant cast skill). [Kevin] if( require.sp > 0 ) { if (status->sp < (unsigned int)require.sp) clif_skill_fail(sd,skill,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,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,USESKILL_FAIL_LEVEL,0); return 0; } break; case NJ_ISSEN: if (status->hp < 2) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } case NJ_BUNSINJYUTSU: if (!(sc && sc->data[SC_NEN])) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case NJ_ZENYNAGE: if(sd->status.zeny < require.zeny) { clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0); return 0; } break; case PF_HPCONVERSION: if (status->sp == status->max_sp) return 0; //Unusable when at full SP. break; case AM_CALLHOMUN: //Can't summon if a hom is already out if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80% if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; /** * Arch Bishop **/ case AB_ANCILLA: { int count = 0; 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, 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,USESKILL_FAIL_LEVEL,0); // return 0; // } // break; case AB_ADORAMUS: /** * Warlock **/ case WL_COMET: if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) { //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]); clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB: case WL_SUMMONSTONE: if( sc ) { ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]); if( i == SC_SPHERE_5+1 ) { // No more free slots clif_skill_fail(sd,skill,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,USESKILL_FAIL_LEVEL,0); return 0; } break; case GC_COUNTERSLASH: case GC_WEAPONCRUSH: if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) { clif_skill_fail(sd, skill, USESKILL_FAIL_GC_WEAPONBLOCKING, 0); return 0; } break; case GC_CROSSRIPPERSLASHER: if( !(sc && sc->data[SC_ROLLINGCUTTER]) ) { clif_skill_fail(sd, skill, USESKILL_FAIL_CONDITION, 0); return 0; } break; case GC_POISONSMOKE: case GC_VENOMPRESSURE: if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0); return 0; } break; /** * Ranger **/ case RA_SENSITIVEKEEN: if(!pc_iswug(sd)) { clif_skill_fail(sd,skill,USESKILL_FAIL_CONDITION,0); return 0; } break; case RA_WUGMASTERY: if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case RA_WUGRIDER: if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case RA_WUGDASH: if(!pc_isridingwug(sd)) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; /** * Royal Guard **/ case LG_BANDING: if( sc && sc->data[SC_INSPIRATION] ) { clif_skill_fail(sd,skill,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,USESKILL_FAIL_LEVEL,0); return 0; } break; case LG_RAGEBURST: if( sd->spiritball == 0 ) { clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0); return 0; } sd->spiritball_old = require.spiritball = sd->spiritball; 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,USESKILL_FAIL,0); return 0; } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(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,USESKILL_FAIL_LEVEL,0); return 0; } break; case SR_FALLENEMPIRE: if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) ) return 0; break; case SR_CRESCENTELBOW: if( sc && sc->data[SC_CRESCENTELBOW] ) { clif_skill_fail(sd,skill,0,0); return 0; } break; case SR_CURSEDCIRCLE: if( sd->spiritball > 0 ) sd->spiritball_old = require.spiritball = sd->spiritball; else { clif_skill_fail(sd,skill,0,0); 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,0,0); return 0; } break; case WM_GREAT_ECHO: { int count; count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0); if( count < 1 ) { clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_HELPER,0); return 0; } else require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. } 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,0x0,0); return 0; } break; case SO_EL_CONTROL: if( !sd->status.ele_id || !sd->ed ) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case RETURN_TO_ELDICASTES: if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; } switch(require.state) { case ST_HIDING: if(!(sc && sc->option&OPTION_HIDE)) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_CLOAKING: if(!pc_iscloaking(sd)) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_HIDDEN: if(!pc_ishiding(sd)) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_RIDING: if(!pc_isriding(sd)) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_FALCON: if(!pc_isfalcon(sd)) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_CARTBOOST: if(!(sc && sc->data[SC_CARTBOOST])) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } case ST_CART: if(!pc_iscarton(sd)) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_SHIELD: if(sd->status.shield <= 0) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_SIGHT: if(!(sc && sc->data[SC_SIGHT])) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_EXPLOSIONSPIRITS: if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,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,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_MOVE_ENABLE: if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill) sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex] if (!unit_can_move(&sd->bl)) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case ST_WATER: if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON])) break; if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)) break; clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; /** * Rune Knight **/ case ST_RIDINGDRAGON: if( !pc_isridingdragon(sd) ) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; /** * Wug **/ case ST_WUG: if( !pc_iswug(sd) ) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; /** * Riding Wug **/ case ST_RIDINGWUG: if( !pc_isridingwug(sd) ){ clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; /** * Mechanic **/ case ST_MADO: if( !pc_ismadogear(sd) ) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; /** * Sorcerer **/ case ST_ELEMENTALSPIRIT: if(!sd->ed) { clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0); return 0; } break; } if(require.mhp > 0 && get_percentage(status->hp, status->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,USESKILL_FAIL_HP_INSUFFICIENT,0); return 0; } if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0); return 0; } if( require.sp > 0 && status->sp < (unsigned int)require.sp) { clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0); return 0; } if( require.zeny > 0 && sd->status.zeny < require.zeny ) { clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0); return 0; } if( require.spiritball > 0 && sd->spiritball < require.spiritball) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } return 1; } int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv) { struct skill_condition require; struct status_data *status; int i; int index[MAX_SKILL_ITEM_REQUIRE]; nullpo_ret(sd); if( lv <= 0 || sd->chatID ) return 0; if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill ) { //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)?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 ) { 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 ) return 0; break; } if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus) return 1; if( pc_is90overweight(sd) ) { clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0); return 0; } // perform skill-specific checks (and actions) switch( skill ) { case PR_BENEDICTIO: skill_check_pc_partner(sd, 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==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv); int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142; if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c); if(c >= maxcount || (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) { //Fails when: exceed max limit. There are other plant types already out. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } } break; } case NC_SILVERSNIPER: case NC_MAGICDECOY: { int c = 0, j; int maxcount = skill_get_maxcount(skill,lv); int mob_class = 2042; if( skill == NC_MAGICDECOY ) mob_class = 2043; if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { if( skill == NC_MAGICDECOY ) { for( j = mob_class; j <= 2046; j++ ) i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c); } else i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c); if( c >= maxcount ) { clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0); return 0; } } } break; } status = &sd->battle_status; require = skill_get_requirement(sd,skill,lv); if( require.hp > 0 && status->hp <= (unsigned int)require.hp) { clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,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] ) { 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), require.ammo_qty, itemdb_jname(sd->status.inventory[i].nameid)); clif_colormes(sd,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,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] ) { if( require.itemid[i] == ITEMID_RED_GEMSTONE ) clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE ) clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required else clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,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, short skill, short lv, short type) { struct skill_condition req; nullpo_ret(sd); req = skill_get_requirement(sd,skill,lv); if( type&1 ) { if( skill == CG_TAROTCARD || sd->state.autocast ) req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish] 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 == 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); } } 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 != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD ) continue; //Gemstones are checked, but not substracted from inventory. 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, short skill, short lv) { struct skill_condition req; struct status_data *status; struct status_change *sc; int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100; memset(&req,0,sizeof(req)); if( !sd ) return req; if( sd->skillitem == skill ) return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish] sc = &sd->sc; if( !sc->count ) sc = NULL; switch( skill ) { // 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: if( sc && sc->data[status_skill2sc(skill)] ) return req; } j = skill_get_index(skill); if( j == 0 ) // invalid skill id return req; if( lv < 1 || lv > MAX_SKILL_LEVEL ) return req; status = &sd->battle_status; req.hp = skill_db[j].hp[lv-1]; hp_rate = skill_db[j].hp_rate[lv-1]; if(hp_rate > 0) req.hp += (status->hp * hp_rate)/100; else req.hp += (status->max_hp * (-hp_rate))/100; req.sp = skill_db[j].sp[lv-1]; if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance) req.sp /= 2; sp_rate = skill_db[j].sp_rate[lv-1]; if(sp_rate > 0) req.sp += (status->sp * sp_rate)/100; else req.sp += (status->max_sp * (-sp_rate))/100; if( sd->dsprate != 100 ) req.sp = req.sp * sd->dsprate / 100; ARR_FIND(0, ARRAYLENGTH(sd->sprateskill), i, sd->sprateskill[i].id == skill); if( i < ARRAYLENGTH(sd->sprateskill) ) sp_skill_rate_bonus += sd->sprateskill[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_RECOGNIZEDSPELL] ) req.sp += req.sp / 4; } req.zeny = skill_db[j].zeny[lv-1]; if( sc && sc->data[SC__UNLUCKY] ) req.zeny += sc->data[SC__UNLUCKY]->val1 * 500; req.spiritball = skill_db[j].spiritball[lv-1]; req.state = skill_db[j].state; req.mhp = skill_db[j].mhp[lv-1]; req.weapon = skill_db[j].weapon; req.ammo_qty = skill_db[j].ammo_qty[lv-1]; if (req.ammo_qty) req.ammo = skill_db[j].ammo; if (!req.ammo && skill && skill_isammotype(sd, skill)) { //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 == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 ) continue; switch( skill ) { 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 (lv <= 5) // no gems required at level 1-5 continue; break; case AB_ADORAMUS: if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2) ) continue; break; case WL_COMET: if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,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: if( i < 3 ) continue; break; } req.itemid[i] = skill_db[j].itemid[i]; req.amount[i] = skill_db[j].amount[i]; if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN ) { if( sd->special_state.no_gemstone ) { //Make it substract 1 gem rather than skipping the cost. if( --req.amount[i] < 1 ) req.itemid[i] = 0; } if(sc && sc->data[SC_INTOABYSS]) { if( skill != SA_ABRACADABRA ) req.itemid[i] = req.amount[i] = 0; else if( --req.amount[i] < 1 ) req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem } } } /* requirements are level-dependent */ switch( skill ) { case NC_SHAPESHIFT: case GN_FIRE_EXPANSION: case SO_SUMMON_AGNI: case SO_SUMMON_AQUA: case SO_SUMMON_VENTUS: case SO_SUMMON_TERA: req.itemid[lv-1] = skill_db[j].itemid[lv-1]; req.amount[lv-1] = skill_db[j].amount[lv-1]; break; } // Check for cost reductions due to skills & SCs switch(skill) { 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_SPIRIT] && sc->data[SC_SPIRIT]->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_SPIRIT] && sc->data[SC_SPIRIT]->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_COMBO] ) { switch( sc->data[SC_COMBO]->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_COMBO] && sc->data[SC_COMBO]->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; } return req; } /*========================================== * Does cast-time reductions based on dex, item bonuses and config setting *------------------------------------------*/ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) { int time = skill_get_cast(skill_id, skill_lv); struct map_session_data *sd; nullpo_ret(bl); sd = BL_CAST(BL_PC, bl); // calculate base cast time (reduced by dex) if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) { int scale = CONST_CASTRATE_SCALE - CONST_CASTRATE_CALC; if( scale > 0 ) // not instant cast time = time * scale / CONST_CASTRATE_SCALE; else return 0; // instant cast } // calculate cast time reduced by item/card bonuses if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd ) { int i; if( sd->castrate != 100 ) time = time * sd->castrate / 100; for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) { if( sd->skillcast[i].id == skill_id ) { time+= time * sd->skillcast[i].val / 100; break; } } } // config cast time multiplier if (battle_config.cast_rate != 100) time = time * battle_config.cast_rate / 100; // return final cast time return (time > 0) ? time : 0; } /*========================================== * Does cast-time reductions based on sc data. *------------------------------------------*/ int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_lv) { struct status_change *sc = status_get_sc(bl); #ifdef RENEWAL_CAST struct map_session_data *sd = BL_CAST(BL_PC,bl); int fixed = skill_get_fixed_cast(skill_id, skill_lv); if( !fixed ) { fixed = skill_get_cast(skill_id, skill_lv); fixed = ( fixed > 1 ? ( fixed * 20 / 100 ) : 0 ); } if(sd){// Increases/Decreases fixed cast time of a skill by item/card bonuses. int i; if( sd->fixcastrate != 100 ) fixed = fixed * sd->fixcastrate / 100; for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) { if (sd->skillfixcast[i].id == skill_id){ fixed += sd->skillfixcast[i].val; break; } } } #endif if (sc && sc->count) { if (sc->data[SC_SLOWCAST]) time += time * sc->data[SC_SLOWCAST]->val2 / 100; 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; #ifdef RENEWAL_CAST if( sc->data[SC__LAZINESS] ) fixed += fixed * sc->data[SC__LAZINESS]->val2 / 100; /** * AB Sacrament reduces fixed cast time by (10 x Level)% (up to 50%) **/ if( sc->data[SC_SECRAMENT] ) fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100; if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) ) fixed += 2000; #endif } #ifdef RENEWAL_CAST /** * WL_RADIUS decreases 10/15/20% fixed cast time from warlock skills **/ if( sd && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) ) fixed -= fixed * (5+(skill_lv*5)) / 100; return (time > 0 || fixed > 0) ? cap_value( time , fixed , INT_MAX ) : 0; #else return (time > 0) ? time : 0; #endif } /*========================================== * Does delay reductions based on dex/agi, sc data, item bonuses, ... *------------------------------------------*/ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) { int delaynodex = skill_get_delaynodex(skill_id, skill_lv); int time = skill_get_delay(skill_id, skill_lv); 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_SPIRIT] ) { switch (skill_id) { case CR_SHIELDBOOMERANG: if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER) time /= 2; break; case AS_SONICBLOW: if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->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( !(delaynodex&4) && sd && sd->delayrate != 100 ) time = time * sd->delayrate / 100; if (battle_config.delay_rate != 100) time = time * battle_config.delay_rate / 100; if (time < status_get_amotion(bl)) time = status_get_amotion(bl); // Delay can never be below amotion [Playtester] return max(time, battle_config.min_skill_delay_limit); } /*========================================= * *-----------------------------------------*/ struct square { int val1[5]; int val2[5]; }; static void skill_brandishspear_first (struct square *tc, int dir, int x, int y) { nullpo_retv(tc); if(dir == 0){ tc->val1[0]=x-2; tc->val1[1]=x-1; tc->val1[2]=x; tc->val1[3]=x+1; tc->val1[4]=x+2; tc->val2[0]= tc->val2[1]= tc->val2[2]= tc->val2[3]= tc->val2[4]=y-1; } else if(dir==2){ tc->val1[0]= tc->val1[1]= tc->val1[2]= tc->val1[3]= tc->val1[4]=x+1; tc->val2[0]=y+2; tc->val2[1]=y+1; tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-2; } else if(dir==4){ tc->val1[0]=x-2; tc->val1[1]=x-1; tc->val1[2]=x; tc->val1[3]=x+1; tc->val1[4]=x+2; tc->val2[0]= tc->val2[1]= tc->val2[2]= tc->val2[3]= tc->val2[4]=y+1; } else if(dir==6){ tc->val1[0]= tc->val1[1]= tc->val1[2]= tc->val1[3]= tc->val1[4]=x-1; tc->val2[0]=y+2; tc->val2[1]=y+1; tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-2; } else if(dir==1){ tc->val1[0]=x-1; tc->val1[1]=x; tc->val1[2]=x+1; tc->val1[3]=x+2; tc->val1[4]=x+3; tc->val2[0]=y-4; tc->val2[1]=y-3; tc->val2[2]=y-1; tc->val2[3]=y; tc->val2[4]=y+1; } else if(dir==3){ tc->val1[0]=x+3; tc->val1[1]=x+2; tc->val1[2]=x+1; tc->val1[3]=x; tc->val1[4]=x-1; tc->val2[0]=y-1; tc->val2[1]=y; tc->val2[2]=y+1; tc->val2[3]=y+2; tc->val2[4]=y+3; } else if(dir==5){ tc->val1[0]=x+1; tc->val1[1]=x; tc->val1[2]=x-1; tc->val1[3]=x-2; tc->val1[4]=x-3; tc->val2[0]=y+3; tc->val2[1]=y+2; tc->val2[2]=y+1; tc->val2[3]=y; tc->val2[4]=y-1; } else if(dir==7){ tc->val1[0]=x-3; tc->val1[1]=x-2; tc->val1[2]=x-1; tc->val1[3]=x; tc->val1[4]=x+1; tc->val2[1]=y; tc->val2[0]=y+1; tc->val2[2]=y-1; tc->val2[3]=y-2; tc->val2[4]=y-3; } } static void skill_brandishspear_dir (struct square* tc, int dir, int are) { int c; nullpo_retv(tc); for( c = 0; c < 5; c++ ) { switch( dir ) { case 0: tc->val2[c]+=are; break; case 1: tc->val1[c]-=are; tc->val2[c]+=are; break; case 2: tc->val1[c]-=are; break; case 3: tc->val1[c]-=are; tc->val2[c]-=are; break; case 4: tc->val2[c]-=are; break; case 5: tc->val1[c]+=are; tc->val2[c]-=are; break; case 6: tc->val1[c]+=are; break; case 7: tc->val1[c]+=are; tc->val2[c]+=are; break; } } } void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag) { int c,n=4; int dir = map_calc_dir(src,bl->x,bl->y); struct square tc; int x=bl->x,y=bl->y; skill_brandishspear_first(&tc,dir,x,y); skill_brandishspear_dir(&tc,dir,4); skill_area_temp[1] = bl->id; if(skilllv > 9){ for(c=1;c<4;c++){ map_foreachincell(skill_area_sub, bl->m,tc.val1[c],tc.val2[c],BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|n, skill_castend_damage_id); } } if(skilllv > 6){ skill_brandishspear_dir(&tc,dir,-1); n--; }else{ skill_brandishspear_dir(&tc,dir,-2); n-=2; } if(skilllv > 3){ for(c=0;c<5;c++){ map_foreachincell(skill_area_sub, bl->m,tc.val1[c],tc.val2[c],BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|n, skill_castend_damage_id); if(skilllv > 6 && n==3 && c==4){ skill_brandishspear_dir(&tc,dir,-1); n--;c=-1; } } } for(c=0;c<10;c++){ if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1); map_foreachincell(skill_area_sub, bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR, src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } } /*========================================== * Weapon Repair [Celest/DracoRPG] *------------------------------------------*/ void skill_repairweapon (struct map_session_data *sd, int idx) { int material; int materials[4] = { 1002, 998, 999, 756 }; struct item *item; struct map_session_data *target_sd; nullpo_retv(sd); target_sd = map_id2sd(sd->menuskill_val); if (!target_sd) //Failed.... return; if(idx==0xFFFF) // No item selected ('Cancel' clicked) return; if(idx < 0 || idx >= MAX_INVENTORY) return; //Invalid index?? item = &target_sd->status.inventory[idx]; if(item->nameid <= 0 || item->attribute == 0) return; //Again invalid item.... if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){ clif_item_repaireffect(sd,item->nameid,1); return; } if (itemdb_type(item->nameid)==IT_WEAPON) material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon else material = materials [2]; // Armors consume 1 Steel if (pc_search_inventory(sd,material) < 0 ) { clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); return; } clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); item->attribute=0; clif_equiplist(target_sd); pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME); clif_item_repaireffect(sd,item->nameid,0); if(sd!=target_sd) clif_item_repaireffect(target_sd,item->nameid,0); } /*========================================== * Item Appraisal *------------------------------------------*/ void skill_identify (struct map_session_data *sd, int idx) { int flag=1; nullpo_retv(sd); if(idx >= 0 && idx < MAX_INVENTORY) { if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){ flag=0; sd->status.inventory[idx].identify=1; } } clif_item_identified(sd,idx,flag); } /*========================================== * Weapon Refine [Celest] *------------------------------------------*/ void skill_weaponrefine (struct map_session_data *sd, int idx) { nullpo_retv(sd); if (idx >= 0 && idx < MAX_INVENTORY) { int i = 0, ep = 0, per; int material[5] = { 0, 1010, 1011, 984, 984 }; 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( item->refine >= sd->menuskill_val || item->refine >= 10 // if it's no longer refineable || ditem->flag.no_refine // if the item isn't refinable || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); return; } per = status_get_refine_chance(ditem->wlv, (int)item->refine); per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex] pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER); if (per > rnd() % 100) { log_pick_pc(sd, LOG_TYPE_OTHER, -1, item); item->refine++; log_pick_pc(sd, LOG_TYPE_OTHER, 1, item); if(item->equip) { ep = item->equip; pc_unequipitem(sd,idx,3); } clif_refine(sd->fd,0,idx,item->refine); clif_delitem(sd,idx,1,3); clif_additem(sd,idx,1,0); if (ep) pc_equipitem(sd,idx,ep); 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,1,0,2, LOG_TYPE_OTHER); clif_misceffect(&sd->bl,2); clif_emotion(&sd->bl, E_OMG); } } } } /*========================================== * *------------------------------------------*/ int skill_autospell (struct map_session_data *sd, int skillid) { int skilllv; int maxlv=1,lv; nullpo_ret(sd); skilllv = sd->menuskill_val; lv=pc_checkskill(sd,skillid); if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] if(skillid==MG_NAPALMBEAT) maxlv=3; else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){ if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE) maxlv =10; //Soul Linker bonus. [Skotlex] else if(skilllv==2) maxlv=1; else if(skilllv==3) maxlv=2; else if(skilllv>=4) maxlv=3; } else if(skillid==MG_SOULSTRIKE){ if(skilllv==5) maxlv=1; else if(skilllv==6) maxlv=2; else if(skilllv>=7) maxlv=3; } else if(skillid==MG_FIREBALL){ if(skilllv==8) maxlv=1; else if(skilllv>=9) maxlv=2; } else if(skillid==MG_FROSTDIVER) maxlv=1; else return 0; if(maxlv > lv) maxlv = lv; sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0, skill_get_time(SA_AUTOSPELL,skilllv)); return 0; } /*========================================== * Sitting skills functions. *------------------------------------------*/ static int skill_sit_count (struct block_list *bl, va_list ap) { struct map_session_data *sd; int type =va_arg(ap,int); sd=(struct map_session_data*)bl; if(!pc_issit(sd)) return 0; if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0) return 1; if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0)) return 1; return 0; } static int skill_sit_in (struct block_list *bl, va_list ap) { struct map_session_data *sd; int type =va_arg(ap,int); sd=(struct map_session_data*)bl; if(!pc_issit(sd)) return 0; if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0) sd->state.gangsterparadise=1; if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) { sd->state.rest=1; status_calc_regen(bl, &sd->battle_status, &sd->regen); status_calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; } static int skill_sit_out (struct block_list *bl, va_list ap) { struct map_session_data *sd; int type =va_arg(ap,int); sd=(struct map_session_data*)bl; if(sd->state.gangsterparadise && type&1) sd->state.gangsterparadise=0; if(sd->state.rest && type&2) { sd->state.rest=0; status_calc_regen(bl, &sd->battle_status, &sd->regen); status_calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; } int skill_sit (struct map_session_data *sd, int type) { int flag = 0; int range = 0, lv; nullpo_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_status_load(&sd->bl,SI_SIT,1); } else { clif_status_load(&sd->bl,SI_SIT,0); } if (!flag) return 0; if(type) { if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1) map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag); } else { if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2) map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag); } return 0; } /*========================================== * *------------------------------------------*/ int skill_frostjoke_scream (struct block_list *bl, va_list ap) { struct block_list *src; int skillnum,skilllv; unsigned int tick; nullpo_ret(bl); nullpo_ret(src=va_arg(ap,struct block_list*)); skillnum=va_arg(ap,int); skilllv=va_arg(ap,int); if(skilllv <= 0) return 0; tick=va_arg(ap,unsigned int); if (src == bl || status_isdead(bl)) return 0; if (bl->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)bl; if ( sd && sd->sc.option&(OPTION_INVISIBLE|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,skillnum,skilllv,BF_MISC,ATK_DEF,tick); else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10) skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick); return 0; } /*========================================== * *------------------------------------------*/ static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag) { int range = skill_get_unit_range(skill_num,skill_lv); int x,y; for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) for( x = src->bl.x - range; x <= src->bl.x + range; ++x ) map_setcell(src->bl.m, x, y, cell, flag); } /*========================================== * *------------------------------------------*/ int skill_attack_area (struct block_list *bl, va_list ap) { struct block_list *src,*dsrc; int atk_type,skillid,skilllv,flag,type; unsigned int tick; if(status_isdead(bl)) return 0; atk_type = va_arg(ap,int); src=va_arg(ap,struct block_list*); dsrc=va_arg(ap,struct block_list*); skillid=va_arg(ap,int); skilllv=va_arg(ap,int); tick=va_arg(ap,unsigned int); flag=va_arg(ap,int); type=va_arg(ap,int); if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); if(battle_check_target(dsrc,bl,type) <= 0 || !status_check_skilluse(NULL, bl, skillid, 2)) return 0; switch (skillid) { case WZ_FROSTNOVA: //Skills that don't require the animation to be removed case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); default: //Area-splash, disable skill animation. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION); } } /*========================================== * *------------------------------------------*/ int skill_clear_group (struct block_list *bl, int flag) { struct unit_data *ud = unit_bl2ud(bl); struct skill_unit_group *group[MAX_SKILLUNITGROUP]; int i, count=0; nullpo_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;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_WARMER: case SO_CLOUD_KILL: return ud->skillunit[i]; } } return NULL; } // for graffiti cleaner [Valaris] int skill_graffitiremover (struct block_list *bl, va_list ap) { struct skill_unit *unit=NULL; nullpo_ret(bl); nullpo_ret(ap); if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL) return 0; if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) skill_delunit(unit); return 0; } int skill_greed (struct block_list *bl, va_list ap) { struct block_list *src; struct map_session_data *sd=NULL; struct flooritem_data *fitem=NULL; nullpo_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 *unit=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 || (unit = (struct skill_unit *)bl) == NULL || !unit->group ) return 0; if( unit->group->src_id != src->id ) return 0; unit_id = unit->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: if( unit_id == UNT_TALKIEBOX ) { clif_talkiebox(bl,unit->group->valstr); unit->group->val2 = -1; } else map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick); clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS); unit->group->unit_id = UNT_USED_TRAPS; unit->range = -1; unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) + (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB ? 2500 : 1500) ); break; } return 0; } /*========================================== * *------------------------------------------*/ static int skill_cell_overlap(struct block_list *bl, va_list ap) { int skillid; int *alive; struct skill_unit *unit; struct block_list *src; skillid = va_arg(ap,int); alive = va_arg(ap,int *); src = va_arg(ap,struct block_list *); unit = (struct skill_unit *)bl; if (unit == NULL || unit->group == NULL || (*alive) == 0) return 0; switch (skillid) { case SA_LANDPROTECTOR: if( unit->group->skill_id == SA_LANDPROTECTOR ) { //Check for offensive Land Protector to delete both. [Skotlex] (*alive) = 0; skill_delunit(unit); return 1; } if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps skill_delunit(unit); return 1; } break; case HW_GANBANTEIN: case LG_EARTHDRIVE: if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance. skill_delunit(unit); return 1; } break; case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: // The official implementation makes them fail to appear when casted on top of ANYTHING // but I wonder if they didn't actually meant to fail when casted on top of each other? // hence, I leave the alternate implementation here, commented. [Skotlex] if (unit->range <= 0) { (*alive) = 0; return 1; } /* switch (unit->group->skill_id) { //These cannot override each other. case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: (*alive) = 0; return 1; } */ break; case PF_FOGWALL: switch(unit->group->skill_id) { case SA_VOLCANO: //Can't be placed on top of these case SA_VIOLENTGALE: (*alive) = 0; return 1; case SA_DELUGE: case NJ_SUITON: //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex] (*alive) = 2; break; } break; case HP_BASILICA: if (unit->group->skill_id == HP_BASILICA) { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] (*alive) = 0; return 1; } break; } if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps (*alive) = 0; return 1; } return 0; } /*========================================== * *------------------------------------------*/ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) { struct mob_data* md; struct unit_data*ud = unit_bl2ud(bl); struct block_list *from_bl; struct block_list *to_bl; md = (struct mob_data*)bl; from_bl = va_arg(ap,struct block_list *); to_bl = va_arg(ap,struct block_list *); if(ud && ud->target == from_bl->id) ud->target = to_bl->id; if(md->bl.type == BL_MOB && md->target_id == from_bl->id) md->target_id = to_bl->id; return 0; } /*========================================== * *------------------------------------------*/ static int skill_trap_splash (struct block_list *bl, va_list ap) { struct block_list *src; int tick; struct skill_unit *unit; struct skill_unit_group *sg; struct block_list *ss; src = va_arg(ap,struct block_list *); unit = (struct skill_unit *)src; tick = va_arg(ap,int); if( !unit->alive || bl->prev == NULL ) return 0; nullpo_ret(sg = unit->group); nullpo_ret(ss = map_id2bl(sg->src_id)); if(battle_check_target(src,bl,BCT_ENEMY) <= 0) return 0; switch(sg->unit_id){ case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,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(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_DARK: if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_POISON: if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_WATER: if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_FIRE: if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0); break; case UNT_ELECTRICSHOCKER: clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5); break; case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: case UNT_CLUSTERBOMB: if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5); break; case UNT_REVERBERATION: skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,SD_LEVEL); // for proper skill delay animation when use with Dominion Impulse skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,SD_LEVEL); break; case UNT_SEVERE_RAINSTORM: skill_attack(BF_WEAPON,ss,ss,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0); break; default: skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); break; } return 1; } /*========================================== * *------------------------------------------*/ int skill_enchant_elemental_end (struct block_list *bl, int type) { struct status_change *sc; const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK }; 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; } 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; } /*========================================== * *------------------------------------------*/ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { struct skill_unit *unit; nullpo_retr(NULL, group); nullpo_retr(NULL, group->unit); // crash-protection against poor coding nullpo_retr(NULL, unit=&group->unit[idx]); if(!unit->alive) group->alive_count++; unit->bl.id=map_get_new_object_id(); unit->bl.type=BL_SKILL; unit->bl.m=group->map; unit->bl.x=x; unit->bl.y=y; unit->group=group; unit->alive=1; unit->val1=val1; unit->val2=val2; idb_put(skillunit_db, unit->bl.id, unit); map_addiddb(&unit->bl); map_addblock(&unit->bl); // perform oninit actions switch (group->skill_id) { case WZ_ICEWALL: map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5); clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA); skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); map[unit->bl.m].icewall_num++; break; case SA_LANDPROTECTOR: skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); break; case HP_BASILICA: skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); break; case SC_MAELSTROM: skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true); break; default: if (group->state.song_dance&0x1) //Check for dissonance. skill_dance_overlap(unit, 1); break; } clif_skill_setunit(unit); return unit; } /*========================================== * *------------------------------------------*/ int skill_delunit (struct skill_unit* unit) { struct skill_unit_group *group; nullpo_ret(unit); if( !unit->alive ) return 0; unit->alive=0; nullpo_ret(group=unit->group); if( group->state.song_dance&0x1 ) //Cancel dissonance effect. skill_dance_overlap(unit, 0); // invoke onout event if( !unit->range ) map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4); // perform ondelete actions switch (group->skill_id) { case HT_ANKLESNARE: { struct block_list* target = map_id2bl(group->val2); if( target ) status_change_end(target, SC_ANKLE, INVALID_TIMER); } break; case WZ_ICEWALL: map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2); clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); map[unit->bl.m].icewall_num--; break; case SA_LANDPROTECTOR: skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); break; case HP_BASILICA: skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); break; case RA_ELECTRICSHOCKER: { struct block_list* target = map_id2bl(group->val2); if( target ) status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER); } break; case SC_MAELSTROM: skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false); break; case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) if( group->val2 ) { // Someone Traped struct status_change *tsc = status_get_sc( map_id2bl(group->val2)); if( tsc && tsc->data[SC__MANHOLE] ) tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID } break; } clif_skill_delunit(unit); unit->group=NULL; map_delblock(&unit->bl); // don't free yet map_deliddb(&unit->bl); idb_remove(skillunit_db, unit->bl.id); if(--group->alive_count==0) skill_delunitgroup(group); return 0; } /*========================================== * *------------------------------------------*/ static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group* /// 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(group_db, group_id); } static int skill_unit_group_newid = MAX_SKILL_DB; /// Returns a new group_id that isn't being used in group_db. /// Fatal error if nothing is available. static 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, short skillid, short skilllv, int unit_id, int limit, int interval) { struct unit_data* ud = unit_bl2ud( src ); struct skill_unit_group* group; int i; if(skillid <= 0 || skilllv <= 0) return 0; nullpo_retr(NULL, src); nullpo_retr(NULL, ud); // find a free spot to store the new unit group ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL ); if(i == MAX_SKILLUNITGROUP) { // array is full, make room by discarding oldest group int j=0; unsigned maxdiff=0,x,tick=gettick(); for(i=0;iskillunit[i];i++) if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){ maxdiff=x; j=i; } skill_delunitgroup(ud->skillunit[j]); //Since elements must have shifted, we use the last slot. i = MAX_SKILLUNITGROUP-1; } group = ers_alloc(skill_unit_ers, struct skill_unit_group); group->src_id = src->id; group->party_id = status_get_party_id(src); group->guild_id = status_get_guild_id(src); group->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 = skillid; group->skill_lv = skilllv; group->unit_id = unit_id; group->map = src->m; group->limit = limit; group->interval = interval; group->tick = gettick(); group->valstr = NULL; ud->skillunit[i] = group; if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] group->tick += 1500; idb_put(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 redelete 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(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_delunitgroup(ud->skillunit[0]); return 1; } /*========================================== * *------------------------------------------*/ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) { int i,j=-1,k,s,id; struct unit_data *ud; struct skill_unit_group_tickset *set; nullpo_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\n"); j = id % MAX_SKILLUNITGROUPTICKSET; } set[j].id = id; set[j].tick = tick; return &set[j]; } /*========================================== * *------------------------------------------*/ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) { struct skill_unit* unit = va_arg(ap,struct skill_unit *); struct skill_unit_group* group = unit->group; unsigned int tick = va_arg(ap,unsigned int); if( !unit->alive || bl->prev == NULL ) return 0; nullpo_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(&unit->bl,bl,group->target_flag) <= 0 ) return 0; skill_unit_onplace_timer(unit,bl,tick); return 1; } /** * @see DBApply */ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { struct skill_unit* unit = db_data2ptr(data); struct skill_unit_group* group = unit->group; unsigned int tick = va_arg(ap,unsigned int); bool dissonance; struct block_list* bl = &unit->bl; if( !unit->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) >= unit->limit) ) {// skill unit expired (inlined from skill_unit_onlimit()) switch( group->unit_id ) { case UNT_BLASTMINE: case UNT_GROUNDDRIFT_WIND: case UNT_GROUNDDRIFT_DARK: case UNT_GROUNDDRIFT_POISON: case UNT_GROUNDDRIFT_WATER: case UNT_GROUNDDRIFT_FIRE: group->unit_id = UNT_USED_TRAPS; //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE); group->limit=DIFF_TICK(tick+1500,group->tick); unit->limit=DIFF_TICK(tick+1500,group->tick); break; case UNT_ANKLESNARE: case UNT_ELECTRICSHOCKER: if( group->val2 > 0 ) { // Used Trap don't returns back to item skill_delunit(unit); break; } case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLAYMORETRAP: case UNT_TALKIEBOX: 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( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC ) { // revert unit back into a trap struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = ITEMID_TRAP; item_tmp.identify = 1; map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); } skill_delunit(unit); } break; case UNT_WARP_ACTIVE: // warp portal opens (morph to a UNT_WARP_WAITING cell) group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING clif_changelook(&unit->bl, LOOK_BASE, group->unit_id); // restart timers group->limit = skill_get_time(group->skill_id,group->skill_lv); unit->limit = skill_get_time(group->skill_id,group->skill_lv); // apply effect to all units standing on it map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); break; case UNT_CALLFAMILY: { struct map_session_data *sd = NULL; if(group->val1) { sd = map_charid2sd(group->val1); group->val1 = 0; if (sd && !map[sd->bl.m].flag.nowarp) pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); } if(group->val2) { sd = map_charid2sd(group->val2); group->val2 = 0; if (sd && !map[sd->bl.m].flag.nowarp) pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); } skill_delunit(unit); } break; case UNT_REVERBERATION: if( unit->val1 <= 0 ) { // If it was deactivated. skill_delunit(unit); 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_TICK(tick,group->tick) + 1500; unit->limit = DIFF_TICK(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, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|1, skill_castend_damage_id); skill_delunit(unit); 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(unit); break; } // This unit isn't removed while SC_BANDING is active. group->limit = DIFF_TICK(tick+group->interval,group->tick); unit->limit = DIFF_TICK(tick+group->interval,group->tick); } break; default: skill_delunit(unit); } } else {// skill unit is still active switch( group->unit_id ) { case UNT_ICEWALL: // icewall loses 50 hp every second unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 ) unit->limit = DIFF_TICK(tick+700,group->tick); break; case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_CLAYMORETRAP: case UNT_FREEZINGTRAP: case UNT_TALKIEBOX: case UNT_ANKLESNARE: case UNT_ELECTRICSHOCKER: case UNT_CLUSTERBOMB: if( unit->val1 <= 0 ) { if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 ) skill_delunit(unit); else { group->unit_id = UNT_USED_TRAPS; group->limit = DIFF_TICK(tick, group->tick) + 1500; } } break; case UNT_REVERBERATION: if( unit->val1 <= 0 ){ clif_changetraplook(bl,UNT_USED_TRAPS); map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); group->limit = DIFF_TICK(tick,group->tick) + 1500; unit->limit = DIFF_TICK(tick,group->tick) + 1500; group->unit_id = UNT_USED_TRAPS; } break; case UNT_WALLOFTHORN: if( unit->val1 <= 0 ) { group->unit_id = UNT_USED_TRAPS; group->limit = DIFF_TICK(tick, group->tick) + 1500; } break; } } //Don't continue if unit or even group is expired and has been deleted. if( !group || !unit->alive ) return 0; dissonance = skill_dance_switch(unit, 0); if( unit->range >= 0 && group->interval != -1 ) { if( battle_config.skill_wall_check ) map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); else map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); if(unit->range == -1) //Unit disabled, but it should not be deleted yet. group->unit_id = UNT_USED_TRAPS; if( group->unit_id == UNT_TATAMIGAESHI ) { unit->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(unit, 1); return 0; } /*========================================== * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds. *------------------------------------------*/ int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) { map_freeblock_lock(); skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick); map_freeblock_unlock(); return 0; } static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them /*========================================== * *------------------------------------------*/ int skill_unit_move_sub (struct block_list* bl, va_list ap) { struct skill_unit* unit = (struct skill_unit *)bl; struct skill_unit_group* group = unit->group; struct block_list* target = va_arg(ap,struct block_list*); unsigned int tick = va_arg(ap,unsigned int); int flag = va_arg(ap,int); bool dissonance; int skill_id; int i; nullpo_ret(group); if( !unit->alive || target->prev == NULL ) return 0; if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) ) return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish] dissonance = skill_dance_switch(unit, 0); //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = unit->group->skill_id; if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && 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(unit, 1); return 0; } //Target-type check. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) { if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex] if( flag&1 ) { if( flag&2 ) { //Clear this skill id. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id ); if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = 0; } } else { if( flag&2 ) { //Store this skill id. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = skill_id; else ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } } if( flag&4 ) skill_unit_onleft(skill_id,target,tick); } if( dissonance ) skill_dance_switch(unit, 1); return 0; } else { if( flag&1 ) { int result = skill_unit_onplace(unit,target,tick); if( flag&2 && result ) { //Clear skill ids we have stored in onout. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result ); if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = 0; } } else { int result = skill_unit_onout(unit,target,tick); if( flag&2 && result ) { //Store this unit id. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = skill_id; else ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } } //TODO: Normally, this is dangerous since the unit and group could be freed //inside the onout/onplace functions. Currently it is safe because we know song/dance //cells do not get deleted within them. [Skotlex] if( dissonance ) skill_dance_switch(unit, 1); if( flag&4 ) skill_unit_onleft(skill_id,target,tick); return 1; } } /*========================================== * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft) * Flag values: * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout) * flag&2: this function is being invoked twice as a bl moves, store in memory the affected * units to figure out when they have left a group. * flag&4: Force a onleft event (triggered when the bl is killed, for example) *------------------------------------------*/ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) { nullpo_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, int m, int dx, int dy) { int i,j; unsigned int tick = gettick(); int *m_flag; struct skill_unit *unit1; struct skill_unit *unit2; if (group == NULL) return 0; if (group->unit_count<=0) return 0; if (group->unit==NULL) return 0; if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) return 0; //Ensembles may not be moved around. if( group->unit_id == UNT_ICEWALL || 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++){ unit1=&group->unit[i]; if (!unit1->alive || unit1->bl.m!=m) continue; for(j=0;junit_count;j++){ unit2=&group->unit[j]; if (!unit2->alive) continue; if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){ m_flag[i] |= 0x1; } if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){ m_flag[i] |= 0x2; } } } j = 0; for (i=0;iunit_count;i++) { unit1=&group->unit[i]; if (!unit1->alive) continue; if (!(m_flag[i]&0x2)) { if (group->state.song_dance&0x1) //Cancel dissonance effect. skill_dance_overlap(unit1, 0); map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4); } //Move Cell using "smart" criteria (avoid useless moving around) switch(m_flag[i]) { case 0: //Cell moves independently, safely move it. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick); break; case 1: //Cell moves unto another cell, look for a replacement cell that won't collide //and has no cell moving into it (flag == 2) for(;junit_count;j++) { if(m_flag[j]!=2 || !group->unit[j].alive) continue; //Move to where this cell would had moved. unit2 = &group->unit[j]; map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick); j++; //Skip this cell as we have used it. break; } break; case 2: case 3: break; //Don't move the cell as a cell will end on this tile anyway. } if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 if (group->state.song_dance&0x1) //Check for dissonance effect. skill_dance_overlap(unit1, 1); clif_skill_setunit(unit1); map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1); } } aFree(m_flag); return 0; } /*========================================== * *------------------------------------------*/ int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty) { int i,j; nullpo_ret(sd); if(nameid<=0) return 0; for(i=0;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; } } if((j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv) return 0; for(j=0;jstatus.inventory[y].nameid == id ) x+=sd->status.inventory[y].amount; if(xbl); if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) return 0; idx--; if (qty < 1) qty = 1; if (!skill_id) //A skill can be specified for some override cases. skill_id = skill_produce_db[idx].req_skill; 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]==1000){ /* Star Crumb */ pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); sc++; } if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */ static const int ele_table[4]={3,1,4,2}; pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); ele=ele_table[slot[i]-994]; } } if( skill_id == RK_RUNEMASTERY ) { int temp_qty, skill_lv = pc_checkskill(sd,skill_id); if( skill_lv == 10 ) temp_qty = 1 + rnd()%3; else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2; else temp_qty = 1; for( i = 0; i < MAX_INVENTORY; i++ ) { if( sd->status.inventory[i].nameid == nameid ) { if( sd->status.inventory[i].amount >= MAX_RUNE ) { 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 >= MAX_RUNE ) temp_qty = MAX_RUNE - sd->status.inventory[i].amount; } break; } } qty = temp_qty; } for(i=0;i= 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 + status->dex*10 + status->luk*10; //Base chance switch(nameid){ case 998: // Iron make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 break; case 999: // Steel make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 break; case 1000: //Star Crumb make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] break; default: // Enchanted Stones make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35 break; } break; case ASC_CDP: make_per = (2000 + 40*status->dex + 20*status->luk); break; case AL_HOLYWATER: /** * 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 + (status->int_/2)*10 + status->dex*10+status->luk*10; if(merc_is_hom_active(sd->hd)) {//Player got a homun int skill; if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change make_per += skill*100; //+1% bonus per level } switch(nameid){ case 501: // Red Potion case 503: // Yellow Potion case 504: // White Potion make_per += (1+rnd()%100)*10 + 2000; break; case 970: // Alcohol make_per += (1+rnd()%100)*10 + 1000; break; case 7135: // Bottle Grenade case 7136: // Acid Bottle case 7137: // Plant Bottle case 7138: // Marine Sphere Bottle make_per += (1+rnd()%100)*10; break; case 546: // Condensed Yellow Potion make_per -= (1+rnd()%50)*10; break; case 547: // Condensed White Potion case 7139: // Glistening Coat make_per -= (1+rnd()%100)*10; break; //Common items, recieve no bonus or penalty, listed just because they are commonly produced case 505: // Blue Potion case 545: // Condensed Red Potion case 605: // Anodyne case 606: // Aloevera 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: make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100; break; /** * Guilotine Cross **/ case GC_CREATENEWPOISON: make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON); qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON); break; case GN_MIX_COOKING: make_per = 3000; //As I can see this is not affectd by dex or int break; case GN_MAKEBOMB: // TODO: find a proper chance. make_per = (5000 + 50*status->dex + 30*status->luk); //Custom rate value. break; case GN_CHANGEMATERIAL: // [Igniz] switch( nameid ) { case 1010: case 1056: case 1064: case 1045: case 1025: case 964: qty *= 8; break; case 971: case 1059: case 968: case 1046: case 1058: qty *= 5; break; case 1051: qty *= 7; break; case 1033: case 974: case 703: case 1009: case 973: case 1026: case 1024: case 967: case 1021: qty *= 4; break; case 1061: case 7166: case 1030: case 1019: qty *= 2; break; case 1003: case 2267: case 992: case 1038: qty *= 1; break; case 1008: case 1043: case 1049: case 1037: qty *= 6; break; case 970: case 958: qty *= 9; break; case 1041: case 1012: case 1050: qty *= 3; break; case 1034: qty *= 15; break; case 7063: case 991: qty *= 1 + rand()%3; break; case 1020: case 962: case 1014: qty *= 4 + rand()%3; break; case 1040: case 1035: qty *= 8 + rand()%5; break; case 1013: qty *= 9 + rand()%5; break; case 960: case 1053: qty *= 6 + rand()%4; break; case 1022: qty *= 2 + rand()%2; break; case 1016: qty *= 7 + rand()%4; break; // Throwable potions case 13275: case 13276: case 13277: case 13278: case 13279: case 13280: case 13281: case 13282: case 13283: case 999: qty *= 10; break; } make_per = 100000; //100% success rate. break; case GN_S_PHARMACY: // Note: This is not the chosen skill level but the highest available. Need confirmation/fix. switch( sd->skilllv_old ) { case 6: case 7: case 8: qty = 3; break; //3 items to make at once. case 9: qty = 3 + rnd()%3; break; //3~5 items to make at once. case 10: qty = 4 + rnd()%3; break; //4~6 items to make at once. default: qty = 2; break; //2 item to make at once. } make_per = 100000; //100% success rate. sd->skillid_old = sd->skilllv_old = 0; 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 * (status->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 - status->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 + status->dex*10 + status->luk*10; // Base make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15 make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5 make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30 if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10 else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5 else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3 else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0? if(battle_config.wp_rate != 100) make_per = make_per * battle_config.wp_rate / 100; } 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: case GN_MIX_COOKING: case GN_MAKEBOMB: case GN_S_PHARMACY: 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_produceeffect(sd,0,nameid); clif_misceffect(&sd->bl,3); if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point } else { int fame = 0; tmp_item.amount = 0; if( skill_id == GN_MIX_COOKING && firstQty > 1 ) {// Mix Cooking level 2. // Success. As I see the chance as level 2 is global, not indiviual. if( rnd()%10000 < make_per ) tmp_item.amount = 5 + rnd()%5; } else { for (i=0; i< qty; i++) { //Apply quantity modifiers. if (rnd()%10000 < make_per || qty == 1) { //Success tmp_item.amount++; if(nameid < 545 || nameid > 547) continue; if( skill_id != AM_PHARMACY && skill_id != AM_TWILIGHT1 && skill_id != AM_TWILIGHT2 && skill_id != AM_TWILIGHT3 && skill_id != GN_MIX_COOKING && skill_id != GN_MAKEBOMB && skill_id != GN_S_PHARMACY ) continue; //Add fame as needed. switch(++sd->potion_success_counter) { case 3: fame+=1; // Success to prepare 3 Condensed Potions in a row break; case 5: fame+=3; // Success to prepare 5 Condensed Potions in a row break; case 7: fame+=10; // Success to prepare 7 Condensed Potions in a row break; case 10: fame+=50; // Success to prepare 10 Condensed Potions in a row sd->potion_success_counter = 0; break; } } else //Failure sd->potion_success_counter = 0; } } if (fame) pc_addfame(sd,fame); //Visual effects and the like. switch (skill_id) { case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: case ASC_CDP: clif_produceeffect(sd,2,nameid); clif_misceffect(&sd->bl,5); break; case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: clif_produceeffect(sd,0,nameid); clif_misceffect(&sd->bl,3); break; case RK_RUNEMASTERY: case GC_CREATENEWPOISON: clif_produceeffect(sd,2,nameid); clif_misceffect(&sd->bl,5); break; case GN_MAKEBOMB: case GN_MIX_COOKING: clif_msg_skill(sd,skill_id,0x627); break; case GN_S_PHARMACY: break; // No effects here. 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, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5); } break; } } 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); } return 1; } } //Failure // if(log_config.produce) // log_produce(sd,nameid,slot1,slot2,slot3,0); //TODO update PICKLOG if(equip){ clif_produceeffect(sd,1,nameid); clif_misceffect(&sd->bl,2); } else { switch (skill_id) { case ASC_CDP: //25% Damage yourself, and display same effect as failed potion. status_percent_damage(NULL, &sd->bl, -25, 0, true); case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: clif_produceeffect(sd,3,nameid); clif_misceffect(&sd->bl,6); sd->potion_success_counter = 0; // Fame point system [DracoRPG] break; case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: clif_produceeffect(sd,1,nameid); clif_misceffect(&sd->bl,2); break; case RK_RUNEMASTERY: case GC_CREATENEWPOISON: clif_produceeffect(sd,3,nameid); clif_misceffect(&sd->bl,6); break; case GN_MIX_COOKING: { struct item tmp_item; const int products[5][2] = {{13265,6500},{13266,4000},{13267,3000},{13268,500},{12435,500}}; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = nameid; do { i = rnd()%5; tmp_item.nameid = products[i][0]; } while( rnd()%10000 >= products[i][1] ); tmp_item.amount = (firstQty > 1 )? 5 + rnd()%5 : 1; // When it fails it gives a random amount of items. 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_S_PHARMACY: break; // No effects here. case GN_MAKEBOMB: 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, "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;istatus.char_id,0); // CharId tmp_item.card[3]=GetWord(sd->status.char_id,1); } if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) continue; if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,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 t_lv = 0, 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 PO_PARALYSE: type = SC_PARALYSE; t_lv = 1; break; case PO_PYREXIA: type = SC_PYREXIA; t_lv = 2; break; case PO_DEATHHURT: type = SC_DEATHHURT; t_lv = 3; break; case PO_LEECHESEND: type = SC_LEECHESEND; t_lv = 4; break; case PO_VENOMBLEED: type = SC_VENOMBLEED; t_lv = 6; break; case PO_TOXIN: type = SC_TOXIN; t_lv = 7; break; case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; t_lv = 8; break; case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; t_lv = 9; break; default: clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); return 0; } chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv sc_start4(&sd->bl,SC_POISONINGWEAPON,100,t_lv,type,chance,0,skill_get_time(GC_POISONINGWEAPON,sd->menuskill_val)); return 0; } static void skill_toggle_magicpower(struct block_list *bl, short skillid) { struct status_change *sc = status_get_sc(bl); // non-offensive and non-magic skills do not affect the status if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&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)); } } } int skill_magicdecoy(struct map_session_data *sd, int nameid) { int x, y, i, class_, skill; struct mob_data *md; nullpo_ret(sd); skill = sd->menuskill_val; if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || 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 == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045; md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, ""); if( md ) { md->master_id = sd->bl.id; md->special_state.ai = 3; if( md->deletetimer != INVALID_TIMER ) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0); mob_spawn(md); md->status.matk_min = md->status.matk_max = 250 + (50 * skill); } 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_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break; if( i > SC_MAXSPELLBOOK ) { 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].skillid)) ) { // User don't know the skill sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB))); clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); return 0; } max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10; 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_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] if( !sc->data[i] ){ sc->data[SC_READING_SB]->val2 += point; // increase points sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); break; } } }else{ sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); } return 1; } int skill_select_menu(struct map_session_data *sd,int flag,int skill_id) { int id, lv, prob, aslvl = 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); } if( (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED || skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ) { 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[skill_id].lv); prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl)); return 0; } int skill_elementalanalysis(struct map_session_data* sd, int n, int 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 994: product = 990; break; // Flame Heart -> Red Blood. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue. case 996: product = 992; break; // Rough Wind -> Wind of Verdure. case 997: product = 993; break; // Great Nature -> Green Live. // Level 2 case 990: product = 994; break; // Red Blood -> Flame Heart. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen. case 992: product = 996; break; // Wind of Verdure -> Rough Wind. case 993: product = 997; break; // Green Live -> Great Nature. default: clif_skill_fail(sd,SO_EL_ANALYSIS,0,0); return 1; } if( pc_delitem(sd,idx,del_amount,1,0,LOG_TYPE_CONSUME) ) { clif_skill_fail(sd,SO_EL_ANALYSIS,0,0); 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,0,0); 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, 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 == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j] ) 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; } } } return 0; } /** * for Royal Guard's LG_TRAMPLE **/ static int skill_destroy_trap( struct block_list *bl, va_list ap ) { struct skill_unit *su = (struct skill_unit *)bl; struct skill_unit_group *sg; unsigned int tick; nullpo_ret(su); tick = va_arg(ap, unsigned int); if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) { switch( sg->unit_id ) { case UNT_LANDMINE: case UNT_CLAYMORETRAP: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLUSTERBOMB: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); break; } // Traps aren't recovered. skill_delunit(su); } return 0; } /*========================================== * *------------------------------------------*/ int skill_blockpc_end(int tid, unsigned int 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) return 0; if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0; if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) { int i,cursor; ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data ); cd->duration[cursor] = 0; cd->skidx[cursor] = 0; cd->nameid[cursor] = 0; // compact the cool down list for( i = 0, cursor = 0; i < cd->cursor; i++ ) { if( cd->duration[i] == 0 ) continue; if( cursor != i ) { cd->duration[cursor] = cd->duration[i]; cd->skidx[cursor] = cd->skidx[i]; cd->nameid[cursor] = cd->nameid[i]; } cursor++; } if( cursor == 0 ) idb_remove(skillcd_db,sd->status.char_id); else cd->cursor = cursor; } sd->blockskill[data] = 0; return 1; } /** * flags a singular skill as being blocked from persistent usage. * @param sd the player the skill delay affects * @param skillid the skill which should be delayed * @param tick the length of time the delay should last * @param load whether this assignment is being loaded upon player login * @return 0 if successful, -1 otherwise */ int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load) { int oskillid = skillid; struct skill_cd* cd = NULL; nullpo_retr (-1, sd); skillid = skill_get_index(skillid); if (skillid == 0) return -1; if (tick < 1) { sd->blockskill[skillid] = 0; return -1; } if( battle_config.display_status_timers ) clif_skill_cooldown(sd, skillid, tick); if( !load ) {// not being loaded initially so ensure the skill delay is recorded if( !(cd = idb_get(skillcd_db,sd->status.char_id)) ) {// create a new skill cooldown object for map storage CREATE( cd, struct skill_cd, 1 ); idb_put( skillcd_db, sd->status.char_id, cd ); } // record the skill duration in the database map cd->duration[cd->cursor] = tick; cd->skidx[cd->cursor] = skillid; cd->nameid[cd->cursor] = oskillid; cd->cursor++; } sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid)); return 0; } int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn] { struct homun_data *hd = (TBL_HOM*) map_id2bl(id); if (data <= 0 || data >= MAX_SKILL) return 0; if (hd) hd->blockskill[data] = 0; return 1; } int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn] { nullpo_retr (-1, hd); skillid = skill_get_index(skillid); if (skillid == 0) return -1; if (tick < 1) { hd->blockskill[skillid] = 0; return -1; } hd->blockskill[skillid] = 1; return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid); } int skill_blockmerc_end(int tid, unsigned int 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, int skillid, int tick) { nullpo_retr (-1, md); if( (skillid = skill_get_index(skillid)) == 0 ) return -1; if( tick < 1 ) { md->blockskill[skillid] = 0; return -1; } md->blockskill[skillid] = 1; return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid); } /** * Adds a new skill unit entry for this player to recast after map load **/ void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv) { struct skill_usave * sus = NULL; if( idb_exists(skillusave_db,sd->status.char_id) ) { idb_remove(skillusave_db,sd->status.char_id); } CREATE( sus, struct skill_usave, 1 ); idb_put( skillusave_db, sd->status.char_id, sus ); sus->skill_num = skill_num; sus->skill_lv = skill_lv; return; } void skill_usave_trigger(struct map_session_data *sd) { struct skill_usave * sus = NULL; if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) { return; } skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0); idb_remove(skillusave_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 (;i= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) { int skill = i; if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) { skill -= EL_SKILLRANGEMIN; skill += EL_SKILLBASE; } if( skill == 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)); } } else { switch (i) { 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 (;jstatus.char_id)) ) {// no skill cooldown is associated with this character return; } // process each individual cooldown associated with the character for( i = 0; i < cd->cursor; i++ ) { // block the skill from usage but ensure it is not recorded (load = true) skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], 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 *------------------------------------------*/ static 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 int id = atoi(split[0]); int i; if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX) || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX) || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) { ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id); return false; } i = skill_get_index(id); if( !i ) // invalid skill id return false; skill_split_atoi(split[1],skill_db[i].range); skill_db[i].hit = atoi(split[2]); skill_db[i].inf = atoi(split[3]); skill_split_atoi(split[4],skill_db[i].element); skill_db[i].nk = (int)strtol(split[5], NULL, 0); skill_split_atoi(split[6],skill_db[i].splash); skill_db[i].max = atoi(split[7]); skill_split_atoi(split[8],skill_db[i].num); if( strcmpi(split[9],"yes") == 0 ) skill_db[i].castcancel = 1; else skill_db[i].castcancel = 0; skill_db[i].cast_def_rate = atoi(split[10]); skill_db[i].inf2 = (int)strtol(split[11], NULL, 0); skill_split_atoi(split[12],skill_db[i].maxcount); if( strcmpi(split[13],"weapon") == 0 ) skill_db[i].skill_type = BF_WEAPON; else if( strcmpi(split[13],"magic") == 0 ) skill_db[i].skill_type = BF_MAGIC; else if( strcmpi(split[13],"misc") == 0 ) skill_db[i].skill_type = BF_MISC; else skill_db[i].skill_type = 0; skill_split_atoi(split[14],skill_db[i].blewcount); safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name)); safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc)); strdb_iput(skilldb_name2id, skill_db[i].name, id); return true; } static bool skill_parse_row_requiredb(char* split[], int columns, int current) {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10 char* p; int j; int i = atoi(split[0]); i = skill_get_index(i); if( !i ) // invalid skill id return false; skill_split_atoi(split[1],skill_db[i].hp); skill_split_atoi(split[2],skill_db[i].mhp); skill_split_atoi(split[3],skill_db[i].sp); skill_split_atoi(split[4],skill_db[i].hp_rate); skill_split_atoi(split[5],skill_db[i].sp_rate); skill_split_atoi(split[6],skill_db[i].zeny); //FIXME: document this p = split[7]; for( j = 0; j < 32; j++ ) { int l = atoi(p); if( l == 99 ) // Any weapon { skill_db[i].weapon = 0; break; } else skill_db[i].weapon |= 1<= 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].skillid = i; skill_improvise_db[current].per = j; // Still need confirm it. return true; } static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { int i = atoi(split[0]); if( !skill_get_index(i) || !skill_get_max(i) ) { ShowError("magicmushroom_db: Invalid skill ID %d\n", i); return false; } if ( !skill_get_inf(i) ) { ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i)); return false; } skill_magicmushroom_db[current].skillid = i; return true; } static bool skill_parse_row_reproducedb(char* split[], int column, int current) { int skillid = atoi(split[0]); skillid = skill_get_index(skillid); if( !skillid ) return false; skill_reproduce_db[skillid] = true; return true; } static bool skill_parse_row_abradb(char* split[], int columns, int current) {// SkillID,DummyName,RequiredHocusPocusLevel,Rate int i = atoi(split[0]); if( !skill_get_index(i) || !skill_get_max(i) ) { ShowError("abra_db: Invalid skill ID %d\n", i); return false; } if ( !skill_get_inf(i) ) { ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i)); return false; } skill_abra_db[current].skillid = i; skill_abra_db[current].req_lv = atoi(split[2]); skill_abra_db[current].per = atoi(split[3]); return true; } static void skill_readdb(void) { // init skill db structures db_clear(skilldb_name2id); memset(skill_db,0,sizeof(skill_db)); memset(skill_produce_db,0,sizeof(skill_produce_db)); memset(skill_arrow_db,0,sizeof(skill_arrow_db)); memset(skill_abra_db,0,sizeof(skill_abra_db)); memset(skill_spellbook_db,0,sizeof(skill_spellbook_db)); memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db)); memset(skill_reproduce_db,0,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)); sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb); sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb); sv_readdb(db_path, DBPATH"skill_cast_db.txt" , ',', 7, 8, MAX_SKILL_DB, skill_parse_row_castdb); sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb); sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb); sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb); skill_init_unit_layout(); sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb); sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb); sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb); //Warlock sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb); //Guillotine Cross sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb); sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb); sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb); } void skill_reload (void) { skill_readdb(); } /*========================================== * *------------------------------------------*/ int do_init_skill (void) { skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0); skill_readdb(); group_db = idb_alloc(DB_OPT_BASE); skillunit_db = idb_alloc(DB_OPT_BASE); skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA); skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA); skill_unit_ers = ers_new(sizeof(struct skill_unit_group)); skill_timer_ers = ers_new(sizeof(struct skill_timerskill)); add_timer_func_list(skill_unit_timer,"skill_unit_timer"); add_timer_func_list(skill_castend_id,"skill_castend_id"); add_timer_func_list(skill_castend_pos,"skill_castend_pos"); add_timer_func_list(skill_timerskill,"skill_timerskill"); add_timer_func_list(skill_blockpc_end, "skill_blockpc_end"); add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL); return 0; } int do_final_skill(void) { db_destroy(skilldb_name2id); db_destroy(group_db); db_destroy(skillunit_db); db_destroy(skillcd_db); db_destroy(skillusave_db); ers_destroy(skill_unit_ers); ers_destroy(skill_timer_ers); return 0; }