// 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 "map.h" #include "path.h" #include "clif.h" #include "pc.h" #include "status.h" #include "skill.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 #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]; struct s_skill_changematerial_db { int itemid; short rate; int qty[5]; short qty_rate[5]; }; struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_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_block_check(struct block_list *bl, enum sc_type type, 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) { #ifndef RENEWAL return (bl->type == BL_MOB) ? BL_SKILL|BL_CHAR : BL_CHAR; #else // Some skills can now hit ground skills(traps, ice wall & etc.) return BL_SKILL|BL_CHAR; #endif } /// Returns the id of the skill, or 0 if not found. int skill_name2id(const char *name) { if (name == NULL) return 0; return strdb_iget(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) || (map[m].flag.pvp && skill_get_nocast(skillid) & 2) || (map_flag_gvg(m) && skill_get_nocast(skillid) & 4) || (map[m].flag.battleground && skill_get_nocast(skillid) & 8) || (map[m].flag.restricted && map[m].zone && skill_get_nocast(skillid) & (8*map[m].zone))) { clif_msg(sd, 0x536); // This skill cannot be used within this area 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_SIRCLEOFNATURE: case WM_SOUND_OF_DESTRUCTION: case SC_MANHOLE: case WM_LULLABY_DEEPSLEEP: case WM_SATURDAY_NIGHT_FEVER: if (!map_flag_vs(m)) { clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails. 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; switch (skillid) { case MH_LIGHT_OF_REGENE: if (hd->homunculus.intimacy <= 750) //if not cordial return 1; break; case MH_OVERED_BOOST: if (hd->homunculus.hunger <= 1) //if we starving return 1; case MH_GOLDENE_FERSE: //can be used with angriff if (hd->sc.data[SC_ANGRIFFS_MODUS]) return 1; case MH_ANGRIFFS_MODUS: if (hd->sc.data[SC_GOLDENE_FERSE]) return 1; break; } //Use master's criteria. return 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_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id, (2000 - 4*sstatus->agi - 2*sstatus->dex)); } } if (sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1)) skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0); } if (sc) { struct status_change_entry *sce; // Enchant Poison gives a chance to poison attacked enemies if ((sce=sc->data[SC_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); break; case RG_BACKSTAP: sc_start(bl,SC_STUN,(5+2*skilllv),skilllv,skill_get_time(skillid,skilllv)); #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: sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skilllv, (skill_get_time(skillid,skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0))); 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_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_time(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 + 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_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: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv)); break; case SR_EARTHSHAKER: sc_start(bl,SC_STUN, 25 + 5 * 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 ??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 KO_JYUMONJIKIRI: // needs more info sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv)); break; case KO_MAKIBISHI: sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(skillid,skilllv)); break; case MH_LAVA_SLIDE: if (tsc && !tsc->data[SC_BURNING]) 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-1)), skilllv, skill_get_time(skillid, skilllv)); break; case MH_NEEDLE_OF_PARALYZE: sc_start(bl, SC_PARALYSIS, 40 + (5*skilllv), skilllv, skill_get_time(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. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding. type = CAST_GROUND; 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,SC_EXTREMITYFIST,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; 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) return 0; // ankle snare 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); // send over the proper flag } //Checks if 'bl' should reflect back a spell cast by 'src'. //type is the type of magic attack: 0: indirect (aoe), 1: direct (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); if (sc && sc->data[SC_KYOMU]) // Nullify reflecting ability return 0; // item-based reflection if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return) return 1; if (is_boss(src)) return 0; // status-based reflection if (!sc || sc->count == 0) return 0; if (sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2) return 1; if (sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)) { // Kaite only works against non-players if they are low-level. clif_specialeffect(bl, 438, AREA); if (--sc->data[SC_KAITE]->val2 <= 0) status_change_end(bl, SC_KAITE, INVALID_TIMER); return 2; } return 0; } /* * ========================================================================= * Does a skill attack with the given properties. * src is the master behind the attack (player/mob/pet) * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL * bl is the target to be attacked. * flag can hold a bunch of information: * flag&0xFFF is passed to the underlying battle_calc_attack for processing * (usually holds number of targets, or just 1 for simple splash attacks) * flag&0x1000 is used to tag that this is a splash-attack (so the damage * packet shouldn't display a skill animation) * flag&0x2000 is used to signal that the 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); if (damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC) { struct block_list *nbl = NULL; nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id); if (nbl) { // Only one target is chosen. damage = damage / 2; // Deflect half of the damage to a target nearby clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6); } } //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: case KO_MUCHANAGE: case NJ_HUUMA: 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 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: case KO_BAKURETSU: case GN_CRAZYWEED_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 HT_CLAYMORETRAP: case HT_BLASTMINE: case HT_FLASHER: case HT_FREEZINGTRAP: case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid,flag&SD_LEVEL?-1:skilllv, 5); if (dsrc != src) // avoid damage display redundancy break; case HT_LANDMINE: dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, type); break; case AB_DUPLELIGHT_MELEE: case AB_DUPLELIGHT_MAGIC: dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */ default: if (flag&SD_ANIMATION && dmg.div_ < 2) //Disabling skill animation doesn't works on multi-hit. type = 5; if (bl->type == BL_SKILL) { TBL_SKILL *su = (TBL_SKILL *)bl; if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) // show damage on trap targets clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 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 (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 PR_SANCTUARY: case SC_TRIANGLESHOT: case LG_OVERBRAND: case SR_KNUCKLEARROW: case GN_WALLOFTHORN: case EL_FIRE_MANTLE: direction = unit_getdir(bl);// backwards break; // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. case WZ_STORMGUST: direction = rand()%8; 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); if (!dmg.blewcount && bl->type == BL_SKILL && damage > 0) { TBL_SKILL *su = (TBL_SKILL *)bl; if (su->group && su->group->skill_id == HT_BLASTMINE) skill_blown(src, bl, 3, -1, 0); } break; } } //Delayed damage must be dealt after the knockback (it needs to know actual position of target) if (dmg.amotion) 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)) { /** * Check for devotion and change targetted dmg. * [d_bl = paladin; bl = player; src = source of dmg] **/ bool devo_flag = false; /* false = paladin devoing; true = player */ if (src) { struct status_change *tsc; tsc = status_get_sc(src); /* Per official standards, following skills should reflect at the bl */ if ((tsc->data[SC_KAITE] && attack_type == BF_MAGIC) || (tsc->data[SC_REFLECTDAMAGE] && attack_type != BF_MAGIC) ) devo_flag = true; } clif_damage( ((devo_flag) ? bl:d_bl), ((devo_flag) ? bl:d_bl), gettick(), 0, 0, damage, 0, 0, 0); status_fix_damage( ((devo_flag) ? bl:NULL), ((devo_flag) ? bl: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 && src != bl && damage > 0 && (dmg.flag&BF_WEAPON || (dmg.flag&BF_MISC && (skillid == RA_CLUSTERBOMB || skillid == RA_FIRINGTRAP || skillid == RA_ICEBOUNDTRAP || skillid == RK_DRAGONBREATH)))) { 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,1,4,0); // in aegis damage reflected is shown in single hit. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] if (tsd && src != bl) battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); } } if (damage > 0) { /** * Post-damage effects **/ 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, 1)); 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; case SR_TIGERCANNON: status_zap(bl, 0, damage/10); // 10% of damage dealt 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; } /*========================================== * sub fonction for recursive skill call. * Checking bl battle flag and display dammage * then call func with source,target,skillid,skilllv,tick,flag *------------------------------------------*/ 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 MH_STEINWAND: case MG_SAFETYWALL: case AL_PNEUMA: case SC_MAELSTROM: if (g_skillid != MH_STEINWAND && 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: case SC_BLOODYLUST: //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; // Source not on Map if (skl->target_id) { target = map_id2bl(skl->target_id); if ((skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE))) target = src; //Required since it has to warp. if (target == NULL) break; // Target offline? if (target->prev == NULL) break; // Target not on Map if (src->m != target->m) break; // Different Maps if (status_isdead(src)) break; // Caster is Dead if (status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) break; switch (skl->skill_id) { case RG_INTIMIDATE: if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) { short x,y; map_search_freecell(src, 0, &x, &y, 1, 1, 0); if (target != src && !status_isdead(target)) unit_warp(target, -1, x, y, CLR_TELEPORT); } break; case BA_FROSTJOKER: case DC_SCREAM: range= skill_get_splash(skl->skill_id, skl->skill_lv); map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range, skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick); break; case 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|SD_ANIMATION); 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; case CH_PALMSTRIKE: { struct status_change *tsc = status_get_sc(target); if (tsc && tsc->option&OPTION_HIDE) { skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0); break; } } default: skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; } } else { if (src->m != skl->map) break; switch (skl->skill_id) { case WZ_METEOR: if (skl->type >= 0) { int x = skl->type>>16, y = skl->type&0xFFFF; if (path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL)) skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag); if (path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)) clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); } else if (path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)) skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); break; case GN_CRAZYWEED_ATK: { int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv); map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src); } 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) { 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); 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 AB_DUPLELIGHT_MELEE: case RA_AIMEDBOLT: case NC_AXEBOOMERANG: case NC_POWERSWING: case GC_CROSSIMPACT: case GC_VENOMPRESSURE: case SC_TRIANGLESHOT: case SC_FEINTBOMB: case LG_BANISHINGPOINT: case LG_SHIELDPRESS: case LG_RAGEBURST: case LG_RAYOFGENESIS: case LG_HESPERUSLIT: case SR_FALLENEMPIRE: case SR_CRESCENTELBOW_AUTOSPELL: case SR_GATEOFHELL: case SR_GENTLETOUCH_QUIET: case WM_SEVERE_RAINSTORM_MELEE: case WM_GREAT_ECHO: case GN_SLINGITEM_RANGEMELEEATK: case KO_JYUMONJIKIRI: case KO_SETSUDAN: case KO_KAIHOU: 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); case RK_WINDCUTTER: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION); break; case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) switch (rnd()%6) { case 0: flag |= BREAK_ANKLE; break; case 1: flag |= BREAK_WRIST; break; case 2: flag |= BREAK_KNEE; break; case 3: flag |= BREAK_SHOULDER; break; case 4: flag |= BREAK_WAIST; break; case 5: flag |= BREAK_NECK; break; } //TODO: is there really no cleaner way to do this? sc = status_get_sc(bl); if (sc) sc->jb_flag = flag; skill_attack(BF_WEAPON,src,src,bl,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); #ifdef RENEWAL sc_start(src,SC_EXTREMITYFIST2,100,skilllv,skill_get_time(skillid,skilllv)); #endif } //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 WL_JACKFROST: 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_SKYNETBLOW: 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 KO_HAPPOKUNAI: case KO_HUUMARANKA: case KO_MUCHANAGE: case KO_BAKURETSU: 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); 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 (skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC) skill_area_temp[1] = 0; // if skill damage should be split among targets, count them //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets //special case: Venom Splasher uses a different range for searching than for splashing if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT) skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); // recursive invocation of skill_castend_damage_id() with flag|1 map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), (skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC)?BL_CHAR: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 + i * 200, bl->id, k, 0, subskill, skilllv, i, flag); clif_skill_nodamage(src, bl, subskill, skilllv, 1); 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 (s == 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: // 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|SD_ANIMATION); 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: if (sd && pc_isridingwug(sd)) { short x[8]= {0,-1,-1,-1,0,1,1,1}; short y[8]= {1,1,0,-1,-1,-1,0,1}; int dir = map_calc_dir(bl, src->x, src->y); if (unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1)) { clif_slide(src, bl->x+x[dir], bl->y+y[dir]); clif_fixpos(src); skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); } break; } case RA_WUGBITE: if (path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH)) { skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); } else if (sd && skillid == RA_WUGBITE) // Only RA_WUGBITE has the skill fail message. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0); break; case RA_SENSITIVEKEEN: if (bl->type != BL_SKILL) { // Only Hits Invisible Targets struct status_change *tsc = status_get_sc(bl); if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK)) { skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } } else { struct skill_unit *su = BL_CAST(BL_SKILL,bl); struct skill_unit_group *sg; if (su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) { if (!(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0))) { struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP; item_tmp.identify = 1; if (item_tmp.nameid) map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); } skill_delunit(su); } } break; case NC_INFRAREDSCAN: if (flag&1) { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] 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|SD_ANIMATION); break; case SR_EARTHSHAKER: if (flag&1) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } else { map_foreachinrange(skill_area_sub, bl, skill_get_splash(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 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; //recursive homon skill case MH_MAGMA_FLOW: case MH_XENO_SLASHER: case MH_HEILIGE_STANGE: if (flag & 1) skill_attack(skill_get_type(skillid), 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); } break; case MH_STAHL_HORN: case MH_NEEDLE_OF_PARALYZE: skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); break; case 0:/* no skill - basic/normal attack */ if (sd) { if (flag & 3) { if (bl->id != skill_area_temp[1]) skill_attack(BF_WEAPON, src, src, bl, 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: 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. 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); case MH_STEINWAND: { struct block_list *s_src = battle_get_master(src); short ret = 0; if (!skill_check_unit_range(src, src->x, src->y, skillid, skilllv)) //prevent reiteration ret = skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,flag); //cast on homon if (s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skillid, skilllv)) ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skillid,skilllv,tick,flag); //cast on master if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); return ret; } break; 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] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST]) heal = 0; //Needed so that it actually displays 0 when healing. } clif_skill_nodamage(src, bl, skillid, heal, 1); if (tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != HLIF_HEAL) heal = ~heal + 1; heal_get_jobexp = status_heal(bl,heal,0,0); if (sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0) { heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; if (heal_get_jobexp <= 0) heal_get_jobexp = 1; pc_gainexp(sd, bl, 0, heal_get_jobexp, false); } } break; case PR_REDEMPTIO: if (sd && !(flag&1)) { if (sd->status.party_id == 0) { clif_skill_fail(sd,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, "", SZ_SMALL, AI_NONE); 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,LOG_TYPE_STEAL,NULL); 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, msg_txt(669)); } 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: /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */ if (battle_check_target(src, bl, BCT_ENEMY) > 0) { if (unit_movepos(src, bl->x, bl->y, 1, 1)) { skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); clif_slide(src,bl->x,bl->y); } } else clif_skill_fail(sd,skillid,USESKILL_FAIL,0); 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 GN_CARTBOOST: case KO_MEIKYOUSISUI: 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) { int limit = skilllv; if (sd->sc.data[SC_RAISINGDRAGON]) limit += sd->sc.data[SC_RAISINGDRAGON]->val1; clif_skill_nodamage(src,bl,skillid,skilllv,1); pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit); } 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: case KO_HAPPOKUNAI: 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 || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI)) 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: case KO_YAMIKUMO: 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 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; } case RA_CAMOUFLAGE: 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,skilllv); 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] char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT)); clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel." break; } if (sd->state.autocast || ((sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && 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); #ifdef RENEWAL if (tsc && tsc->data[SC_EXTREMITYFIST2]) sp = 0; #endif status_heal(bl,hp,sp,0); } break; case AM_CP_WEAPON: case AM_CP_SHIELD: case AM_CP_ARMOR: case AM_CP_HELM: { unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; if (sd && (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0))) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); // Don't consume item requirements return 0; } 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: case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL: #ifdef RENEWAL case SC_EXTREMITYFIST2: #endif continue; /** * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore **/ case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE: case SC_SERVICE4U: if (tsc->data[i]->val4) //val4 = out-of-song-area continue; break; 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; } //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 = su->group->item_id?su->group->item_id:ITEMID_TRAP; item_tmp.identify = 1; if (item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER))) { clif_additem(sd,0,0,flag); map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } skill_delunit(su); } else if (sd) clif_skill_fail(sd, 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; #ifdef RENEWAL sp1 = sp1 / 2; sp2 = sp2 / 2; if (tsc && tsc->data[SC_EXTREMITYFIST2]) sp1 = tstatus->sp; #endif 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: { unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; int i, s = 0, skilltime = skill_get_time(skillid,skilllv); for (i=0 ; i<4; i++) { if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd,equip[i]) < 0)) continue; sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime); s++; } if (sd && !s) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); // Don't consume item requirements return 0; } 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: /* per official standards, this skill works on players and mobs. */ if (sd && (dstsd || dstmd)) { 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)); } 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 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 (rstatus.party_id) { clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } else clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; case NPC_TALK: case ALL_WEWISH: clif_skill_nodamage(src,bl,skillid,skilllv,1); break; case ALL_BUYING_STORE: if (sd) { // players only, skill allows 5 buying slots clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS)); } break; case RK_ENCHANTBLADE: clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/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: 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,6); } 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)) i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett] clif_skill_nodamage(bl, bl, skillid, i, 1); if (tsc && tsc->data[SC_AKAITSUKI] && i) i = ~i + 1; status_heal(bl, i, 0, 0); } } 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: case SC_PUSH_CART: case SC_PARTYFLEE: case SC_GT_REVITALIZE: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE: #ifdef RENEWAL case SC_EXTREMITYFIST2: #endif 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_start(bl,type,100,skilllv,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,skill_get_time(skillid, skilllv),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 if (!tsc->data[SC_STONE]) rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),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, INVALID_TIMER)); 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_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND) 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); 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 SR_GENTLETOUCH_CHANGE: case SR_GENTLETOUCH_REVITALIZE: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))); 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: if (src != bl) clif_skill_nodamage(src, src, skillid, skilllv, sc_start(src, type, 100, skilllv, skill_get_time(skillid,skilllv))); 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_SELF|BCT_PARTY|BCT_GUILD; case WM_VOICEOFSIREN: if (skillid != WM_SIRCLEOFNATURE) flag &= ~BCT_SELF; 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_SKILL: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) { short chance = sstatus->int_/6 + sd->status.job_level/5 + skilllv*4; if (!sd->status.party_id || (rnd()%100 > chance)) { 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) * (25 + 5 * skilllv) / 100); } 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: case GN_MAKEBOMB: case GN_S_PHARMACY: if (sd) { int qty = 1; sd->skillid_old = skillid; sd->skilllv_old = skilllv; if (skillid != GN_S_PHARMACY && skilllv > 1) qty = 10; clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6); 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; case KO_KAHU_ENTEN: case KO_HYOUHU_HUBUKI: case KO_KAZEHU_SEIRAN: case KO_DOHU_KOUKAI: if (sd) { int ttype = skill_get_ele(skillid, skilllv); clif_skill_nodamage(src, bl, skillid, skilllv, 1); pc_add_talisman(sd, skill_get_time(skillid, skilllv), 10, ttype); } break; case KO_ZANZOU: if (sd) { struct mob_data *md; md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE); if (md) { md->master_id = src->id; md->special_state.ai = AI_ZANZOU; if (md->deletetimer != INVALID_TIMER) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer(gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0); mob_spawn(md); pc_setinvincibletimer(sd,500);// unlock target lock clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0); } } break; case KO_KYOUGAKU: if (dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2) { clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); } else if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; case KO_JYUSATSU: if (dstsd && tsc && !tsc->data[type] && rand()%100 < ((45+5*skilllv) + skilllv*5 - status_get_int(bl)/2)) {//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%. clif_skill_nodamage(src,bl,skillid,skilllv, status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1)); status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0); if (status_get_lv(bl) <= status_get_lv(src)) status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0); } else if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; case KO_GENWAKU: if (!map_flag_gvg(src->m) && (dstsd || dstmd) && battle_check_target(src,bl,BCT_ENEMY) > 0) { int x = src->x, y = src->y; if (sd && rnd()%100 > ((45+5*skilllv) - status_get_int(bl)/10)) {//[(Base chance of success) - (Intelligence Objectives / 10)]%. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } if (unit_movepos(src,bl->x,bl->y,0,0)) { clif_skill_nodamage(src,src,skillid,skilllv,1); clif_slide(src,bl->x,bl->y) ; sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv)); if (unit_movepos(bl,x,y,0,0)) { clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6); if (bl->type == BL_PC && pc_issit((TBL_PC *)bl)) clif_sitting(bl); //Avoid sitting sync problem clif_slide(bl,x,y) ; sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv)); } } } break; case OB_AKAITSUKI: case OB_OBOROGENSOU: if (sd && ((skillid == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters. || is_boss(bl))) { // Does not work on Boss monsters. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); break; } case KO_IZAYOI: case OB_ZANGETSU: case KG_KYOMU: case KG_KAGEMUSYA: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); break; case KG_KAGEHUMI: if (flag&1) { if (tsc && (tsc->option&(OPTION_CLOAK|OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) { sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv)); sc_start(bl, type, 100, 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); status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); } if (skill_area_temp[2] == 1) { clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv)); } } else { skill_area_temp[2] = 0; 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_nodamage_id); } break; case MH_SILENT_BREEZE: { struct status_change *ssc = status_get_sc(src); struct block_list *m_bl = battle_get_master(src); const enum sc_type scs[] = { SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION }; int heal; if (tsc) { for (i = 0; i < ARRAYLENGTH(scs); i++) { if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); } if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target status_change_start(bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8); } heal = status_get_matk_min(src)*4; status_heal(bl, heal, 0, 7); //now inflict silence on everyone if (ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun status_change_start(src, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8); if (m_bl) { struct status_change *msc = status_get_sc(m_bl); if (msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master status_change_start(m_bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8); } if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); } break; case MH_OVERED_BOOST: if (hd) { struct block_list *s_bl = battle_get_master(src); if (hd->homunculus.hunger>50) //reduce hunger hd->homunculus.hunger = hd->homunculus.hunger/2; else hd->homunculus.hunger = min(1,hd->homunculus.hunger); if (s_bl && s_bl->type==BL_PC) { status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info sc_start(s_bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); //gene bonus } sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); } break; case MH_GRANITIC_ARMOR: case MH_PYROCLASTIC: { struct block_list *s_bl = battle_get_master(src); if (s_bl) sc_start2(s_bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv)); //start on master sc_start2(bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv)); if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); } break; case MH_LIGHT_OF_REGENE: if (hd) { hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750) if (sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info } //don't break need to start status and start block timer case MH_STYLE_CHANGE: case MH_MAGMA_FLOW: case MH_PAIN_KILLER: sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); break; case MH_SUMMON_LEGION: { int summons[5] = {1004, 1303, 1303, 1994, 1994}; int qty[5] = {3 , 3 , 4 , 4 , 5}; struct mob_data *md; int i; for (i=0; im, src->x, src->y, status_get_name(src), summons[skilllv - 1], "", SZ_SMALL, AI_ATTACK); if (md) { md->master_id = src->id; if (md->deletetimer != INVALID_TIMER) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer(gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0); mob_spawn(md); //Now it is ready for spawning. sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000); } } if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv)); } break; default: ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid); clif_skill_nodamage(src,bl,skillid,skilllv,1); map_freeblock_unlock(); return 1; } if (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. 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 == RA_WUGSTRIKE) { if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) 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) { if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0); break; } if (inf&BCT_ENEMY && (sc = status_get_sc(target)) && sc->data[SC_FOGWALL] && rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75% if (sd) clif_skill_fail(sd, ud->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 (ud->skillid != RA_CAMOUFLAGE) // only normal attack and auto cast skills benefit from its bonuses status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); if (skill_get_casttype(ud->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); #ifdef RENEWAL sc_start(src, SC_EXTREMITYFIST2, 100, ud->skilllv, skill_get_time(ud->skillid, ud->skilllv)); #endif } 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 (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 ????: // sd->canequip_tick = tick + ????; // break; // } // } unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1); status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses map_freeblock_lock(); skill_castend_pos2(src,ud->skillx,ud->skilly,ud->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: #ifdef RENEWAL case NJ_HUUMA: #endif 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_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 KO_HUUMARANKA: case KO_MUCHANAGE: case KO_BAKURETSU: case KO_ZENKAI: case MH_LAVA_SLIDE: case MH_VOLCANIC_ASH: case MH_POISON_MIST: case MH_STEINWAND: case MH_XENO_SLASHER: flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete). case GS_GROUNDDRIFT: //Ammo should be deleted right away. skill_unitsetting(src,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_WARMER: flag|= 8; case SO_CLOUD_KILL: 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)) { #if PACKETVER >= 20111005 clif_snap(src, src->x, src->y); #else clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick); #endif 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_, "", SZ_SMALL, AI_NONE); if (md) { md->master_id = src->id; md->special_state.ai = (skillid == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; if (md->deletetimer != INVALID_TIMER) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer(gettick() + skill_get_time(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),"", SZ_SMALL, AI_NONE); 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,splash_target(src), 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); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect. break; /** * Arch Bishop **/ case AB_EPICLESIS: if ((sg = skill_unitsetting(src, 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,splash_target(src),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); } } 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_, "", SZ_SMALL, AI_NONE); if (md) { md->master_id = src->id; md->special_state.ai = AI_FLORA; if (md->deletetimer != INVALID_TIMER) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer(gettick() + skill_get_time(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 if (skill_blown(src,src,6,unit_getdir(src),0)) skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,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, splash_target(src), 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, splash_target(src), 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,splash_target(src), 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),splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id); break; case GN_CRAZYWEED: { int area = skill_get_splash(GN_CRAZYWEED_ATK, skilllv); short x1 = 0, y1 = 0; for (i = 0; i < 3 + (skilllv/2); i++) { x1 = x - area + rnd()%(area * 2 + 1); y1 = y - area + rnd()%(area * 2 + 1); skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skilllv,-1,0); } } 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; case SC_BLOODYLUST: //set in another group so instance will move if recasted flag |= 33; skill_unitsetting(src, skillid, skilllv, x, y, 0); break; case KO_MAKIBISHI: for (i = 0; i < (skilllv+2); i++) { x = src->x - 1 + rnd()%3; y = src->y - 1 + rnd()%3; skill_unitsetting(src,skillid,skilllv,x,y,0); } break; default: 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. 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__BLOODYLUST] || sd->sc.data[SC_BASILICA] || sd->sc.data[SC_MARIONETTE] || sd->sc.data[SC_WHITEIMPRISON] || (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) || (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) || sd->sc.data[SC_OBLIVIONCURSE] || sd->sc.data[SC__MANHOLE] || (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH )) { skill_failed(sd); return 0; } pc_stop_attack(sd); pc_stop_walking(sd,0); if (battle_config.skill_log && battle_config.skill_log&BL_PC) ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_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 || (target = map_id2bl(md->target_id)) == NULL) return 0; if (path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL)) return 0; if (!check_distance_bl(bl, target, status_get_range(bl))) { mob_unlocktarget(md,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,req_item=0; 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 MH_STEINWAND: val2 = 4 + skilllv; //nb of attack blocked break; case MG_SAFETYWALL: #ifdef RENEWAL /** * According to data provided in RE, SW life is equal to 3 times caster's health **/ val2 = status_get_max_hp(src) * 3; #else val2 = 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: { struct skill_condition req = skill_get_requirement(sd,skillid,skilllv); ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY)); if (req.itemid[i]) req_item = req.itemid[i]; 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; val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison val3 = sc->data[SC_POISONINGWEAPON]->val1; 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 SO_VACUUM_EXTREME: range++; break; case SC_BLOODYLUST: skill_clear_group(src, 32); break; case GN_WALLOFTHORN: if (flag&1) limit = 3000; val3 = (x<<16)|y; break; case KO_ZENKAI: if (sd) { ARR_FIND(1, 6, i, sd->talisman[i] > 0); if (i < 5) { val1 = sd->talisman[i]; // no. of aura val2 = i; // aura type limit += val1 * 1000; subunt = i - 1; pc_del_talisman(sd, sd->talisman[i], i); } } 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; group->item_id = req_item; //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL) 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: case HT_CLAYMORETRAP: 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: 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 (skill_get_unit_flag(skillid) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2)) val2 |= UF_RANGEDSINGLEUNIT; // center. 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; } /*========================================== * *------------------------------------------*/ void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick) { skill_unit_onplace(src, bl, tick); } 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->skill_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_BLOODYLUST: if (sg->src_id == bl->id) break; //Does not affect the caster. if (!sce) { TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1)) clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv, sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv))); else { if (sd) sd->bloodylust_tick = gettick(); clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv, sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv))); } } 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); } } 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 && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0) 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_VOLCANIC_ASH: if (!sce) sc_start(bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv)); break; case UNT_GD_LEADERSHIP: case UNT_GD_GLORYWOUNDS: case UNT_GD_SOULCOLD: case UNT_GD_HAWKEYES: if (!sce) 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); if (tsc && tsc->data[SC_AKAITSUKI] && heal) heal = ~heal + 1; status_heal(bl, heal, 0, 0); if (diff >= 500) sg->val1--; } if (sg->val1 <= 0) skill_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; case GN_CRAZYWEED_ATK: if (bl->type == BL_SKILL) { struct skill_unit *su = (struct skill_unit *)bl; if (su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP)) 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) { if (status_get_mode(bl)&MD_BOSS) break; if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8)) { map_moveblock(bl, src->bl.x, src->bl.y, tick); clif_fixpos(bl); } map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick); sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. } break; case UNT_VENOMDUST: if (tsc && !tsc->data[type]) status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); break; case UNT_MAGENTATRAP: case UNT_COBALTTRAP: case UNT_MAIZETRAP: case UNT_VERDURETRAP: if (bl->type == BL_PC) // it won't work on players break; case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: case UNT_CLUSTERBOMB: if (bl->id == ss->id) // it won't trigger on caster break; case UNT_LANDMINE: case UNT_CLAYMORETRAP: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_FIREPILLAR_ACTIVE: map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick); if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); sg->limit=DIFF_TICK(tick,sg->tick)+1500 + (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. break; case UNT_TALKIEBOX: if (sg->src_id == bl->id) break; if (sg->val2 == 0) { clif_talkiebox(&src->bl, sg->valstr); sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&src->bl, UNT_USED_TRAPS); sg->limit = DIFF_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); if (tsc->data[SC_AKAITSUKI] && heal) heal = ~heal + 1; clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); status_heal(bl, heal, 0, 0); break; } case UNT_TATAMIGAESHI: case UNT_DEMONSTRATION: skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_GOSPEL: if (rnd()%100 > sg->skill_lv*10 || ss == bl) break; if (battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild int heal; int i = rnd()%13; // Positive buff count int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration switch (i) { case 0: // Heal 1~9999 HP heal = rnd() %9999+1; clif_skill_nodamage(ss,bl,AL_HEAL,heal,1); status_heal(bl,heal,0,0); break; case 1: // End all negative status status_change_clear_buffs(bl,2); if (tsd) clif_gospel_info(tsd, 0x15); break; case 2: // Immunity to all status sc_start(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->val3,skill_get_time2(GC_POISONINGWEAPON, 1)); 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)+1000; 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) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY)) { if (!(tsc && tsc->data[type])) { sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv)); sg->limit = DIFF_TICK(tick,sg->tick); sg->unit_id = UNT_USED_TRAPS; } } 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; if (tstatus->hp != tstatus->max_hp) clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); if (tsc && tsc->data[SC_AKAITSUKI] && hp) hp = ~hp + 1; status_heal(bl, hp, 0, 0); sc_start(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); if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) { int hp = tstatus->max_hp / 100; //+1% each 5s if ((sg->val3) % 5) { //each 5s if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)) { status_heal(bl, hp, 0, 2); } else if ((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH) ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE) ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER) ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND) ) { status_heal(bl, -hp, 0, 0); } } sg->val3++; //timer if (sg->val3 > 5) sg->val3 = 0; } break; case UNT_VACUUM_EXTREME: { // TODO: official behavior in gvg area. [malufett] int sec = sg->limit - DIFF_TICK(tick, sg->tick); int range = skill_get_unit_range(sg->skill_id, sg->skill_lv); if (tsc && !tsc->data[type] && distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies sc_start(bl, type, 100, sg->skill_lv, sec); if (unit_is_walking(bl) && // wait until target stop walking (tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range)) break; if (tsc && (!tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1))) break; if (unit_is_walking(bl) && distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range) // going outside of boundaries? then force it to stop unit_stop_walking(bl,1); if (!unit_is_walking(bl) && distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or src->bl.x != bl->x && src->bl.y != bl->y) { // diagonal position parallel to VE's center unit_movepos(bl, src->bl.x, src->bl.y, 0, 0); clif_fixpos(bl); } } 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; case UNT_ZENKAI_WATER: case UNT_ZENKAI_LAND: case UNT_ZENKAI_FIRE: case UNT_ZENKAI_WIND: if (battle_check_target(&src->bl,bl,BCT_ENEMY) > 0) { switch (sg->unit_id) { case UNT_ZENKAI_WATER: sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_LAND: sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_FIRE: sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_WIND: sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); break; } } else sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_MAKIBISHI: skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); sg->limit = DIFF_TICK(tick, sg->tick); sg->unit_id = UNT_USED_TRAPS; break; case UNT_LAVA_SLIDE: skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); if (++sg->val1 > 4) //after 5 stop hit and destroy me sg->limit = DIFF_TICK(tick, sg->tick); break; case UNT_POISON_MIST: skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8); 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 MH_STEINWAND: case MG_SAFETYWALL: case AL_PNEUMA: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: case CG_HERMODE: case HW_GRAVITATION: case NJ_SUITON: case SC_MAELSTROM: case EL_WATER_BARRIER: case EL_ZEPHYR: case EL_POWER_OF_GAIA: case SO_FIRE_INSIGNIA: case SO_WATER_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: if (sce) status_change_end(bl, type, INVALID_TIMER); break; case SC_BLOODYLUST: if (sce) { status_change_end(bl, type, INVALID_TIMER); status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone } 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_get_inf2(skill_id)&INF2_SONG_DANCE)) 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_BLASTMINE: case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_CLAYMORETRAP: case UNT_FREEZINGTRAP: case UNT_TALKIEBOX: case UNT_ANKLESNARE: case UNT_ICEWALL: case UNT_REVERBERATION: case UNT_WALLOFTHORN: src->val1-=damage; 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:skill == KO_ZANZOU?4:3)) 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: case KO_YAMIKUMO: 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 HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE: break; default: // in official there is no message. return 0; } } if (pc_ismadogear(sd)) { switch (skill) { //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] char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_WARP)); clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel." return 0; } break; case MO_CALLSPIRITS: if (sc && sc->data[SC_RAISINGDRAGON]) lv += sc->data[SC_RAISINGDRAGON]->val1; 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: case KO_MUCHANAGE: 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; /** * Ranger **/ 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_WUGSTRIKE: if (!pc_iswug(sd) && !pc_isridingwug(sd)) { 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, USESKILL_FAIL_DUPLICATE, 0); return 0; } break; case SR_CURSEDCIRCLE: if (map_flag_gvg(sd->bl.m)) { if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill, lv), BL_MOB, MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) { char output[128]; sprintf(output, "You're too close to a stone or emperium to do this skill"); clif_colormes(sd, COLOR_RED, output); return 0; } } 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; case LG_REFLECTDAMAGE: case CR_REFLECTSHIELD: if (sc && sc->data[SC_KYOMU] && rand()%100 < 30) { clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } break; case KO_KAHU_ENTEN: case KO_HYOUHU_HUBUKI: case KO_KAZEHU_SEIRAN: case KO_DOHU_KOUKAI: { int ttype = skill_get_ele(skill, lv); ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype); if ((i < 5 && i != ttype) || sd->talisman[ttype] >= 10) { clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0); return 0; } } break; case KO_KAIHOU: case KO_ZENKAI: ARR_FIND(1, 6, i, sd->talisman[i] > 0); if (i > 4) { 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; case ST_POISONINGWEAPON: if (!(sc && sc->data[SC_POISONINGWEAPON])) { clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0); return 0; } break; case ST_ROLLINGCUTTER: if (!(sc && sc->data[SC_ROLLINGCUTTER])) { clif_skill_fail(sd, skill, USESKILL_FAIL_CONDITION, 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_SPIRITS,require.spiritball); 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++) map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c); } else 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; case KO_ZANZOU: { int c = 0; i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill, &c); if (c >= skill_get_maxcount(skill,lv) || c != i) { 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.weapon && !pc_check_weapontype(sd,require.weapon)) { clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0); return 0; } if (require.ammo) { //Skill requires stuff equipped in the arrow slot. if ((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i]) { 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,LOG_TYPE_CONSUME,NULL); } } if (type&2) { struct status_change *sc = &sd->sc; int n,i; if (!sc->count) sc = NULL; for (i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i) { if (!req.itemid[i]) continue; if (itemid_isgemstone(req.itemid[i]) && skill != 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: case KO_YAMIKUMO: 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->skillusesprate), i, sd->skillusesprate[i].id == skill); if (i < ARRAYLENGTH(sd->skillusesprate)) sp_skill_rate_bonus += sd->skillusesprate[i].val; ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill); if (i < ARRAYLENGTH(sd->skillusesp)) req.sp -= sd->skillusesp[i].val; req.sp = cap_value(req.sp *sp_skill_rate_bonus / 100, 0, SHRT_MAX); if (sc) { if (sc->data[SC__LAZINESS]) req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; if (sc->data[SC_UNLIMITEDHUMMINGVOICE]) req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100; 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: case SO_WATER_INSIGNIA: case SO_FIRE_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: if (i < 3) continue; break; } req.itemid[i] = skill_db[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 } } if (skill >= HT_SKIDTRAP && skill <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) { if ((j=pc_search_inventory(sd,req.itemid[i])) < 0 || (j >= 0 && sd->status.inventory[j].amount < req.amount[i])) { req.itemid[i] = ITEMID_TRAP_ALLOY; req.amount[i] = 1; } break; } } /* 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: case SO_WATER_INSIGNIA: case SO_FIRE_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: 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); nullpo_ret(bl); #ifndef RENEWAL_CAST { struct map_session_data *sd; sd = BL_CAST(BL_PC, bl); // calculate base cast time (reduced by dex) if (!(skill_get_castnodex(skill_id, skill_lv)&1)) { int scale = battle_config.castrate_dex_scale - status_get_dex(bl); if (scale > 0) // not instant cast time = time * scale / battle_config.castrate_dex_scale; else return 0; // instant cast } // calculate cast time reduced by item/card bonuses if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd) { int i; if (sd->castrate != 100) time = time * sd->castrate / 100; for (i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++) { if (sd->skillcast[i].id == skill_id) { time+= time * sd->skillcast[i].val / 100; break; } } } } #endif // config cast time multiplier if (battle_config.cast_rate != 100) time = time * battle_config.cast_rate / 100; // return final cast time time = max(time, 0); // ShowInfo("Castime castfix = %d\n",time); return time; } /*========================================== * Does cast-time reductions based on sc data. *------------------------------------------*/ int skill_castfix_sc(struct block_list *bl, int time) { struct status_change *sc = status_get_sc(bl); if (time < 0) return 0; if (sc && sc->count) { if (sc->data[SC_SLOWCAST]) time += time * sc->data[SC_SLOWCAST]->val2 / 100; if (sc->data[SC_PARALYSIS]) time += sc->data[SC_PARALYSIS]->val3; if (sc->data[SC_SUFFRAGIUM]) { time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); } if (sc->data[SC_MEMORIZE]) { time>>=1; if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); } if (sc->data[SC_POEMBRAGI]) time -= time * sc->data[SC_POEMBRAGI]->val2 / 100; if (sc->data[SC_IZAYOI]) time -= time * 50 / 100; } time = max(time, 0); // ShowInfo("Castime castfix_sc = %d\n",time); return time; } #ifdef RENEWAL_CAST int skill_vfcastfix(struct block_list *bl, double time, int skill_id, int skill_lv) { struct status_change *sc = status_get_sc(bl); struct map_session_data *sd = BL_CAST(BL_PC,bl); int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; if (time < 0) return 0; if (fixed == 0) { fixed = (int)time * 20 / 100; // fixed time time = time * 80 / 100; // variable time } else if (fixed < 0) // no fixed cast time fixed = 0; if (sd && !(skill_get_castnodex(skill_id, skill_lv)&4)) { // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses. if (sd->bonus.varcastrate < 0) VARCAST_REDUCTION(sd->bonus.varcastrate); for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast fixed += sd->skillfixcast[i].val; break; } for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++) if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast time += sd->skillvarcast[i].val; break; } for (i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++) if (sd->skillcast[i].id == skill_id) { // bonus2 bVariableCastrate if ((i=sd->skillcast[i].val) < 0) VARCAST_REDUCTION(i); break; } } if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2)) { // All variable cast additive bonuses must come first if (sc->data[SC_SLOWCAST]) VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); // Variable cast reduction bonuses if (sc->data[SC_SUFFRAGIUM]) { VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2); status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); } if (sc->data[SC_MEMORIZE]) { VARCAST_REDUCTION(50); if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); } if (sc->data[SC_POEMBRAGI]) VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2); if (sc->data[SC_IZAYOI]) VARCAST_REDUCTION(50); if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER)) VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells. // Fixed cast reduction bonuses if (sc->data[SC__LAZINESS]) fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2); if (sc->data[SC_SECRAMENT]) fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS)) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP) fixcast_r = max(fixcast_r, 5 + skill_lv * 5); // Fixed cast non percentage bonuses if (sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES)) fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2; if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN)) fixed = 0; } if (sd && !(skill_get_castnodex(skill_id, skill_lv)&4)) { VARCAST_REDUCTION(max(sd->bonus.varcastrate, 0) + max(i, 0)); fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0); } if (varcast_r < 0) // now compute overall factors time = time * (1 - (float)varcast_r / 100); if (!(skill_get_castnodex(skill_id, skill_lv)&1)) // reduction from status point time = (1 - sqrt(((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale))) * time; // underflow checking/capping time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * fixed; // ShowInfo("Casttime vfcastfix = %d\n",time); return (int)time; } #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 (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND)) time /= 2; // After Delay of Wind element spells reduced by 50%. } } if (!(delaynodex&4) && sd && sd->delayrate != 100) time = time * sd->delayrate / 100; if (battle_config.delay_rate != 100) time = time * battle_config.delay_rate / 100; //min delay time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester] time = max(time, battle_config.min_skill_delay_limit); // ShowInfo("Delay delayfix = %d\n",time); return time; } /*========================================= * *-----------------------------------------*/ struct square { int val1[5]; int val2[5]; }; 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); if (!(target_sd = map_id2sd(sd->menuskill_val))) //Failed.... return; if (idx == 0xFFFF) // No item selected ('Cancel' clicked) return; if (idx < 0 || idx >= MAX_INVENTORY) return; //Invalid index?? item = &target_sd->status.inventory[idx]; if (item->nameid <= 0 || item->attribute == 0) return; //Again invalid item.... if (sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2))) { clif_item_repaireffect(sd,idx,1); return; } if (target_sd->inventory_data[idx]->type == IT_WEAPON) material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon else material = materials [2]; // Armors consume 1 Steel if (pc_search_inventory(sd,material) < 0) { clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); return; } clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); item->attribute = 0;/* clear broken state */ clif_equiplist(target_sd); pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME); clif_item_repaireffect(sd,idx,0); if (sd != target_sd) clif_item_repaireffect(target_sd,idx,0); } /*========================================== * Item Appraisal *------------------------------------------*/ void skill_identify(struct map_session_data *sd, int idx) { int flag=1; nullpo_retv(sd); 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_WARMER: if (flag&8) group[count++]= ud->skillunit[i]; break; case SC_BLOODYLUST: if (flag & 32) 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 SC_BLOODYLUST: 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->group->limit = DIFF_TICK(gettick(),unit->group->tick) + (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 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; skillid = va_arg(ap,int); alive = va_arg(ap,int *); 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; case GN_CRAZYWEED_ATK: switch (unit->group->unit_id) { //TODO: look for other ground skills that are affected. case UNT_WALLOFTHORN: case UNT_THORNS_TRAP: case UNT_BLOODYLUST: case UNT_CHAOSPANIC: case UNT_MAELSTROM: case UNT_FIREPILLAR_ACTIVE: case UNT_LANDPROTECTOR: case UNT_VOLCANO: case UNT_DELUGE: case UNT_VIOLENTGALE: case UNT_SAFETYWALL: case UNT_PNEUMA: skill_delunit(unit); 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,sg->target_flag) <= 0) return 0; switch (sg->unit_id) { case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick); break; case UNT_GROUNDDRIFT_WIND: if (skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(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 (ss != bl) skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL); break; case UNT_MAGENTATRAP: case UNT_COBALTTRAP: case UNT_MAIZETRAP: case UNT_VERDURETRAP: if (bl->type != BL_PC && !is_boss(bl)) sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv)); break; case UNT_REVERBERATION: skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,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: #ifdef RENEWAL case UNT_CLAYMORETRAP: #endif case UNT_GROUNDDRIFT_WIND: case UNT_GROUNDDRIFT_DARK: case UNT_GROUNDDRIFT_POISON: case UNT_GROUNDDRIFT_WATER: case UNT_GROUNDDRIFT_FIRE: group->unit_id = UNT_USED_TRAPS; //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE); group->limit=DIFF_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: #ifndef RENEWAL case UNT_CLAYMORETRAP: #endif case UNT_TALKIEBOX: case UNT_CLUSTERBOMB: case UNT_MAGENTATRAP: case UNT_COBALTTRAP: case UNT_MAIZETRAP: case UNT_VERDURETRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: { struct block_list *src; if (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 = group->item_id?group->item_id:ITEMID_TRAP; item_tmp.identify = 1; map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); } skill_delunit(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)+1000; unit->limit = DIFF_TICK(tick,group->tick)+1000; group->unit_id = UNT_USED_TRAPS; break; case UNT_FEINTBOMB: { struct block_list *src = map_id2bl(group->src_id); if (src) map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id); 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_BLASTMINE: case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_CLAYMORETRAP: case UNT_FREEZINGTRAP: case UNT_TALKIEBOX: case UNT_ANKLESNARE: if (unit->val1 <= 0) { if (group->unit_id == UNT_ANKLESNARE && group->val2 > 0) skill_delunit(unit); else { clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); group->limit = DIFF_TICK(tick, group->tick) + 1500; group->unit_id = UNT_USED_TRAPS; } } 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)+1000; unit->limit = DIFF_TICK(tick,group->tick)+1000; 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; i0 && pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv) continue; // must iterate again to check other skills that produce it. [malufett] if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j) continue; // special case break; } } if (i >= MAX_SKILL_PRODUCE_DB) return 0; if (pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT) { // cannot carry the produced stuff return 0; } if (trigger>=0) { if (trigger>20) { // Non-weapon, non-food item (itemlv must match) if (skill_produce_db[i].itemlv!=trigger) return 0; } else if (trigger>10) { // Food (any item level between 10 and 20 will do) if (skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20) return 0; } else { // Weapon (itemlv must be higher or equal) if (skill_produce_db[i].itemlv>trigger) return 0; } } for (j=0; jstatus.inventory[y].nameid == id) x+=sd->status.inventory[y].amount; if (xbl); if (sd->skillid_old == skill_id) skilllv = sd->skilllv_old; if (!(idx=skill_can_produce_mix(sd,nameid,-1, qty))) return 0; idx--; if (qty < 1) qty = 1; if (!skill_id) //A skill can be specified for some override cases. skill_id = skill_produce_db[idx].req_skill; if (skill_id == GC_RESEARCHNEWPOISON) skill_id = GC_CREATENEWPOISON; slot[0]=slot1; slot[1]=slot2; slot[2]=slot3; for (i=0,sc=0,ele=0; i<3; i++) { //Note that qty should always be one if you are using these! int j; if (slot[i]<=0) continue; j = pc_search_inventory(sd,slot[i]); if (j < 0) continue; if (slot[i]==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); data = itemdb_search(nameid); if (skill_lv == 10) temp_qty = 1 + rnd()%3; else if (skill_lv > 5) temp_qty = 1 + rnd()%2; else temp_qty = 1; if (data->stack.inventory) { for (i = 0; i < MAX_INVENTORY; i++) { if (sd->status.inventory[i].nameid == nameid) { if (sd->status.inventory[i].amount >= data->stack.amount) { clif_msgtable(sd->fd,0x61b); return 0; } else { /** * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1. **/ if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount) temp_qty = data->stack.amount - sd->status.inventory[i].amount; } break; } } } qty = temp_qty; } for (i=0; 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: { int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id)); int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level); int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune() int D = 0; switch (nameid) { //rune rank it_diff 9 craftable rune case ITEMID_BERKANA: D = -2000; break; //Rank S case ITEMID_NAUTHIZ: case ITEMID_URUZ: D = -1500; break; //Rank A case ITEMID_ISA: case ITEMID_WYRD: D = -1000; break; //Rank B case ITEMID_RAIDO: case ITEMID_THURISAZ: case ITEMID_HAGALAZ: case ITEMID_OTHILA: D = -500; break; //Rank C default: D = -1500; break; //not specified =-15% } make_per = A + B + C + D; break; } /** * Guilotine Cross **/ case GC_CREATENEWPOISON: make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON); qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON); break; case GN_CHANGEMATERIAL: for (i=0; iint_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) + (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) switch (nameid) { // difficulty factor case 12422: case 12425: case 12428: difficulty += 10; break; case 6212: case 12426: difficulty += 15; break; case 13264: case 12423: case 12427: case 12436: difficulty += 20; break; case 6210: case 6211: case 12437: difficulty += 30; break; case 12424: case 12475: difficulty += 40; break; } if (make_per >= 400 && make_per > difficulty) qty = 10; else if (make_per >= 300 && make_per > difficulty) qty = 7; else if (make_per >= 100 && make_per > difficulty) qty = 6; else if (make_per >= 1 && make_per > difficulty) qty = 5; else qty = 4; make_per = 10000; } break; case GN_MAKEBOMB: case GN_MIX_COOKING: { int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) qty = ~(5 + rnd()%5) + 1; switch (nameid) { // difficulty factor case 13260: difficulty += 5; break; case 13261: case 13262: difficulty += 10; break; case 12429: case 12430: case 12431: case 12432: case 12433: case 12434: case 13263: difficulty += 15; break; case 13264: difficulty += 20; break; } if (make_per >= 30 && make_per > difficulty) qty = 10 + rnd()%2; else if (make_per >= 10 && make_per > difficulty) qty = 10; else if (make_per == 10 && make_per > difficulty) qty = 8; else if ((make_per >= 50 || make_per < 30) && make_per < difficulty) ;// Food/Bomb creation fails. else if (make_per >= 30 && make_per < difficulty) qty = 5; if (qty < 0 || (skilllv == 1 && make_per < difficulty)) { qty = ~qty + 1; make_per = 0; } else make_per = 10000; qty = (skilllv > 1 ? qty : 1); } break; default: if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) { //Assume Cooking Dish if (sd->menuskill_val >= 15) //Legendary Cooking Set. make_per = 10000; //100% Success else make_per = 1200 * (sd->menuskill_val - 10) + 20 * (sd->status.base_level + 1) + 20 * (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: 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; for (i=0; i< qty; i++) { //Apply quantity modifiers. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) { tmp_item.amount = qty; break; } if (rnd()%10000 < make_per || qty == 1) { //Success tmp_item.amount++; if (nameid < 545 || nameid > 547) continue; if (skill_id != AM_PHARMACY && skill_id != AM_TWILIGHT1 && skill_id != AM_TWILIGHT2 && skill_id != AM_TWILIGHT3) continue; //Add fame as needed. switch (++sd->potion_success_counter) { case 3: fame+=1; // Success to prepare 3 Condensed Potions in a row break; case 5: fame+=3; // Success to prepare 5 Condensed Potions in a row break; case 7: fame+=10; // Success to prepare 7 Condensed Potions in a row break; case 10: fame+=50; // Success to prepare 10 Condensed Potions in a row sd->potion_success_counter = 0; break; } } else //Failure sd->potion_success_counter = 0; } if (fame) pc_addfame(sd,fame); //Visual effects and the like. switch (skill_id) { case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: case ASC_CDP: clif_produceeffect(sd,2,nameid); clif_misceffect(&sd->bl,5); break; case BS_IRON: case BS_STEEL: case BS_ENCHANTEDSTONE: clif_produceeffect(sd,0,nameid); clif_misceffect(&sd->bl,3); break; case RK_RUNEMASTERY: case GC_CREATENEWPOISON: clif_produceeffect(sd,2,nameid); clif_misceffect(&sd->bl,5); break; default: //Those that don't require a skill? if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items. clif_specialeffect(&sd->bl, 608, AREA); if (sd->cook_mastery < 1999) pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + (1 << ((skill_produce_db[idx].itemlv - 11) / 2)) * 5); } break; } } if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success int j, k = 0; for (i=0; ibl.m,sd->bl.x,sd->bl.y,0,0,0,0); } k++; } } break; } if (k) { clif_msg_skill(sd,skill_id,0x627); return 1; } } else if (tmp_item.amount) { //Success if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) clif_msg_skill(sd,skill_id,0x627); return 1; } } //Failure // if(log_config.produce) // log_produce(sd,nameid,slot1,slot2,slot3,0); //TODO update PICKLOG if (equip) { clif_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 compensation[5] = {13265, 13266, 13267, 12435, 13268}; int rate = rnd()%500; memset(&tmp_item,0,sizeof(tmp_item)); if (rate < 50) i = 4; else if (rate < 100) i = 2+rnd()%1; else if (rate < 250) i = 1; else if (rate < 500) i = 0; tmp_item.nameid = compensation[i]; tmp_item.amount = qty; tmp_item.identify = 1; if (pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE)) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } clif_msg_skill(sd,skill_id,0x628); } break; case GN_MAKEBOMB: case GN_S_PHARMACY: case GN_CHANGEMATERIAL: clif_msg_skill(sd,skill_id,0x628); break; default: if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items. clif_specialeffect(&sd->bl, 609, AREA); if (sd->cook_mastery > 0) pc_setglobalreg(sd, "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 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; break; case PO_PYREXIA: type = SC_PYREXIA; break; case PO_DEATHHURT: type = SC_DEATHHURT; break; case PO_LEECHESEND: type = SC_LEECHESEND; break; case PO_VENOMBLEED: type = SC_VENOMBLEED; break; case PO_TOXIN: type = SC_TOXIN; break; case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break; case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; 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, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val)); return 0; } 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_, "", SZ_SMALL, AI_NONE); if (md) { md->master_id = sd->bl.id; md->special_state.ai = AI_FLORA; if (md->deletetimer != INVALID_TIMER) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer(gettick() + skill_get_time(NC_MAGICDECOY,skill), 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 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 (skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC || (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED) { clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0); return 0; } lv = (aslvl + 1) / 2; // The level the skill will be autocasted lv = min(lv,sd->status.skill[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,USESKILL_FAIL_LEVEL,0); return 1; } if (pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME)) { clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; } if (skill_lv == 2 && rnd()%100 < 25) { // At level 2 have a fail chance. You loose your items if it fails. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; } memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = product; tmp_item.amount = add_amount; tmp_item.identify = 1; if (tmp_item.amount) { if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME))) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0); } } } return 0; } int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) { int i, j, k, c, p = 0, nameid, amount; nullpo_ret(sd); nullpo_ret(item_list); // Search for objects that can be created. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) { if (skill_produce_db[i].itemlv == 26) { p = 0; do { c = 0; // Verification of overlap between the objects required and the list submitted. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) { if (skill_produce_db[i].mat_id[j] > 0) { for (k = 0; k < n; k++) { int idx = item_list[k*2+0]-2; nameid = sd->status.inventory[idx].nameid; amount = item_list[k*2+1]; if (nameid > 0 && sd->status.inventory[idx].identify == 0) { clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D); return 0; } if (nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j] && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0) // must be in exact amount c++; // match } } else break; // No more items required } p++; } while (n == j && c == n); p--; if (p > 0) { skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p); return 1; } } } if (p == 0) clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623); return 0; } /** * for Royal Guard's LG_TRAMPLE **/ 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); } } /*========================================== * sub-function of DB reading. * skill_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); //Wich weapon type are required, see doc/item_db for types p = split[7]; for (j = 0; j < 32; j++) { int l = atoi(p); if (l == 99) { // Any weapon skill_db[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 bool skill_parse_row_changematerialdb(char *split[], int columns, int current) { // SkillID int i = atoi(split[0]); short j = atoi(split[1]); int x,y; for (x=0; x= MAX_SKILL_PRODUCE_DB) { ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", i); return false; } if (current >= MAX_SKILL_PRODUCE_DB) { ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB); } skill_changematerial_db[current].itemid = i; skill_changematerial_db[current].rate = j; for (x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++) { skill_changematerial_db[current].qty[y] = atoi(split[x]); skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]); } return true; } /*=============================== * DB reading. * skill_db.txt * skill_require_db.txt * skill_cast_db.txt * skill_castnodex_db.txt * skill_nocast_db.txt * skill_unit_db.txt * produce_db.txt * create_arrow_db.txt * abra_db.txt *------------------------------*/ 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)); memset(skill_changematerial_db,0,sizeof(skill_changematerial_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); #ifdef RENEWAL_CAST sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb); #else sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb); #endif sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb); sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb); sv_readdb(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); sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb); } void skill_reload(void) { struct s_mapiterator *iter; struct map_session_data *sd; skill_readdb(); /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */ iter = mapit_getallusers(); for (sd = (TBL_PC *)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC *)mapit_next(iter)) clif_skillinfoblock(sd); mapit_free(iter); } /*========================================== * *------------------------------------------*/ int do_init_skill(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.c::skill_unit_ers",ERS_OPT_NONE); skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE); add_timer_func_list(skill_unit_timer,"skill_unit_timer"); add_timer_func_list(skill_castend_id,"skill_castend_id"); add_timer_func_list(skill_castend_pos,"skill_castend_pos"); add_timer_func_list(skill_timerskill,"skill_timerskill"); add_timer_func_list(skill_blockpc_end, "skill_blockpc_end"); 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; }