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Graff

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  1. Thx a lot bro ! Our skill attack was broken somehow ? Realy appreciate
  2. is thit possible for you to send your skill_attack function ?
  3. It's working but now we can't see reflected damage ^^ Thx for helping us btw
  4. Hello again, we tried different way : if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { // Earthquake on multiple targets is not counted as a target skill. [Inkfish] if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) ) { Magic reflection, switch caster/target //without comment here first struct block_list *tbl = bl; rmdamage = 1; bl = src; src = tbl; dsrc = tbl; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); tsc = status_get_sc(bl); if (tsc && !tsc->count) tsc = NULL; //Don't need it. /* bugreport:2564 flag&2 disables double casting trigger */ flag |= 2; //Reflected magic damage will not cause the caster to be knocked back [Playtester] flag |= 4; Then like this : if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { // Earthquake on multiple targets is not counted as a target skill. [Inkfish] if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) ) { //Magic reflection, switch caster/target struct block_list *tbl = bl; rmdamage = 1; bl = src; // src = tbl; dsrc = tbl; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); tsc = status_get_sc(bl); if (tsc && !tsc->count) tsc = NULL; //Don't need it. /* bugreport:2564 flag&2 disables double casting trigger */ flag |= 2; //Reflected magic damage will not cause the caster to be knocked back [Playtester] flag |= 4; i don't realy get what you said with " uncomment the line to see if it works." we tried like this. it still doesn't work ..
  5. Thx for you'r help, but unfortunately i don't have this part in my skill.c : Or maybe i'm blind or it's different i don't know .. // 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 "atcommand.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 "achievement.h" #include "faction.h" #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include <math.h> #define SKILLUNITTIMER_INTERVAL 100 #define TIMERSKILL_INTERVAL 150 // 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 DBMap* skilldb_name2id = NULL; static uint16 skilldb_id2idx[(UINT16_MAX+1)];/// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed. struct s_skill_db **skill_db; /// Skill DB static uint16 skill_num; /// Skill count, also as last index #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index static uint16 skill_db_create(uint16 skill_id); 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] static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data* DBMap* skillunit_db = NULL; // int id -> struct skill_unit* struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; static unsigned short skill_produce_count; struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; static unsigned short skill_arrow_count; struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; unsigned short skill_abra_count; struct s_skill_improvise_db { uint16 skill_id; unsigned short per;//1-10000 }; struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB]; static unsigned short skill_improvise_count; #define MAX_SKILL_CHANGEMATERIAL_DB 75 #define MAX_SKILL_CHANGEMATERIAL_SET 3 struct s_skill_changematerial_db { unsigned short nameid; unsigned short rate; unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET]; unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET]; }; struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB]; static unsigned short skill_changematerial_count; //Warlock struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB]; unsigned short skill_spellbook_count; //Guillotine Cross struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB]; unsigned short skill_magicmushroom_count; struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; int firewall_unit_pos; int icewall_unit_pos; int earthstrain_unit_pos; int firerain_unit_pos; int wallofthorn_unit_pos; struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2]; int overbrand_nounit_pos; int overbrand_brandish_nounit_pos; static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW //Early declaration int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id); static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv); static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC); static int skill_destroy_trap( struct block_list *bl, va_list ap ); static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap); static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require); static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath); // Use this function for splash skills that can't hit icewall when cast by players static inline int splash_target(struct block_list* bl) { return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR; } uint16 SKILL_MAX_DB(void) { return skill_num; } /** * Get skill id from name * @param name * @return Skill 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); } /** * Get Skill ID from Skill Index * @param idx * @return Skill ID or 0 if not found **/ uint16 skill_idx2id(uint16 idx) { if (idx < SKILL_MAX_DB() && skill_db[idx]) return skill_db[idx]->nameid; return 0; } /** * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[] * @param skill_id * @param silent If Skill is undefined, show error message! * @return Skill Index or 0 if not found/unset **/ int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) { uint16 idx = skilldb_id2idx[skill_id]; if (!idx && skill_id != 0 && !silent) ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func); return idx; } /** * Check if skill is set yet. If not, create new one (for skill_db files reading purpose) * @param skill_id * @return Skill index **/ static uint16 skill_db_isset(uint16 skill_id, const char *func) { uint16 idx = skill_get_index2(skill_id); if (idx || idx == skill_id) return idx; ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id); idx = skill_db_create(skill_id); return idx; } /** * Get Skill name * @param skill_id * @return AEGIS Skill name **/ const char* skill_get_name( uint16 skill_id ) { return skill_db[skill_get_index(skill_id)]->name; } /** * Get Skill name * @param skill_id * @return English Skill name **/ const char* skill_get_desc( uint16 skill_id ) { return skill_db[skill_get_index(skill_id)]->desc; } /// out of bounds error checking [celest] static void skill_chk(uint16 *skill_id) { *skill_id = skill_get_index(*skill_id); // checks/adjusts id } /// checks/adjusts index. make sure we don't use negative index static void skill_chk2(int *idx) { if (*idx < 0) *idx = 0; } #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; } #define skill_get2(id, lv, arrvar) do {\ int idx;\ skill_chk(&(id));\ if (!(id))\ return 0;\ idx = min((lv), MAX_SKILL_LEVEL) - 1;\ if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1 && idx > 1) {\ int a__ = (arrvar)[idx-2];\ int b__ = (arrvar)[idx-1];\ int c__ = (arrvar)[idx];\ return (c__ + (((lv)-MAX_SKILL_LEVEL+1)*(b__-a__)/2) + (((lv)-MAX_SKILL_LEVEL)*(c__-b__)/2));\ }\ return ((arrvar)[idx]);\ } while(0) #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; } // Skill DB enum e_damage_type skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); } int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); } int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); } int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); } int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); } int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); } int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); } int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); } int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); } int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); } int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); } int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); } int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); } int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); } int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); } int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); } int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); } int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); } int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); } int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); } int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); } int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); } int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); } int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); } int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); } int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); } int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); } int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); } int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); } int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); } int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); } int skill_get_blocked ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->blocked); } #ifdef RENEWAL_CAST int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); } #endif // Skill requirements int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); } int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); } int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); } int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); } int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); } int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); } int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); } int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); } int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); } int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); } int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); } int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); } int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); } int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); } int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); } int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { int splash = skill_get_splash_(skill_id, skill_lv); if (splash < 0) return AREA_SIZE; return splash; } int skill_tree_get_max(uint16 skill_id, int b_class) { int i; b_class = pc_class2idx(b_class); ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id ); if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id ) return skill_tree[b_class][i].skill_lv; else return skill_get_max(skill_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 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); int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick); static int skill_unit_effect(struct block_list *bl,va_list ap); static int skill_bind_trap(struct block_list *bl, va_list ap); /*========================================== * Party/Team Checks for Skills *------------------------------------------*/ bool skill_check_party(struct map_session_data *sd) { if( sd ) { if( !map[sd->bl.m].flag.battleground && sd->status.party_id ) return true; else if( map[sd->bl.m].flag.battleground && sd->bg_id ) return true; } return false; } bool skill_check_sameparty(struct map_session_data *sd1, struct map_session_data *sd2) { if( sd1 && sd2 ) { if( !map[sd1->bl.m].flag.battleground && sd1->status.party_id && sd1->status.party_id == sd2->status.party_id ) return true; else if( map[sd1->bl.m].flag.battleground && sd1->bg_id && sd1->bg_id == sd2->bg_id ) return true; } return false; } int skill_get_casttype (uint16 skill_id) { int inf = skill_get_inf(skill_id); if (inf&(INF_GROUND_SKILL)) return CAST_GROUND; if (inf&INF_SUPPORT_SKILL) return CAST_NODAMAGE; if (inf&INF_SELF_SKILL) { if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF) return CAST_DAMAGE; //Combo skill. return CAST_NODAMAGE; } if (skill_get_nk(skill_id)&NK_NO_DAMAGE) return CAST_NODAMAGE; return CAST_DAMAGE; } //Returns actual skill range taking into account attack range and AC_OWL [Skotlex] int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) { int range, inf3=0; if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) return 9; //Mobs have a range of 9 regardless of skill used. range = skill_get_range(skill_id, skill_lv); if( range < 0 ) { if( battle_config.use_weapon_skill_range&bl->type ) return status_get_range(bl); range *=-1; } if (isServer && range > 14) { range = 14; // Server-sided base range can't be above 14 } inf3 = skill_get_inf3(skill_id); if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){ if( bl->type == BL_PC ) { if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE); // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen] if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE); } else range += battle_config.mob_eye_range_bonus; } if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){ if( bl->type == BL_PC ) { if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP)); if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS); if(inf3&INF3_EFF_RESEARCHTRAP) 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; } /** Copy Referral: dummy skills should point to their source. * @param skill_id Dummy skill ID * @return Real skill id if found **/ unsigned short skill_dummy2skill_id(unsigned short skill_id) { switch (skill_id) { case AB_DUPLELIGHT_MELEE: case AB_DUPLELIGHT_MAGIC: return AB_DUPLELIGHT; case WL_CHAINLIGHTNING_ATK: return WL_CHAINLIGHTNING; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: return WL_TETRAVORTEX; case WL_SUMMON_ATK_FIRE: return WL_SUMMONFB; case WL_SUMMON_ATK_WIND: return WL_SUMMONBL; case WL_SUMMON_ATK_WATER: return WL_SUMMONWB; case WL_SUMMON_ATK_GROUND: return WL_SUMMONSTONE; case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: return LG_OVERBRAND; case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: return WM_REVERBERATION; case WM_SEVERE_RAINSTORM_MELEE: return WM_SEVERE_RAINSTORM; case GN_CRAZYWEED_ATK: return GN_CRAZYWEED; case GN_HELLS_PLANT_ATK: return GN_HELLS_PLANT; case GN_SLINGITEM_RANGEMELEEATK: return GN_SLINGITEM; case RL_R_TRIP_PLUSATK: return RL_R_TRIP; } return skill_id; } /** * Calculates heal value of skill's effect * @param src * @param target * @param skill_id * @param skill_lv * @param heal * @return modified heal value */ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) { int skill, hp = 0; struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change *sc, *tsc; sc = status_get_sc(src); tsc = status_get_sc(target); 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; case AB_HIGHNESSHEAL: hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd,AL_HEAL) : 1) * 8)); hp = (hp * (17 + 3 * skill_lv)) / 10; break; default: if (skill_lv >= battle_config.max_heal_lv) return battle_config.max_heal; #ifdef RENEWAL /** * Renewal Heal Formula * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK */ hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; #else hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (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 = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) hp += hp * skill * 2 / 100; if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 ) hp *= 2; if (sd && ((skill = pc_checkskill(sd, SU_POWEROFSEA)) > 0)) { hp += hp * 10 / 100; if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5) hp += hp * 20 / 100; } break; } if( (!heal || (target && target->type == BL_MER)) && 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; if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL) ) hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100; if (tsc && tsc->count) { if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) { if (tsc->data[SC_INCHEALRATE]) hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] if (tsc->data[SC_EXTRACT_WHITE_POTION_Z]) hp += hp * tsc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100; if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) hp += hp / 10; } if (heal) { uint8 penalty = 0; if (tsc->data[SC_CRITICALWOUND]) penalty += tsc->data[SC_CRITICALWOUND]->val2; if (tsc->data[SC_DEATHHURT]) penalty += 20; if (tsc->data[SC_NORECOVER_STATE]) penalty = 100; if (penalty > 0) hp -= hp * penalty / 100; } } #ifdef RENEWAL // MATK part of the RE heal formula [malufett] // Note: in this part matk bonuses from items or skills are not applied switch( skill_id ) { case BA_APPLEIDUN: case PR_SANCTUARY: case NPC_EVILLAND: break; default: { struct status_data *status = status_get_status_data(src); int min, max; min = max = status_base_matk(src, status, status_get_lv(src)); if( status->rhw.matk > 0 ){ int wMatk, variance; wMatk = status->rhw.matk; variance = wMatk * status->rhw.wlv / 10; min += wMatk - variance; max += wMatk + variance; } if( sc && sc->data[SC_RECOGNIZEDSPELL] ) min = max; if( sd && sd->right_weapon.overrefine > 0 ){ min++; max += sd->right_weapon.overrefine - 1; } if(max > min) hp += min+rnd()%(max-min); else hp += min; } } #endif return hp; } /** * Making Plagiarism and Reproduce check their own function * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh] * @param sd: Player who will copy the skill * @param skill_id: Target skill * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill */ static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) { // Only copy skill that player doesn't have or the skill is old clone if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED) return 0; // Check if the skill is copyable by class if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) { uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed; while (1) { if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break; if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break; if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break; if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break; if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break; if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break; return 0; } } //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE]) return 1; //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1) return 2; return 0; } /** * Check if the skill is ok to cast and when. * Done before check_condition_begin, requirement * @param skill_id: Skill ID that casted * @param sd: Player who casted * @return true: Skill cannot be used, false: otherwise * @author [MouseJstr] */ bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd) { int16 idx,m; nullpo_retr(1,sd); m = sd->bl.m; idx = skill_get_index(skill_id); if (idx == 0) return true; // invalid skill id if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL)) return false; // can do any damn thing they want if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2) return false; // Teleport lv 3 bypasses this check.[Inkfish] if (map[m].flag.noskill) return true; // Epoque: // This code will compare the player's attack motion value which is influenced by ASPD before // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick && DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100)) {// attempted to cast a skill before the attack motion has finished return true; } if (skill_blockpc_get(sd, skill_id) != -1){ clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0); return true; } /** * 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 == skill_id ) return false; // Check skill restrictions [Celest] if( skill_get_blocked(skill_id) || sd->state.only_walk ) return 1; if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) || (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) || (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) || (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) || (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){ clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area return true; } if( &sd->sc && sd->sc.data[SC_ALL_RIDING] ) return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe) switch (skill_id) { // Ancient WoE - Platinum Skills case KN_CHARGEATK: case CR_SHRINK: case AS_VENOMKNIFE: case RG_CLOSECONFINE: case WZ_SIGHTBLASTER: case SA_CREATECON: case SA_ELEMENTWATER: case HT_PHANTASMIC: case BA_PANGVOICE: case DC_WINKCHARM: case PR_REDEMPTIO: case MO_KITRANSLATION: case MO_BALKYOUNG: case SA_ELEMENTGROUND: case SA_ELEMENTFIRE: case SA_ELEMENTWIND: // Ancient WoE - Marriage Skills case WE_MALE: case WE_FEMALE: case WE_BABY: if( map[m].flag.ancient ) return 1; break; case AL_WARP: case RETURN_TO_ELDICASTES: case ALL_GUARDIAN_RECALL: case ECLAGE_RECALL: if(map[m].flag.nowarp) { clif_skill_teleportmessage(sd,0); return true; } return false; case AL_TELEPORT: case SC_FATALMENACE: case SC_DIMENSIONDOOR: case ALL_ODINS_RECALL: if(map[m].flag.noteleport || !guild_canescape(sd)) { clif_skill_teleportmessage(sd,0); return true; } return false; // 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 true; } if( map[m].flag.ancient ) return 1; break; case MC_VENDING: if( sd->state.vending ) { clif_displaymessage(sd->fd, "Please close your current Shop first."); return 1; } case ALL_BUYING_STORE: if( battle_config.super_woe_enable ) { clif_displaymessage (sd->fd, "Vending not available on Super WoE / GvG Events."); clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return true; } if( map[sd->bl.m].flag.novending ) { clif_displaymessage (sd->fd, msg_txt(sd,276)); clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return true; } if( map[sd->bl.m].flag.vending_cell != map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) { clif_displaymessage(sd->fd, msg_txt(sd,204)); clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } if( sd->state.secure_items ) { clif_displaymessage(sd->fd, "You can't open shop. Blocked with @security"); clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } if( npc_isnear(&sd->bl) ) { // uncomment to send msg_txt. //char output[150]; //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance); //clif_displaymessage(sd->fd, output); clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0); return true; } case MC_IDENTIFY: return false; // always allowed case WZ_ICEWALL: // noicewall flag [Valaris] if (map[m].flag.noicewall) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return true; } break; case GC_DARKILLUSION: if( map_flag_gvg(m) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return true; } break; case GD_EMERGENCYCALL: case GD_ITEMEMERGENCYCALL: if( map[m].flag.noemergencycall ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return true; } if( !map[m].flag.battleground && (!(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,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } case GD_BATTLEORDER: case GD_REGENERATION: case GD_RESTORE: if( map[m].flag.ancient ) return 1; break; case WM_SIRCLEOFNATURE: case WM_SOUND_OF_DESTRUCTION: 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 true; } break; } return false; } /** * Check if the homunculus skill is ok to be processed * After checking from Homunculus side, also check the master condition * @param skill_id: Skill ID that casted * @param hd: Homunculus who casted * @return true: Skill cannot be used, false: otherwise */ bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd) { uint16 idx = skill_get_index(skill_id); nullpo_retr(1,hd); if (idx == 0) return true; // invalid skill id if (hd->blockskill[idx] > 0) return true; switch(skill_id) { case MH_LIGHT_OF_REGENE: //must be cordial if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) { if (hd->master) clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0); return true; } break; case MH_GOLDENE_FERSE: //cant be used with angriff if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true; break; case MH_ANGRIFFS_MODUS: if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true; break; case MH_TINDER_BREAKER: //must be in grappling mode if(!&hd->sc || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING) || !hd->homunculus.spiritball) return true; break; case MH_SONIC_CRAW: //must be in fighting mode if(!&hd->sc || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING) || !hd->homunculus.spiritball) return true; break; case MH_SILVERVEIN_RUSH: if(!&hd->sc || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW) || hd->homunculus.spiritball < 2) return true; break; case MH_MIDNIGHT_FRENZY: if(!&hd->sc || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH) || !hd->homunculus.spiritball) return true; break; case MH_CBC: if(!&hd->sc || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER) || hd->homunculus.spiritball < 2) return true; break; case MH_EQC: if(!&hd->sc || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC) || hd->homunculus.spiritball < 3) return true; break; } //Use master's criteria. return skill_isNotOk(skill_id, hd->master); } /** * Check if the mercenary skill is ok to be processed * After checking from Homunculus side, also check the master condition * @param skill_id: Skill ID that casted * @param md: Mercenary who casted * @return true: Skill cannot be used, false: otherwise */ bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md) { uint16 idx = skill_get_index(skill_id); nullpo_retr(1, md); if (!idx) return true; // Invalid Skill ID if (md->blockskill[idx] > 0) return true; return skill_isNotOk(skill_id, md->master); } /** * Check if the skill can be casted near NPC or not * @param src Object who casted * @param skill_id Skill ID that casted * @param skill_lv Skill Lv * @param pos_x Position x of the target * @param pos_y Position y of the target * @return true: Skill cannot be used, false: otherwise * @author [Cydh] */ bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) { int inf; if (!src || !skill_get_index(skill_id)) return false; if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL)) return false; inf = skill_get_inf(skill_id); //if self skill if (inf&INF_SELF_SKILL) { pos_x = src->x; pos_y = src->y; } if (pos_x <= 0) pos_x = src->x; if (pos_y <= 0) pos_y = src->y; return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true); } struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) { int pos = skill_get_unit_layout_type(skill_id,skill_lv); uint8 dir; if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) { ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv); pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout } nullpo_retr(NULL, src); //Monsters sometimes deploy more units on level 10 if (src->type == BL_MOB && skill_lv >= 10) { if (skill_id == WZ_WATERBALL) pos = 4; //9x9 Area } if (pos != -1) // simple single-definition layout return &skill_unit_layout[pos]; dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction if (skill_id == MG_FIREWALL) return &skill_unit_layout [firewall_unit_pos + dir]; else if (skill_id == WZ_ICEWALL) return &skill_unit_layout [icewall_unit_pos + dir]; else if( skill_id == WL_EARTHSTRAIN ) return &skill_unit_layout [earthstrain_unit_pos + dir]; else if( skill_id == RL_FIRE_RAIN ) return &skill_unit_layout[firerain_unit_pos + dir]; else if( skill_id == GN_WALLOFTHORN ) return &skill_unit_layout[wallofthorn_unit_pos + dir]; ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv); return &skill_unit_layout[0]; // default 1x1 layout } struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir) { if( skill_id == LG_OVERBRAND ) return &skill_nounit_layout[overbrand_nounit_pos + dir]; else if( skill_id == LG_OVERBRAND_BRANDISH ) return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir]; ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv); return &skill_nounit_layout[0]; } /** Stores temporary values. * Common usages: * [0] holds number of targets in area * [1] holds the id of the original target * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE) */ static int skill_area_temp[8]; /*========================================== * Add effect to skill when hit succesfully target *------------------------------------------*/ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv 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; int chorusbonus = 0; nullpo_ret(src); nullpo_ret(bl); if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss. return 0; sd = BL_CAST(BL_PC, src); md = BL_CAST(BL_MOB, src); dstsd = BL_CAST(BL_PC, bl); dstmd = BL_CAST(BL_MOB, bl); sc = status_get_sc(src); tsc = status_get_sc(bl); sstatus = status_get_status_data(src); tstatus = status_get_status_data(bl); // Taekwon combos activate on traps, so we need to check them even for targets that don't have status if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) { // Chance to trigger Taekwon kicks if (sc->data[SC_READYSTORM] && sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK, 0, 2, 0, (2000 - 4 * sstatus->agi - 2 * sstatus->dex))) ; //Stance triggered else if (sc->data[SC_READYDOWN] && sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK, 0, 2, 0, (2000 - 4 * sstatus->agi - 2 * sstatus->dex))) ; //Stance triggered else if (sc->data[SC_READYTURN] && sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK, 0, 2, 0, (2000 - 4 * sstatus->agi - 2 * sstatus->dex))) ; //Stance triggered else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka] rate = 20; if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) { rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100; status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); } sc_start4(src, src, SC_COMBO, rate, TK_COUNTER, 0, 2, 0, (2000 - 4 * sstatus->agi - 2 * sstatus->dex)) ; //Stance triggered } } 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; // Minstrel/Wanderer number check for chorus skills. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party. if( sd && sd->status.party_id ) { chorusbonus = party_foreachsamemap(party_sub_count_class, sd, AREA_SIZE, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER); if( chorusbonus > 7 ) chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers else if( chorusbonus > 2 ) chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible. } if( sd ) { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish] if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) { // Trigger status effects enum sc_type type; uint8 i; unsigned int time = 0; 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].sc; time = sd->addeff[i].duration; if (sd->addeff[i].flag&ATF_TARGET) status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE); if (sd->addeff[i].flag&ATF_SELF) status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE); } } if( skill_id ) { // Trigger status effects on skills enum sc_type type; uint8 i; unsigned int time = 0; for( i = 0; i < ARRAYLENGTH(sd->addeff_onskill) && sd->addeff_onskill[i].skill_id; i++ ) { if( skill_id != sd->addeff_onskill[i].skill_id || !sd->addeff_onskill[i].rate ) continue; type = sd->addeff_onskill[i].sc; time = sd->addeff[i].duration; if( sd->addeff_onskill[i].target&ATF_TARGET ) status_change_start(src,bl,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE); if( sd->addeff_onskill[i].target&ATF_SELF ) status_change_start(src,src,type,sd->addeff_onskill[i].rate,7,0,0,0,time,SCSTART_NONE); } //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh] if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) { sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY)) clif_emotion(bl,E_OMG); } } } if( dmg_lv < ATK_DEF ) // no damage, return; return 0; switch(skill_id) { case 0: { // Normal attacks (no skill used) if( attack_type&BF_SKILL ) break; // If a normal attack is a skill, it's splash damage. [Inkfish] if(sd) { // Automatic trigger of Blitz Beat if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (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,(skill<rate)?skill:rate,tick,SD_LEVEL); } // Automatic trigger of Warg Strike [Jobbie] if( pc_iswug(sd) && (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); } if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) ) 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(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE); // Enchant Deadly Poison gives a chance to deadly poison attacked enemies if((sce=sc->data[SC_EDP])) sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, skill_get_time2(ASC_EDP,sce->val1)); } } break; case SM_BASH: if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){ //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester] status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10, skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE); } break; case MER_CRASH: sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case AS_VENOMKNIFE: if (sd) //Poison chance must be that of Envenom. [Skotlex] skill_lv = pc_checkskill(sd, TF_POISON); case TF_POISON: case AS_SPLASHER: if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv)) && sd && skill_id==TF_POISON ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case AS_SONICBLOW: sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case WZ_FIREPILLAR: unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1); break; case MG_FROSTDIVER: if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case WZ_FROSTNOVA: sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case WZ_STORMGUST: // Storm Gust counter was dropped in renewal #ifdef RENEWAL sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); #else //On third hit, there is a 150% to freeze the target if(tsc->sg_counter >= 3 && sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv))) tsc->sg_counter = 0; // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value else if( tsc->sg_counter > 250 ) tsc->sg_counter = 0; #endif break; case WZ_METEOR: sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case WZ_VERMILION: sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case WZ_HEAVENDRIVE: status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER); break; case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case HT_FLASHER: sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case HT_LANDMINE: case MA_LANDMINE: sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case HT_SHOCKWAVE: status_percent_damage(src, bl, 0, -(15*skill_lv+5), false); break; case HT_SANDMAN: case MA_SANDMAN: sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case TF_SPRINKLESAND: sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case TF_THROWSTONE: if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_DARKCROSS: case CR_HOLYCROSS: sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_GRANDDARKNESS: sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); attack_type |= BF_WEAPON; break; case CR_GRANDCROSS: //Chance to cause blind status vs demon and undead element, but not against players if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv)); attack_type |= BF_WEAPON; break; case AM_ACIDTERROR: sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY)) clif_emotion(bl,E_OMG); break; case AM_DEMONSTRATION: skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY); break; case CR_SHIELDCHARGE: sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case PA_PRESSURE: status_percent_damage(src, bl, 0, 15+5*skill_lv, false); //Fall through case HW_GRAVITATION: //Pressure and Gravitation can trigger physical autospells attack_type |= BF_NORMAL; attack_type |= BF_WEAPON; break; case RG_RAID: sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv)); sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); #ifdef RENEWAL sc_start(src,bl,SC_RAID,100,7,5000); break; case RG_BACKSTAP: sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv)); #endif break; case BA_FROSTJOKER: sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case DC_SCREAM: sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case BD_LULLABY: sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki break; case DC_UGLYDANCE: rate = 5+5*skill_lv; 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(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv)); break; case NPC_PETRIFYATTACK: sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv, skill_lv,0,0,skill_get_time(skill_id,skill_lv), skill_get_time2(skill_id,skill_lv)); break; case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case NPC_BLINDATTACK: case NPC_POISON: case NPC_SILENCEATTACK: case NPC_STUNATTACK: case NPC_HELLPOWER: sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_ACIDBREATH: case NPC_ICEBREATH: sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_BLEEDING: sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); break; case NPC_MENTALBREAKER: { //Based on observations by Tharis, Mental Breaker should do SP damage //equal to Matk*skLevel. rate = sstatus->matk_min; if (rate < sstatus->matk_max) rate += rnd()%(sstatus->matk_max - sstatus->matk_min); rate*=skill_lv; status_zap(bl, 0, rate); break; } // Equipment breaking monster skills [Celest] case NPC_WEAPONBRAKER: skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY); break; case NPC_ARMORBRAKE: skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY); break; case NPC_HELMBRAKE: skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY); break; case NPC_SHIELDBRAKE: skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY); break; case CH_TIGERFIST: sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv)); break; case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv)); break; case ST_REJECTSWORD: sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv)); break; case PF_FOGWALL: if (src != bl && !tsc->data[SC_DELUGE]) sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv)); break; case LK_JOINTBEAT: status = status_skill2sc(skill_id); if (tsc->jb_flag) { sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv)); tsc->jb_flag = 0; } break; case ASC_METEORASSAULT: //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. switch(rnd()%3) { case 0: sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1)); break; case 1: sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2)); break; default: sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3)); } break; case HW_NAPALMVULCAN: sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case WS_CARTTERMINATION: // Cart termination sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case CR_ACIDDEMONSTRATION: case GN_FIRE_EXPANSION_ACID: skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY); break; case TK_DOWNKICK: sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case TK_JUMPKICK: // debuff the following statuses if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) { 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(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case GS_BULLSEYE: //0.1% coma rate. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER) status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE); break; case GS_PIERCINGSHOT: sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); break; case NJ_HYOUSYOURAKU: sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case GS_FLING: sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv)); break; case GS_DISARM: rate = 3*skill_lv; if (sstatus->dex > tstatus->dex) rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv)); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case NPC_EVILLAND: sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_HELLJUDGEMENT: sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_CRITICALWOUND: sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case RK_WINDCUTTER: sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)); break; case RK_DRAGONBREATH: sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv)); break; case RK_DRAGONBREATH_WATER: sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv)); break; case AB_ADORAMUS: sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case WL_CRIMSONROCK: sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv)); break; case WL_COMET: sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv)); break; case WL_EARTHSTRAIN: { uint16 i; const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC }; if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit. break; for (i = 0; i < skill_lv; i++) skill_strip_equip(src, bl, pos[i], 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); } break; case WL_JACKFROST: sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv)); break; case RA_WUGBITE: { int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4); if (wug_rate < 50) wug_rate = 50; sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) ); } break; case RA_SENSITIVEKEEN: if( rnd()%100 < 8 * skill_lv ) skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION); break; case RA_FIRINGTRAP: sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv)); break; case RA_ICEBOUNDTRAP: sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case NC_PILEBUNKER: if( rnd()%100 < 25 + 15*skill_lv ) { status_change_end(bl, SC_KYRIE, INVALID_TIMER); status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); status_change_end(bl, SC_STEELBODY, INVALID_TIMER); status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER); status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER); status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER); status_change_end(bl, SC_DEFENDER, INVALID_TIMER); status_change_end(bl, SC_PRESTIGE, INVALID_TIMER); status_change_end(bl, SC_BANDING, INVALID_TIMER); status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER); } break; case NC_FLAMELAUNCHER: sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv)); break; case NC_COLDSLOWER: // Status chances are applied officially through a check // The skill first trys to give the frozen status to targets that are hit sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case NC_POWERSWING: sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv)); if( rnd()%100 < 5*skill_lv ) skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1); break; case GC_WEAPONCRUSH: skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); break; case LG_SHIELDPRESS: sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv)); break; case LG_PINPOINTATTACK: rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10; switch( skill_lv ) { case 1: sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv)); break; case 2: skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY); break; case 3: skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY); break; case 4: skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY); break; case 5: skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY); break; } break; case LG_MOONSLASHER: rate = 32 + 8 * skill_lv; if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); else if( dstmd ) sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3)); break; case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON ) sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv)); break; case LG_EARTHDRIVE: skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF); sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case LG_HESPERUSLIT: if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 ) status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF); if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 ) skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0); break; case SR_DRAGONCOMBO: sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); break; case SR_FALLENEMPIRE: sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case SR_WINDMILL: if( dstsd ) skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); else if( dstmd ) sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); break; case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv)); break; case SR_EARTHSHAKER: sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)); break; case SR_HOWLINGOFLION: sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); break; case WM_SOUND_OF_DESTRUCTION: if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] || tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] || tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] || tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] || tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] || tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) && rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) { status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF); 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_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] break; case SO_DIAMONDDUST: rate = 5 + 5 * skill_lv; if( sc && sc->data[SC_COOLER_OPTION] ) rate += (sd ? sd->status.job_level / 5 : 0); sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case SO_VARETYR_SPEAR: sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); break; case GN_SLINGITEM_RANGEMELEEATK: if( sd ) { switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code. case ITEMID_COCONUT_BOMB: sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3); sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3); break; case ITEMID_MELON_BOMB: sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4); break; case ITEMID_BANANA_BOMB: sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, 1000 * sd->status.job_level / 4); sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000); break; } sd->itemid = -1; } break; case GN_HELLS_PLANT_ATK: sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv)); break; case EL_WIND_SLASH: // Non confirmed rate. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv)); break; case EL_STONE_HAMMER: rate = 10 * skill_lv; sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv)); break; case EL_ROCK_CRUSHER: case EL_ROCK_CRUSHER_ATK: sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv)); break; case EL_TYPOON_MIS: sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)); break; case KO_JYUMONJIKIRI: sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case KO_SETSUDAN: status_change_end(bl,SC_SPIRIT,INVALID_TIMER); break; case KO_MAKIBISHI: sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv)); break; case MH_LAVA_SLIDE: sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv)); break; case MH_STAHL_HORN: sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv)); break; case MH_NEEDLE_OF_PARALYZE: sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv)); break; case MH_SILVERVEIN_RUSH: sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)); break; case MH_MIDNIGHT_FRENZY: { TBL_HOM *hd = BL_CAST(BL_HOM,src); int spiritball = (hd?hd->homunculus.spiritball:1); sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)); } break; case MH_XENO_SLASHER: sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv)); break; case WL_HELLINFERNO: sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv)); break; case NC_MAGMA_ERUPTION: if (attack_type&BF_WEAPON) // Stun effect from 'slam' sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time(skill_id, skill_lv)); if (attack_type&BF_MISC) // Burning effect from 'eruption' sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv)); break; case GC_DARKCROW: sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case GN_ILLUSIONDOPING: if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) ) sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case RL_MASS_SPIRAL: sc_start2(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); //(custom) break; case RL_SLUGSHOT: if (bl->type != BL_PC) sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom) break; case RL_BANISHING_BUSTER: { uint16 i, n = skill_lv; if (!tsc || !tsc->count) break; if (status_isimmune(bl)) break; if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } for (i = 0; n > 0 && i < SC_MAX; i++) { if (!tsc->data[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_CRIFOOD: 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_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__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_REGENERATION: case SC_SEVENWIND: case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE: case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE: case SC_ACTIVE_MONSTER_TRANSFORM: #ifdef RENEWAL case SC_EXTREMITYFIST2: #endif case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK: case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI: case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2: case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP: case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE: case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH: case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C: case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F: case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF: case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE: case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT: case SC_SPRITEMABLE: case SC_BITESCAR: continue; 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==0) continue; //if in song-area don't end it break; case SC_ASSUMPTIO: if( bl->type == BL_MOB ) continue; break; } if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER ) tsc->data[i]->val2 = 0; status_change_end(bl,(sc_type)i,INVALID_TIMER); n--; } //Remove bonus_script by Banishing Buster if (dstsd) pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER); } break; case RL_S_STORM: //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25% { uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R }; skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)], max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom) BCT_ENEMY); } break; case RL_AM_BLAST: sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom) break; case RL_HAMMER_OF_GOD: sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv)); status_change_end(bl, SC_C_MARKER, INVALID_TIMER); break; case SU_SCRATCH: sc_start2(src, bl, SC_BLEEDING, (skill_lv * 3), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time? break; case SU_SV_STEMSPEAR: sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); break; case SU_CN_METEOR: if (skill_area_temp[3] == 1) sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv)); break; //case SU_SCAROFTAROU: // sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: What's the chance/time? // break; case SU_LUNATICCARROTBEAT: if (skill_area_temp[3] == 1) sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv)); break; } //end switch skill_id 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; } // Coma if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) { rate = 0; //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh] if (!skill_id || !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) { rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL]; rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL]; } if (attack_type&BF_WEAPON) { rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL]; rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL]; rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL]; } if (rate > 0) status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE); } if( attack_type&BF_WEAPON ) { // Breaking Equipment if( sd && battle_config.equip_self_break_rate ) { // Self weapon breaking rate = battle_config.equip_natural_break_rate; if( sc ) { if(sc->data[SC_GIANTGROWTH]) rate += 10; if(sc->data[SC_OVERTHRUST]) rate += 10; if(sc->data[SC_MAXOVERTHRUST]) rate += 10; } if( rate ) skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF); } if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK ) { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity. // Target weapon breaking rate = 0; if( sd ) rate += sd->bonus.break_weapon_rate; if( sc && sc->data[SC_MELTDOWN] ) rate += sc->data[SC_MELTDOWN]->val2; if( rate ) skill_break_equip(src,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(src,bl, EQP_ARMOR, rate, BCT_ENEMY); } if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills. if (sd->def_set_race[tstatus->race].rate) status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value, 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF); if (sd->def_set_race[tstatus->race].rate) status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value, 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF); if (sd->norecover_state_race[tstatus->race].rate) status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate, 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE); } } if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) { struct unit_data *ud = unit_bl2ud(src); if( sc->data[SC_WILD_STORM_OPTION] ) skill = sc->data[SC_WILD_STORM_OPTION]->val2; else if( sc->data[SC_UPHEAVAL_OPTION] ) skill = sc->data[SC_UPHEAVAL_OPTION]->val3; else if( sc->data[SC_TROPIC_OPTION] ) skill = sc->data[SC_TROPIC_OPTION]->val3; else if( sc->data[SC_CHILLY_AIR_OPTION] ) skill = sc->data[SC_CHILLY_AIR_OPTION]->val3; else skill = 0; if ( rnd()%100 < 25 && skill ){ skill_castend_damage_id(src, bl, skill, 5, tick, 0); if (ud) { rate = skill_delayfix(src, skill, skill_lv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ ud->canact_tick = max(tick + rate, ud->canact_tick); if ( battle_config.display_status_timers ) clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0); } } } } // Autospell when attacking if( sd && !status_isdead(bl) && sd->autospell[0].id ) { struct block_list *tbl; struct unit_data *ud; int i, autospl_skill_lv, type; 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; if ( skill_isNotOk(skill, sd) ) { sd->state.autocast = 0; continue; } sd->state.autocast = 0; autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1; if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv); rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2; if (rnd()%1000 >= rate) continue; tbl = (sd->autospell[i].id < 0) ? src : bl; if( (type = skill_get_casttype(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,autospl_skill_lv) ) 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,autospl_skill_lv,false) ) continue; if( BL_PC&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0 ) { int v; for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.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, autospl_skill_lv, true))) continue; if (skill == AS_SONICBLOW) pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding. type = CAST_GROUND; sd->state.autocast = 1; skill_consume_requirement(sd,skill,autospl_skill_lv,1); skill_toggle_magicpower(src, skill); switch (type) { case CAST_GROUND: skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0); break; } sd->state.autocast = 0; //Set canact delay. [Skotlex] ud = unit_bl2ud(src); if (ud) { rate = skill_delayfix(src, skill, autospl_skill_lv); if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){ ud->canact_tick = max(tick + rate, ud->canact_tick); 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 && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && (rnd()%10000 < sd->bonus.classchange)) { int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 1, 0); if (class_ != 0 && mobdb_checkid(class_)) mob_class_change(dstmd,class_); } return 0; } int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) { uint8 i; struct block_list *tbl; if( sd == NULL || !skill_id ) return 0; for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) { int skill, skill_lv, type; if( sd->autospell3[i].flag != skill_id ) continue; if( sd->autospell3[i].lock ) continue; // autospell already being executed skill = sd->autospell3[i].id; sd->state.autocast = 1; //set this to bypass sd->canskill_tick check if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) { sd->state.autocast = 0; continue; } sd->state.autocast = 0; if( skill >= 0 && bl == NULL ) continue; // No target if( rnd()%1000 >= sd->autospell3[i].rate ) continue; skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1; if( skill < 0 ) { tbl = &sd->bl; skill *= -1; skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv } else tbl = 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,skill_lv) ) 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,skill_lv,false) ) continue; if( BL_PC&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 ) { int v; for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.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, skill_lv, true))) continue; sd->state.autocast = 1; sd->autospell3[i].lock = true; skill_consume_requirement(sd,skill,skill_lv,1); switch( type ) { case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break; } sd->autospell3[i].lock = false; sd->state.autocast = 0; } if( sd && sd->autobonus3[0].rate ) { for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) { if( rnd()%1000 >= sd->autobonus3[i].rate ) continue; if( sd->autobonus3[i].active != INVALID_TIMER ) continue; if( sd->autobonus3[i].atk_type != skill_id ) continue; pc_exeautobonus(sd,&sd->autobonus3[i]); } } return 1; } /* 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, uint16 skill_id, uint16 skill_lv, 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(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest sd = BL_CAST(BL_PC, src); dstsd = BL_CAST(BL_PC, bl); if(dstsd && attack_type&BF_WEAPON) { //Counter effects. enum sc_type type; uint8 i; unsigned int time = 0; for (i = 0; i < ARRAYLENGTH(dstsd->addeff_atked) && dstsd->addeff_atked[i].flag; i++) { rate = dstsd->addeff_atked[i].rate; if (attack_type&BF_LONG) rate += dstsd->addeff_atked[i].arrow_rate; if (!rate) continue; if ((dstsd->addeff_atked[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration. if((dstsd->addeff_atked[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || (dstsd->addeff_atked[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) continue; //Range Failed. } type = dstsd->addeff_atked[i].sc; time = dstsd->addeff_atked[i].duration; if (dstsd->addeff_atked[i].flag&ATF_TARGET && src != bl) status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE); if (dstsd->addeff_atked[i].flag&ATF_SELF && !status_isdead(bl)) status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE); } } switch(skill_id) { case MO_EXTREMITYFIST: sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case GS_FULLBUSTER: sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case HFLI_SBR44: //[orn] case HVAN_EXPLOSION: if(src->type == BL_HOM){ TBL_HOM *hd = (TBL_HOM*)src; hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION) if (hd->master) clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100); } break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: attack_type |= BF_WEAPON; break; case LG_HESPERUSLIT: { struct status_change *sc = status_get_sc(src); if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) { char i; for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ ) pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3); } } break; } if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka] status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE); if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) && !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) && (rate=pc_checkskill(sd,HW_SOULDRAIN))>0 ){ //Soul Drain should only work on targetted spells [Skotlex] if (pc_issit(sd)) pc_setstand(sd, true); //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|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) { sp += sd->bonus.sp_gain_value; sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL]; hp += sd->bonus.hp_gain_value; } if( attack_type&BF_MAGIC ) { sp += sd->bonus.magic_sp_gain_value; hp += sd->bonus.magic_hp_gain_value; if( skill_id == WZ_WATERBALL ) {//(bugreport:5303) struct status_change *sc = NULL; if( ( sc = status_get_sc(src) ) ) { if(sc->data[SC_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 && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE)) { struct block_list *tbl; struct unit_data *ud; int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type; 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 autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id; autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1; if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv); autospl_rate = dstsd->autospell2[i].rate; //Physical range attacks only trigger autospells half of the time if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG)) autospl_rate>>=1; dstsd->state.autocast = 1; if ( skill_isNotOk(autospl_skill_id, dstsd) ) { dstsd->state.autocast = 0; continue; } dstsd->state.autocast = 0; if (rnd()%1000 >= autospl_rate) continue; tbl = (dstsd->autospell2[i].id < 0) ? bl : src; if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) { int maxcount = 0; if( !(BL_PC&battle_config.skill_reiteration) && skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION && skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv) ) continue; if( BL_PC&battle_config.skill_nofootset && skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET && skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false) ) continue; if( BL_PC&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0 ) { int v; for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) { if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id) maxcount--; } if( maxcount == 0 ) { continue; } } } if (!battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range) continue; dstsd->state.autocast = 1; skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1); switch (type) { case CAST_GROUND: skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0); break; } dstsd->state.autocast = 0; //Set canact delay. [Skotlex] ud = unit_bl2ud(bl); if (ud) { autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv); if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){ ud->canact_tick = max(tick + autospl_rate, ud->canact_tick); if ( battle_config.display_status_timers && dstsd ) clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0); } } } } //Autobonus when attacked if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) { int i; for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) { if( rnd()%1000 >= dstsd->autobonus2[i].rate ) continue; if( dstsd->autobonus2[i].active != INVALID_TIMER ) continue; if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK && ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK && ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled pc_exeautobonus(dstsd,&dstsd->autobonus2[i]); } } return 0; } /*========================================================================= Breaks equipment. On-non players causes the corresponding strip effect. - rate goes from 0 to 10000 (100.00%) - flag is a BCT_ flag to indicate which type of adjustment should be used (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. --------------------------------------------------------------------------*/ int skill_break_equip(struct block_list *src, 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; 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) //Cause Strip effect. sc_start(src,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++) { short 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 *src,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, SC_NONE}; 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_def[i] > SC_NONE && 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(src,bl, sc_atk[i], 100, lv, time)) where&=~pos[i]; } return where?1:0; } /** * Used to knock back players, monsters, traps, etc * @param src Object that give knock back * @param target Object that receive knock back * @param count Number of knock back cell requested * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior) * @param flag 0x01 - position update packets must not be sent 0x02 - ignores players' special_state.no_knockback These flags "return 'count' instead of 0 if target is cannot be knocked back": 0x04 - at WOE/BG map 0x08 - if target is MD_KNOCKBACK_IMMUNE 0x10 - if target has 'special_state.no_knockback' 0x20 - if target is in Basilica area * @return Number of knocked back cells done */ short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag) { int dx = 0, dy = 0; uint8 reason = 0, checkflag = 0; struct status_change *tsc = status_get_sc(target); nullpo_ret(src); nullpo_ret(target); if (!count) return count; // Actual knockback distance is 0. // Create flag needed in unit_blown_immune if(src != target) checkflag |= 0x1; // Offensive if(!(flag&0x2)) checkflag |= 0x2; // Knockback type if(status_get_class_(src) == CLASS_BOSS) checkflag |= 0x4; // Boss attack // Get reason and check for flags reason = unit_blown_immune(target, checkflag); switch(reason) { case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG case 2: return ((flag&0x08) ? count : 0); // Immune can't be knocked back case 3: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters. case 4: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip) case 5: return count; // Trap cannot be knocked back } if (dir == -1) // <optimized>: do the computation here instead of outside dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it dx = -dirx[dir]; dy = -diry[dir]; } if (tsc && tsc->data[SC_SU_STOOP]) // Any knockback will cancel it. status_change_end(target, SC_SU_STOOP, INVALID_TIMER); 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) // In case of success returns type of reflection, otherwise 0 // 1 - Regular reflection (Maya) // 2 - SL_KAITE reflection 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]) { // Kyomu doesn't reflect // Item-based reflection - Bypasses Boss check if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return) return 1; } // Magic Mirror reflection - Bypasses Boss check if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2) return 1; if( status_get_class_(src) == CLASS_BOSS ) return 1; // status-based reflection if( !sc || sc->count == 0 ) return 1; // Kaite reflection - Does not bypass Boss check 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. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it. clif_specialeffect(bl, 438, AREA); if( --sc->data[SC_KAITE]->val2 <= 0 ) status_change_end(bl, SC_KAITE, INVALID_TIMER); return 1; } return 0; } /** * Checks whether a skill can be used in combos or not * @param skill_id: Target skill * @return 0: Skill is not a combo * 1: Skill is a normal combo * 2: Skill is combo that prioritizes auto-target even if val2 is set * @author Panikon */ int skill_is_combo(uint16 skill_id) { switch(skill_id) { case MO_CHAINCOMBO: case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: case MO_EXTREMITYFIST: case TK_TURNKICK: case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: case TK_JUMPKICK: case HT_POWER: case GC_COUNTERSLASH: case GC_WEAPONCRUSH: case SR_DRAGONCOMBO: return 1; case SR_FALLENEMPIRE: case SR_TIGERCANNON: case SR_GATEOFHELL: return 2; } return 0; } /* * Combo handler, start stop combo status */ void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){ TBL_PC *sd = BL_CAST(BL_PC, bl); switch (skill_id) { case MH_MIDNIGHT_FRENZY: case MH_EQC: { int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW); short idx = hom_skill_get_index(skill_id2); int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT); TBL_HOM *hd = BL_CAST(BL_HOM, bl); if (idx == -1) break; sd = hd->master; hd->homunculus.hskill[idx].flag= flag; if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill } break; case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf); break; case TK_JUMPKICK: if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf); break; case MO_TRIPLEATTACK: if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0) clif_skillinfo(sd,SR_DRAGONCOMBO, inf); break; case SR_FALLENEMPIRE: if (sd){ clif_skillinfo(sd,SR_GATEOFHELL, inf); clif_skillinfo(sd,SR_TIGERCANNON, inf); } break; } } void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){ unsigned int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay int target_id = bl->id; //Set to 0 if combo skill should not autotarget struct status_change_entry *sce; TBL_PC *sd = BL_CAST(BL_PC,src); TBL_HOM *hd = BL_CAST(BL_HOM,src); struct status_change *sc = status_get_sc(src); if(sc == NULL) return; //End previous combo state after skill is invoked if ((sce = sc->data[SC_COMBO]) != NULL) { switch (skill_id) { case TK_TURNKICK: case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time. sce->val1 = skill_id; //Update combo-skill sce->val3 = skill_id; if( sce->timer != INVALID_TIMER ) 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); } } //start new combo if (sd) { //player only switch (skill_id) { case MO_TRIPLEATTACK: if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) { duration = 1; target_id = 0; // Will target current auto-target instead } break; case MO_CHAINCOMBO: if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) { duration = 1; target_id = 0; // Will target current auto-target instead } break; case MO_COMBOFINISH: if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka] party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv); if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) { duration = 1; target_id = 0; // Will target current auto-target instead } case CH_TIGERFIST: if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) { duration = 1; target_id = 0; // Will target current auto-target instead } case CH_CHAINCRUSH: if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) { duration = 1; target_id = 0; // Will target current auto-target instead } break; case AC_DOUBLE: if (pc_checkskill(sd, HT_POWER)) { duration = 2000; nodelay = 1; //Neither gives walk nor attack delay target_id = 0; //Does not need to be used on previous target } break; case SR_DRAGONCOMBO: if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0) duration = 1; break; case SR_FALLENEMPIRE: if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0) duration = 1; break; } } else { //other switch(skill_id) { case MH_TINDER_BREAKER: case MH_CBC: case MH_SONIC_CRAW: case MH_SILVERVEIN_RUSH: if(hd->homunculus.spiritball > 0) duration = 2000; nodelay = 1; break; case MH_EQC: case MH_MIDNIGHT_FRENZY: if(hd->homunculus.spiritball >= 2) duration = 2000; nodelay = 1; break; } } if (duration) { //Possible to chain if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration duration = umax(status_get_amotion(src),duration); //Never less than aMotion sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration); clif_combo_delay(src, duration); } } /** * Copy skill by Plagiarism or Reproduce * @param src: The caster * @param bl: The target * @param skill_id: Skill that casted * @param skill_lv: Skill level of the casted skill */ static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv) { TBL_PC *tsd = BL_CAST(BL_PC, bl); if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE))) return; //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE]) return; else { uint16 idx; unsigned char lv; skill_id = skill_dummy2skill_id(skill_id); //Use skill index, avoiding out-of-bound array [Cydh] if (!(idx = skill_get_index(skill_id))) return; switch (skill_isCopyable(tsd,idx)) { case 1: //Copied by Plagiarism { if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) { clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id); tsd->status.skill[tsd->cloneskill_idx].id = 0; tsd->status.skill[tsd->cloneskill_idx].lv = 0; tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT; } lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level tsd->cloneskill_idx = idx; pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id); pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv); } break; case 2: //Copied by Reproduce { struct status_change *tsc = status_get_sc(bl); //Already did SC check //Skill level copied depends on Reproduce skill that used lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1; if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) { clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id); tsd->status.skill[tsd->reproduceskill_idx].id = 0; tsd->status.skill[tsd->reproduceskill_idx].lv = 0; tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT; } //Level dependent and limitation. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id) lv = min(lv,skill_get_max(skill_id)); else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10 lv = min(lv,skill_lv); tsd->reproduceskill_idx = idx; pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id); pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv); } break; default: return; } tsd->status.skill[idx].id = skill_id; tsd->status.skill[idx].lv = lv; tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED; clif_addskill(tsd,skill_id); } } /** * Knockback the target on skill_attack * @param src is the master behind the attack * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL * @param target is the target to be attacked. * @param blewcount * @param skill_id * @param skill_lv * @param damage * @param tick * @param flag can hold a bunch of information: */ void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, unsigned int tick, int flag) { int8 dir = -1; // Default direction //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills) if (!blewcount || target == dsrc || status_isdead(target)) return; // Skill specific direction switch (skill_id) { case MG_FIREWALL: case GN_WALLOFTHORN: case EL_FIRE_MANTLE: dir = unit_getdir(target); // Backwards break; // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. case WZ_STORMGUST: if(!battle_config.stormgust_knockback) dir = rnd()%8; break; case MC_CARTREVOLUTION: if (battle_config.cart_revo_knockback) dir = 6; // Official servers push target to the West break; case AC_SHOWER: case WL_CRIMSONROCK: if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER) dir = map_calc_dir(target, src->x, src->y); else dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]); break; } // Blown-specific handling switch( skill_id ) { case LG_OVERBRAND_BRANDISH: // Give knockback damage bonus only hits the wall. (bugreport:9096) if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount) skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION); break; case SR_KNUCKLEARROW: // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE) // Boss & Immune Knockback stay in place and don't get bonus damage // Give knockback damage bonus only hits the wall. (bugreport:9096) if (skill_blown(dsrc, target, blewcount, dir_ka, 0x02|0x04|0x08|0x10|0x20) < blewcount) skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4); dir_ka = -1; break; case RL_R_TRIP: if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount) skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION); break; case RL_SLUGSHOT: skill_blown(dsrc,target,blewcount,dir, 0); skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION); break; default: skill_blown(dsrc,target,blewcount,dir, 0); if (!blewcount && target->type == BL_SKILL && damage > 0) { TBL_SKILL *su = (TBL_SKILL*)target; if (su->group && su->group->skill_id == HT_BLASTMINE) skill_blown(src, target, 3, -1, 0); } break; } clif_fixpos(target); } /* * ========================================================================= * Does a skill attack with the given properties. * @param src is the master behind the attack (player/mob/pet) * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL * @param bl is the target to be attacked. * @param flag can hold a bunch of information: * flag&1 * flag&2 - Disable re-triggered by double casting * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere) * flag&8 - SC_COMBO state used to deal bonus damage * * 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&0xF000 - Values from enum e_skill_display * flag&0x3F0000 - Values from enum e_battle_check_target * * flag&0x1000000 - Return 0 if damage was reflected *-------------------------------------------------------------------------*/ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) { struct Damage dmg; struct status_data *sstatus, *tstatus; struct status_change *sc, *tsc; struct map_session_data *sd, *tsd; int64 damage; int8 rmdamage = 0;//magic reflected int type; enum e_damage_type dmg_type; bool shadow_flag = false; bool additional_effects = true; if(skill_id > 0 && !skill_lv) return 0; nullpo_ret(src); //Source is the master behind the attack (player/mob/pet) nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. nullpo_ret(bl); //Target to be attacked. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) return 0; if (src != dsrc) { //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) return 0; } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) { //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] if (!status_check_skilluse(src, bl, skill_id, 2)) return 0; } sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); sstatus = status_get_status_data(src); tstatus = status_get_status_data(bl); sc= status_get_sc(src); tsc= status_get_sc(bl); if (tsc && !tsc->count) tsc = NULL; //Don't need it. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. if (tsc && tsc->data[SC_TRICKDEAD]) return 0; //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast) return 0; dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF); //If the damage source is a unit, the damage is not delayed if (src != dsrc && skill_id != GS_GROUNDDRIFT) dmg.amotion = 0; //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation. // Adjusted to the new system [Skotlex] if( src->type == BL_PET ) { // [Valaris] struct pet_data *pd = (TBL_PET*)src; if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2 if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) { int element = skill_get_ele(skill_id, skill_lv); /*if (skill_id == -1) Does it ever worked? element = sstatus->rhw.ele;*/ if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET)) dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv); else dmg.damage = pd->a_skill->damage; // Fixed damage } else dmg.damage = 1*pd->a_skill->div_; dmg.damage2 = 0; dmg.div_= pd->a_skill->div_; } } if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { // Earthquake on multiple targets is not counted as a target skill. [Inkfish] if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) ) { //Magic reflection, switch caster/target struct block_list *tbl = bl; rmdamage = 1; bl = src; src = tbl; dsrc = tbl; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); tsc = status_get_sc(bl); if (tsc && !tsc->count) tsc = NULL; //Don't need it. /* bugreport:2564 flag&2 disables double casting trigger */ flag |= 2; //Reflected magic damage will not cause the caster to be knocked back [Playtester] flag |= 4; //Spirit of Wizard blocks Kaite's reflection if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD ) { //Consume one Fragment per hit of the casted skill? [Skotlex] type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0; if (type >= 0) { if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME); dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; tsc->data[SC_SPIRIT]->val3 = skill_id; tsc->data[SC_SPIRIT]->val4 = dsrc->id; } } else if( type != 2 ) /* Kaite bypasses */ additional_effects = false; // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target #if MAGIC_REFLECTION_TYPE #ifdef RENEWAL if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment #else // issue:6415 in pre-renewal Kaite reflected the entire damage received // regardless of caster's equipment (Aegis 11.1) if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment #endif short s_ele = skill_get_ele(skill_id, skill_lv); dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl)); if( tsc && tsc->data[SC_ENERGYCOAT] ) { struct status_data *status = status_get_status_data(bl); int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval per /=20; //Uses 20% SP intervals. //SP Cost: 1% + 0.5% per every 20% SP if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000)) status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); //Reduction: 6% + 6% every 20% dmg.damage -= dmg.damage * (6 * (1+per)) / 100; } } #endif } if(tsc && tsc->data[SC_MAGICROD] && src == dsrc && !rmdamage) { int sp = skill_get_sp(skill_id,skill_lv); dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; //This will prevent skil l additional effect from taking effect. [Skotlex] sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; if(skill_id == WZ_WATERBALL && skill_lv > 1) sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball status_heal(bl, 0, sp, 2); } if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) { dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; } } damage = dmg.damage + dmg.damage2; if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING || skill_id == CASH_BLESSING || skill_id == CASH_INCAGI || skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] ) damage = 1; if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){ struct block_list *nbl; 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,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SKILL); } } //Skill hit type dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id); switch( skill_id ) { case SC_TRIANGLESHOT: if( rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0; break; default: if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE) dmg.blewcount = 0; //only pushback when it hit for other break; } switch( skill_id ) { case CR_GRANDCROSS: case NPC_GRANDDARKNESS: if( battle_config.gx_disptype) dsrc = src; if( src == bl) dmg_type = DMG_ENDURE; else flag|= SD_ANIMATION; break; case NJ_TATAMIGAESHI: //For correct knockback. dsrc = src; flag|= SD_ANIMATION; break; case TK_COUNTER: { //bonus from SG_FRIEND [Komurka] int level; if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) ) party_skill_check(sd, sd->status.party_id, TK_COUNTER,level); } break; case SL_STIN: case SL_STUN: if (skill_lv >= 7) { struct status_change *sc_cur = status_get_sc(src); if (sc_cur && !sc_cur->data[SC_SMA]) sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv)); } break; case GS_FULLBUSTER: if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex] sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; break; } //combo handling skill_combo(src,dsrc,bl,skill_id,skill_lv,tick); //Display damage. switch( skill_id ) { case PA_GOSPEL: //Should look like Holy Cross [Skotlex] dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH); 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,false); break; case AS_SPLASHER: if( flag&SD_ANIMATION ) // the surrounding targets dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level else // the central target doesn't display an animation dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level break; case GN_SPORE_EXPLOSION: dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); break; case WL_HELLINFERNO: case SR_EARTHSHAKER: dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SKILL); 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_,skill_id,skill_lv,DMG_MULTI_HIT); break; case WL_CHAINLIGHTNING_ATK: dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SKILL); break; case LG_SHIELDPRESS: dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SKILL); break; case LG_OVERBRAND: case LG_OVERBRAND_BRANDISH: dmg.amotion = status_get_amotion(src) * 2; case LG_OVERBRAND_PLUSATK: dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH); break; case EL_FIRE_BOMB: case EL_FIRE_BOMB_ATK: case EL_FIRE_WAVE: case EL_FIRE_WAVE_ATK: case EL_FIRE_MANTLE: case EL_CIRCLE_OF_FIRE: case EL_FIRE_ARROW: case EL_ICE_NEEDLE: case EL_WATER_SCREW: case EL_WATER_SCREW_ATK: case EL_WIND_SLASH: case EL_TIDAL_WEAPON: case EL_ROCK_CRUSHER: case EL_ROCK_CRUSHER_ATK: case EL_HURRICANE: case EL_HURRICANE_ATK: case KO_BAKURETSU: case GN_CRAZYWEED_ATK: case NC_MAGMA_ERUPTION: dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH); break; case GN_FIRE_EXPANSION_ACID: dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT); break; case GN_SLINGITEM_RANGEMELEEATK: dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SKILL); break; case EL_STONE_RAIN: dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH); break; case WM_SEVERE_RAINSTORM_MELEE: dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH); 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,DMG_SKILL); break; case SR_TIGERCANNON: dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SKILL); break; case HT_CLAYMORETRAP: case HT_BLASTMINE: case HT_FLASHER: case HT_FREEZINGTRAP: case RA_CLUSTERBOMB: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH); if( dsrc != src ) // avoid damage display redundancy break; //Fall through case HT_LANDMINE: dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type); break; case WZ_SIGHTBLASTER: //Sightblaster should never call clif_skill_damage twice dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH); break; case RL_R_TRIP_PLUSATK: case RL_BANISHING_BUSTER: case RL_S_STORM: case RL_SLUGSHOT: dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH); 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) */ case AS_GRIMTOOTH: if( battle_config.anti_mayapurple_hack && sd ) { // Show the user position (Anti WPE Filter) sd->state.evade_antiwpefilter = 1; map_foreachinrange(clif_insight_tbl2bl, src, AREA_SIZE, BL_PC, src); } default: if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit. dmg_type = DMG_SPLASH; if (src->type == BL_SKILL) { TBL_SKILL *su = (TBL_SKILL*)src; if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { // show damage on trap targets clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH); break; } } if(rmdamage == 1){ if(dmg.div_ >= 3) dmg.div_ = 3; dmg.dmotion = clif_skill_damage(dsrc,bl,0, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2,dmg_type); } else { dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type); } if( battle_config.anti_mayapurple_hack && sd && skill_id == AS_GRIMTOOTH ) { // Hide the user again (Anti WPE Filter) sd->state.evade_antiwpefilter = 0; if( sd->sc.option&(OPTION_HIDE|OPTION_CLOAK) ) clif_clearunit_invisible(src); } break; } map_freeblock_lock(); if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh] dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex] skill_do_copy(src,bl,skill_id,skill_lv); if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0) { //Skills with can't walk delay also stop normal attacking for that //duration when the attack connects. [Skotlex] struct unit_data *ud = unit_bl2ud(src); if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0) ud->attackabletime = tick + type; } shadow_flag = skill_check_shadowform(bl, damage, dmg.div_); // Instant damage if( !dmg.amotion ) { if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag ) status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo. if( !status_isdead(bl) && additional_effects ) skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); if( damage > 0 ) //Counter status effects [Skotlex] skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); } // Blow! if (!(flag&4)) skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag); // Delayed damage must be dealt after the knockback (it needs to know actual position of target) if( dmg.amotion ) { if( shadow_flag ) { if( !status_isdead(bl) && additional_effects ) skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick); if( dmg.flag > ATK_BLOCK ) skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick); } else battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false); } if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) { if (tsc->data[SC_DEVOTION]) { struct status_change_entry *sce = tsc->data[SC_DEVOTION]; struct block_list *d_bl = map_id2bl(sce->val1); if (d_bl && ( (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) || (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id) ) && check_distance_bl(bl, d_bl, sce->val3) ) { if (!rmdamage) { clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false); status_fix_damage(NULL, d_bl, damage, 0, 0); } else { bool isDevotRdamage = false; if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100) isDevotRdamage = true; // If !isDevotRdamage, reflected magics are done directly on the target not on paladin // This check is only for magical skill. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false); status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0, 0); } } else { status_change_end(bl, SC_DEVOTION, INVALID_TIMER); if (!dmg.amotion) status_fix_damage(src, bl, damage, dmg.dmotion, 0); } } if (tsc->data[SC_WATER_SCREEN_OPTION]) { struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION]; struct block_list *e_bl = map_id2bl(sce->val1); if (e_bl) { if (!rmdamage) { clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id)); status_fix_damage(NULL, e_bl, damage, 0, 0); } else { clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id)); status_fix_damage(bl, bl, damage, 0, 0); } } } } if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) { if( skill_id == RG_INTIMIDATE ) { int rate = 50 + skill_lv * 5; rate = rate + (status_get_lv(src) - status_get_lv(bl)); if(rnd()%100 < rate) skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag); } else if( skill_id == SC_FATALMENACE ) skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag); } if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS) dmg.flag |= BF_WEAPON; if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON || (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) ) { if (battle_config.left_cardfix_to_right) battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_); else battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_); } if( damage > 0 ) { // Post-damage effects switch( skill_id ) { case GC_VENOMPRESSURE: { struct status_change *ssc = status_get_sc(src); if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) { sc_start(src,bl,(enum sc_type)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,skill_id,skill_lv,1); } } break; case WM_METALICSOUND: status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10))); break; case SR_TIGERCANNON: status_zap(bl, 0, damage * 10 / 100); break; } if( sd ) skill_onskillusage(sd, bl, skill_id, tick); } if (!(flag&2) && ( skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT ) && (tsc = status_get_sc(src)) && tsc->data[SC_DOUBLECAST] && rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2) { // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); } map_freeblock_unlock(); if ((flag&0x1000000) && rmdamage == 1) return 0; //Should return 0 when damage was reflected return damage; } /*========================================== * Sub function for recursive skill call. * Checking bl battle flag and display damage * then call func with source,target,skill_id,skill_lv,tick,flag *------------------------------------------*/ 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; uint16 skill_id,skill_lv; int 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 (flag&BCT_WOS && src == bl) return 0; 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, DMG_SKILL); 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; uint16 skill_id,g_skill_id; unit = (struct skill_unit *)bl; if(bl->prev == NULL || bl->type != BL_SKILL) return 0; if(!unit->alive) return 0; skill_id = va_arg(ap,int); g_skill_id = unit->group->skill_id; switch (skill_id) { case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector if(g_skill_id == SA_LANDPROTECTOR) break; //Fall through case MH_STEINWAND: case MG_SAFETYWALL: case SC_MAELSTROM: if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != 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: case WM_REVERBERATION: case GN_THORNS_TRAP: case GN_HELLS_PLANT: case RL_B_TRAP: case SC_ESCAPE: //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set) if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST) return 0; break; default: //Avoid stacking with same kind of trap. [Skotlex] if (g_skill_id != skill_id) return 0; break; } return 1; } static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { //Non players do not check for the skill's splash-trigger area. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0; int layout_type = skill_get_unit_layout_type(skill_id,skill_lv); if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) { ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id); return 0; } range += layout_type; return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id); } static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { uint16 skill_id; if(bl->prev == NULL) return 0; skill_id = va_arg(ap,int); if( status_isdead(bl) && skill_id != AL_WARP ) return 0; if( skill_id == HP_BASILICA && bl->type == BL_PC ) return 0; if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM ) return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex] return 1; } /** * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC * @param bl Object that casted skill * @param x Position x of the target * @param y Position y of the target * @param skill_id The casted skill * @param skill_lv The skill Lv * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh] * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC */ static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC) { int range = 0, type; //Range for INF2_NO_NEARNPC is using skill splash value [Cydh] if (isNearNPC) range = skill_get_splash(skill_id,skill_lv); //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh] if (!isNearNPC || !range) { switch (skill_id) { // to be expanded later case WZ_ICEWALL: range = 2; break; case SC_MANHOLE: case GN_HELLS_PLANT: range = 0; break; default: { int layout_type = skill_get_unit_layout_type(skill_id,skill_lv); if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) { ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id); return 0; } range = skill_get_unit_range(skill_id,skill_lv) + layout_type; } break; } } //Check the additional range [Cydh] if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range) range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range; if (!isNearNPC) { //Doesn't check the NPC range //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; } else type = BL_NPC; return (!isNearNPC) ? //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id): //isNearNPC is used to check range from NPC map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id); } /*========================================== * Checks that you have the requirements for casting a skill for homunculus/mercenary. * Flag: * &1: finished casting the skill (invoke hp/sp/item consumption) * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) *------------------------------------------*/ 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, hp, sp, hp_rate, sp_rate, state, mhp; uint16 idx; int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; 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( (idx = skill_get_index(skill)) == 0 ) return 0; lv = cap_value(lv, 1, MAX_SKILL_LEVEL); // Requirements for( i = 0; i < ARRAYLENGTH(itemid); i++ ) { itemid[i] = skill_db[idx]->require.itemid[i]; amount[i] = skill_db[idx]->require.amount[i]; } hp = skill_db[idx]->require.hp[lv-1]; sp = skill_db[idx]->require.sp[lv-1]; hp_rate = skill_db[idx]->require.hp_rate[lv-1]; sp_rate = skill_db[idx]->require.sp_rate[lv-1]; state = skill_db[idx]->require.state; if( (mhp = skill_db[idx]->require.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 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION) 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, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) { switch (skill_id) { case RL_QD_SHOT: { if (src->type == BL_PC && BL_CAST(BL_PC,src)) { struct unit_data *ud = unit_bl2ud(src); if (ud && ud->target == target->id) return 1; } } case RL_D_TAIL: case RL_HAMMER_OF_GOD: if (src->type != BL_PC) return 0; { struct status_change *tsc = status_get_sc(target); // Only counts marked target with SC_C_MARKER by caster if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id) return 0; } break; } 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; struct skill_unit *unit = 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 (skl->skill_id == SR_SKYNETBLOW) { skill_area_temp[1] = 0; clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SKILL); map_foreachinrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src, skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id); break; } 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)) { switch(skl->skill_id) { case WL_CHAINLIGHTNING_ATK: case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: // For SR_FLASHCOMBO case SR_DRAGONCOMBO: case SR_FALLENEMPIRE: case SR_TIGERCANNON: case SR_SKYNETBLOW: break; // Exceptions default: continue; // Caster is Dead } } if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) break; switch(skl->skill_id) { case KN_AUTOCOUNTER: clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1); break; 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 PR_LEXDIVINA: if (src->type == BL_MOB) { // Monsters use the default duration when casting Lex Divina sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1)); break; } // Fall through case PR_STRECOVERY: case BS_HAMMERFALL: sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv)); 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: { //Get the next waterball cell to consume struct s_skill_unit_layout *layout; int i; layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y); for (i = skl->type; i >= 0 && i < layout->count; i++) { int ux = skl->x + layout->dx[i]; int uy = skl->y + layout->dy[i]; unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0); if (unit) break; } } // Fall through case WZ_JUPITEL: // Official behaviour is to hit as long as there is a line of sight, regardless of distance if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) { // Apply canact delay here to prevent hacks (unlimited casting) ud->canact_tick = max(tick + status_get_amotion(src), ud->canact_tick); skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag); } if (unit && !status_isdead(target) && !status_isdead(src)) { skill_delunit(unit); // Consume unit for next waterball //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1); skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,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; case WL_CHAINLIGHTNING_ATK: { 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 amplified if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 ) { // Remaining Chains Hit struct block_list *nbl = NULL; // Next Target of Chain nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one... if( nbl == NULL ) skl->x++; else skl->x = 0; skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag); } } break; case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1); skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION); 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(src, target, i, 10000, skl->skill_lv, (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)), (i == SC_BURNING ? src->id : 0), 0, (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 : (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE); } } } break; case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; case SC_FATALMENACE: if( src == target ) // Casters Part unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT); else { // Target's Part short x = skl->x, y = skl->y; map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1); unit_warp(target,-1,x,y,CLR_TELEPORT); } break; case LG_MOONSLASHER: case SR_WINDMILL: if( target->type == BL_PC ) { struct map_session_data *tsd = NULL; if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) { pc_setsit(tsd); skill_sit(tsd, 1); clif_sitting(&tsd->bl,true); } } break; case SR_KNUCKLEARROW: skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); break; case GN_SPORE_EXPLOSION: clif_skill_damage(src, target, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SKILL); 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); struct status_change* sc = status_get_sc(src); if( ( tsc && tsc->option&OPTION_HIDE ) || ( sc && sc->option&OPTION_HIDE ) ){ skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0); break; } skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; } // For SR_FLASHCOMBO case SR_DRAGONCOMBO: case SR_FALLENEMPIRE: case SR_TIGERCANNON: case SR_SKYNETBLOW: if( src->type == BL_PC ) { if( distance_xy(src->x, src->y, target->x, target->y) >= 3 ) break; skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0); } break; case RL_SLUGSHOT: if (target->type == BL_PC) sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv)); 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; case LG_OVERBRAND_BRANDISH: { int i, dir = map_calc_dir(src,skl->x,skl->y); int x = src->x, y = src->y; struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir); for( i = 0; i < layout->count; i++ ) map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id); } break; case RL_FIRE_RAIN: { int dummy = 1, i = skill_get_splash(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); skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0); } break; case RL_FALLEN_ANGEL: { struct map_session_data *sd = (src->type == BL_PC) ? map_id2sd(src->id): NULL; if (sd) { if (!skill_check_condition_castend(sd,GS_DESPERADO,skl->skill_lv)) break; sd->state.autocast = 1; } skill_castend_pos2(src,skl->x,skl->y,GS_DESPERADO,skl->skill_lv,tick,skl->flag); if (sd) { battle_consume_ammo(sd,GS_DESPERADO,skl->skill_lv); sd->state.autocast = 0; } } break; case NC_MAGMA_ERUPTION: skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0); 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, uint16 skill_id, uint16 skill_lv, int type, int flag) { int i; struct unit_data *ud; nullpo_retr(1, src); if (src->prev == NULL) return 0; ud = unit_bl2ud(src); nullpo_retr(1, ud); ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 ); if( i == MAX_SKILLTIMERSKILL ) return 1; ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill); ud->skilltimerskill[i]->timer = 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;i<MAX_SKILLTIMERSKILL;i++) { if(ud->skilltimerskill[i]) { switch(ud->skilltimerskill[i]->skill_id) { case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: // For SR_FLASHCOMBO case SR_DRAGONCOMBO: case SR_FALLENEMPIRE: case SR_TIGERCANNON: case SR_SKYNETBLOW: continue; } 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_active_reverberation(struct block_list *bl, va_list ap) { struct skill_unit *su = (TBL_SKILL*)bl; struct skill_unit_group *sg = NULL; nullpo_ret(su); 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 1; } /** * Reveal hidden trap **/ static int skill_reveal_trap(struct block_list *bl, va_list ap) { TBL_SKILL *su = (TBL_SKILL*)bl; if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id)&INF2_TRAP) { //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] //clif_changetraplook(bl, su->group->unit_id); su->hidden = false; skill_getareachar_skillunit_visibilty(su, AREA); return 1; } return 0; } /** * Attempt to reaveal trap in area * @param src Skill caster * @param range Affected range * @param x * @param y * TODO: Remove hardcode usages for this function **/ void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) { if (!battle_config.traps_setting) return; nullpo_retv(src); map_foreachinarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL); } /*========================================== * * *------------------------------------------*/ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) { struct map_session_data *sd = NULL; struct status_data *tstatus; struct status_change *sc, *tsc; if (skill_id > 0 && !skill_lv) return 0; nullpo_retr(1, src); nullpo_retr(1, bl); if (src->m != bl->m) return 1; if (bl->prev == NULL) return 1; sd = BL_CAST(BL_PC, src); if (status_isdead(bl)) return 1; if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100) { //GTB makes all targetted magic display miss with a single bolt. sc_type sct = status_skill2sc(skill_id); if(sct != SC_NONE) status_change_end(bl, sct, INVALID_TIMER); clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id)); return 1; } sc = status_get_sc(src); tsc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; //Unneeded if (tsc && !tsc->count) tsc = NULL; tstatus = status_get_status_data(bl); map_freeblock_lock(); switch(skill_id) { case MER_CRASH: case SM_BASH: case MS_BASH: case MC_MAMMONITE: case TF_DOUBLE: case AC_DOUBLE: case MA_DOUBLE: case AS_SONICBLOW: case KN_PIERCE: case ML_PIERCE: case KN_SPEARBOOMERANG: case TF_POISON: case TF_SPRINKLESAND: case AC_CHARGEARROW: case MA_CHARGEARROW: case RG_INTIMIDATE: case AM_ACIDTERROR: case BA_MUSICALSTRIKE: case DC_THROWARROW: case BA_DISSONANCE: case CR_HOLYCROSS: case NPC_DARKCROSS: case CR_SHIELDCHARGE: case CR_SHIELDBOOMERANG: case NPC_PIERCINGATT: case NPC_MENTALBREAKER: case NPC_RANGEATTACK: case NPC_CRITICALSLASH: case NPC_COMBOATTACK: case NPC_GUIDEDATTACK: case NPC_POISON: case NPC_RANDOMATTACK: case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: case NPC_TELEKINESISATTACK: case NPC_UNDEADATTACK: case NPC_ARMORBRAKE: case NPC_WEAPONBRAKER: case NPC_HELMBRAKE: case NPC_SHIELDBRAKE: case NPC_BLINDATTACK: case NPC_SILENCEATTACK: case NPC_STUNATTACK: case NPC_PETRIFYATTACK: case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case LK_AURABLADE: case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: case LK_HEADCRUSH: case CG_ARROWVULCAN: case HW_MAGICCRASHER: case ITM_TOMAHAWK: case 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 TK_DOWNKICK: case TK_COUNTER: case GS_CHAINACTION: case GS_TRIPLEACTION: #ifndef RENEWAL case GS_MAGICALBULLET: #endif case GS_TRACKING: case GS_PIERCINGSHOT: case GS_RAPIDSHOWER: case GS_DUST: case GS_DISARM: // Added disarm. [Reddozen] case GS_FULLBUSTER: case NJ_SYURIKEN: case NJ_KUNAI: #ifndef RENEWAL case ASC_BREAKER: #endif case HFLI_MOON: //[orn] case HFLI_SBR44: //[orn] case NPC_BLEEDING: case NPC_CRITICALWOUND: case NPC_HELLPOWER: case RK_SONICWAVE: case AB_DUPLELIGHT_MELEE: case RA_AIMEDBOLT: case NC_AXEBOOMERANG: case NC_POWERSWING: case NC_MAGMA_ERUPTION: 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 LG_OVERBRAND: case LG_OVERBRAND_BRANDISH: case SR_FALLENEMPIRE: case SR_CRESCENTELBOW_AUTOSPELL: case SR_GATEOFHELL: case SR_GENTLETOUCH_QUIET: case WM_SEVERE_RAINSTORM_MELEE: case WM_GREAT_ECHO: case GN_SLINGITEM_RANGEMELEEATK: case KO_SETSUDAN: case GC_DARKCROW: case RL_MASS_SPIRAL: case RL_SLUGSHOT: case RL_AM_BLAST: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case NC_BOOSTKNUCKLE: case NC_PILEBUNKER: case NC_COLDSLOWER: if (sd) pc_overheat(sd, 1); case MO_TRIPLEATTACK: case RK_WINDCUTTER: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); break; case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect) switch( rnd()%6 ){ case 0: flag |= BREAK_ANKLE; break; case 1: flag |= BREAK_WRIST; break; case 2: flag |= BREAK_KNEE; break; case 3: flag |= BREAK_SHOULDER; break; case 4: flag |= BREAK_WAIST; break; case 5: flag |= BREAK_NECK; break; } //TODO: is there really no cleaner way to do this? sc = status_get_sc(bl); if (sc) sc->jb_flag = flag; skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case MO_COMBOFINISH: if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) { //Becomes a splash attack when Soul Linked. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); } else skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case TK_STORMKICK: // Taekwon kicks [Dralnu] clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_area_temp[1] = 0; map_foreachinshootrange(skill_attack_area, src, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, BF_WEAPON, src, src, skill_id, skill_lv, 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); uint8 dir = map_calc_dir(bl, src->x, src->y); // teleport to target (if not on WoE grounds) if (skill_check_unit_movepos(3, src, bl->x, bl->y, 0, 1)) skill_blown(src, src, 1, (dir+4)%8, 0); //Target position is actually one cell next to the target // cause damage and knockback if the path to target was a straight one if (path) { if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) skill_blown(src, bl, dist, dir, 0); //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, // make the caster look in the direction of the target unit_setdir(src, (dir+4)%8); } } break; case NC_FLAMELAUNCHER: if (sd) pc_overheat(sd,1); case LG_CANNONSPEAR: if(skill_id == LG_CANNONSPEAR) clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); skill_area_temp[1] = bl->id; if (battle_config.skill_eightpath_algorithm) { //Use official AoE algorithm map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y, skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src), skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); } else { map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y, skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src), skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); } break; case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: case NJ_KAMAITACHI: case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: skill_area_temp[1] = bl->id; if (battle_config.skill_eightpath_algorithm) { //Use official AoE algorithm if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y, skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src), skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) { //These skills hit at least the target if the AoE doesn't hit skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); } } else { map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y, skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src), skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); } if (skill_id == SN_SHARPSHOOTING) status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); break; case MO_INVESTIGATE: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); break; case RG_BACKSTAP: { uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl); if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) { status_change_end(src, SC_HIDING, INVALID_TIMER); skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] unit_setdir(bl,dir); } else if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case MO_FINGEROFFENSIVE: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if (battle_config.finger_offensive_type && sd) { int i; for (i = 1; i < sd->spiritball_old; i++) skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); } status_change_end(src, SC_BLADESTOP, INVALID_TIMER); break; case MO_CHAINCOMBO: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); break; #ifndef RENEWAL case NJ_ISSEN: #endif case MO_EXTREMITYFIST: { struct block_list *mbl = bl; // For NJ_ISSEN short x, y, i = 2; // Move 2 cells (From target) short dir = map_calc_dir(src,bl->x,bl->y); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if (skill_id == MO_EXTREMITYFIST) { status_set_sp(src, 0, 0); status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv)); #endif } else { if (skill_id == MO_EXTREMITYFIST) { status_set_hp(src, 1, 0); } if (skill_id == NJ_ISSEN) { // status_set_hp(src, umax(status_get_max_hp(src)/100, 1), 0); } status_change_end(src, SC_NEN, INVALID_TIMER); status_change_end(src, SC_HIDING, INVALID_TIMER); } if (skill_id == MO_EXTREMITYFIST) { mbl = src; // For MO_EXTREMITYFIST i = 3; // Move 3 cells (From caster) } if (dir > 0 && dir < 4) x = -i; else if (dir > 4) x = i; else x = 0; if (dir > 2 && dir < 6) y = -i; else if (dir == 7 || dir < 2) y = i; else y = 0; // Ashura Strike still has slide effect in GVG if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) && unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) { clif_blown(src); clif_spiritball(src); } } break; case HT_POWER: if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT ) skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case SU_PICKYPECK: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); case SU_BITE: skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); if (status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); break; //Splash attack skills. case AS_GRIMTOOTH: case MC_CARTREVOLUTION: case NPC_SPLASHATTACK: flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit case AS_SPLASHER: case HT_BLITZBEAT: case AC_SHOWER: case MA_SHOWER: case MG_NAPALMBEAT: case MG_FIREBALL: case RG_RAID: case HW_NAPALMVULCAN: case NJ_HUUMA: case ASC_METEORASSAULT: 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_JACKFROST: case RA_ARROWSTORM: case RA_WUGDASH: case NC_VULCANARM: case NC_SELFDESTRUCTION: case NC_AXETORNADO: case GC_ROLLINGCUTTER: case GC_COUNTERSLASH: case LG_MOONSLASHER: case LG_EARTHDRIVE: case SR_RAMPAGEBLASTER: case SR_SKYNETBLOW: case SR_WINDMILL: case SR_RIDEINLIGHTNING: 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: case GN_ILLUSIONDOPING: case RL_FIREDANCE: case RL_BANISHING_BUSTER: case RL_S_STORM: case RL_R_TRIP: case MH_XENO_SLASHER: case NC_ARMSCANNON: case SU_SCRATCH: case SU_LUNATICCARROTBEAT: if( flag&1 ) {//Recursive invocation int sflag = skill_area_temp[0] & 0xFFF; int heal = 0; if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING) break; // Under Hovering characters are immune to select trap and ground target skills. if( flag&SD_LEVEL ) sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) ) sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) switch(skill_id) { case SR_SKYNETBLOW: if (flag&8) sflag |= 8; // Give Combo state bonus damage (if active) to all targets in splash break; } heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) { clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); status_heal(src,heal,0,0); } if (skill_id == SU_SCRATCH && status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); } else { int starget = BL_CHAR|BL_SKILL; skill_area_temp[0] = 0; skill_area_temp[1] = bl->id; skill_area_temp[2] = 0; switch ( skill_id ) { case SU_LUNATICCARROTBEAT: skill_area_temp[3] = 0; case LG_EARTHDRIVE: case GN_CARTCANNON: case SU_SCRATCH: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case LG_MOONSLASHER: case MH_XENO_SLASHER: clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); break; case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all? skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1); break; case WM_REVERBERATION_MELEE: case WM_REVERBERATION_MAGIC: skill_area_temp[1] = 0; starget = splash_target(src); break; case WL_CRIMSONROCK: skill_area_temp[4] = bl->x; skill_area_temp[5] = bl->y; break; case NC_ARMSCANNON: starget = splash_target(src); case NC_VULCANARM: if (sd) pc_overheat(sd, 1); break; } // if skill damage should be split among targets, count them //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets //special case: Venom Splasher uses a different range for searching than for splashing if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT ) skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); // recursive invocation of skill_castend_damage_id() with flag|1 if (battle_config.skill_wall_check && skill_id != NPC_EARTHQUAKE) map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); else map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); if (sd && skill_id == SU_LUNATICCARROTBEAT) { short item_idx = pc_search_inventory(sd, ITEMID_CARROT); if (item_idx >= 0) { pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME); skill_area_temp[3] = 1; } } if (skill_id == RA_ARROWSTORM) status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); if( skill_id == AS_SPLASHER ) { map_freeblock_unlock(); // Don't consume a second gemstone. return 0; } } break; //Place units around target case NJ_BAKUENRYU: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0); break; case WL_COMET: if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); break; case SM_MAGNUM: case MS_MAGNUM: if( flag&1 ) { // For players, damage depends on distance, so add it to flag if it is > 1 // Cannot hit hidden targets skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0)); } break; case KN_BRANDISHSPEAR: case ML_BRANDISH: //Coded apart for it needs the flag passed to the damage calculation. if (skill_area_temp[1] != bl->id) skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); else skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); break; case KN_BOWLINGBASH: case MS_BOWLINGBASH: { int min_x,max_x,min_y,max_y,i,c,dir,tx,ty; // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount c = (skill_lv-(flag&0xFFF)+1)/2; // Determine the Bowling Bash area depending on configuration if (battle_config.bowling_bash_area == 0) { // Gutter line system min_x = ((src->x)-c) - ((src->x)-c)%40; if(min_x < 0) min_x = 0; max_x = min_x + 39; min_y = ((src->y)-c) - ((src->y)-c)%40; if(min_y < 0) min_y = 0; max_y = min_y + 39; } else if (battle_config.bowling_bash_area == 1) { // Gutter line system without demi gutter bug min_x = src->x - (src->x)%40; max_x = min_x + 39; min_y = src->y - (src->y)%40; max_y = min_y + 39; } else { // Area around caster min_x = src->x - battle_config.bowling_bash_area; max_x = src->x + battle_config.bowling_bash_area; min_y = src->y - battle_config.bowling_bash_area; max_y = src->y + battle_config.bowling_bash_area; } // Initialization, break checks, direction if((flag&0xFFF) > 0) { // Ignore monsters outside area if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y) break; // Ignore monsters already in list if(idb_exists(bowling_db, bl->id)) break; // Random direction dir = rnd()%8; } else { // Create an empty list of already hit targets db_clear(bowling_db); // Direction is walkpath dir = (unit_getdir(src)+4)%8; } // Add current target to the list of already hit targets idb_put(bowling_db, bl->id, bl); // Keep moving target in direction square by square tx = bl->x; ty = bl->y; for(i=0;i<c;i++) { // Target coordinates (get changed even if knockback fails) tx -= dirx[dir]; ty -= diry[dir]; // If target cell is a wall then break if(map_getcell(bl->m,tx,ty,CELL_CHKWALL)) break; skill_blown(src,bl,1,dir,0); // Splash around target cell, but only cells inside area; we first have to check the area is not negative if((max(min_x,tx-1) <= min(max_x,tx+1)) && (max(min_y,ty-1) <= min(max_y,ty+1)) && (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) { // Recursive call map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id); // Self-collision if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y) // skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); break; } } // Original hit or chain hit depending on flag skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); } break; case KN_SPEARSTAB: if(flag&1) { if (bl->id==skill_area_temp[1]) break; if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION)) skill_blown(src,bl,skill_area_temp[2],-1,0); } else { int x=bl->x,y=bl->y,i,dir; dir = map_calc_dir(bl,src->x,src->y); skill_area_temp[1] = bl->id; skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv); // all the enemies between the caster and the target are hit, as well as the target if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0)) skill_blown(src,bl,skill_area_temp[2],-1,0); for (i=0;i<4;i++) { map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); x += dirx[dir]; y += diry[dir]; } } break; case TK_TURNKICK: case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] { skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag)) map_foreachinrange(skill_area_sub,bl, skill_get_splash(skill_id, skill_lv),BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1, skill_castend_nodamage_id); } break; case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); break; case PR_TURNUNDEAD: case ALL_RESURRECTION: if (!battle_check_undead(tstatus->race, tstatus->def_ele)) break; skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; case MG_SOULSTRIKE: case NPC_DARKSTRIKE: case MG_COLDBOLT: case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case WZ_EARTHSPIKE: case AL_HEAL: case AL_HOLYLIGHT: case 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 KO_KAIHOU: case MH_ERASER_CUTTER: case RL_B_TRAP: skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; case NPC_MAGICALATTACK: skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case HVAN_CAPRICE: //[blackhole89] { int ran=rnd()%4; int sid = 0; switch(ran) { case 0: sid=MG_COLDBOLT; break; case 1: sid=MG_FIREBOLT; break; case 2: sid=MG_LIGHTNINGBOLT; break; case 3: sid=WZ_EARTHSPIKE; break; } skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL); } break; case WZ_WATERBALL: //Deploy waterball cells, these are used and turned into waterballs via the timerskill skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0); skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag); break; case WZ_JUPITEL: //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag); break; case PR_BENEDICTIO: //Should attack undead and demons. [Skotlex] if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON) skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, 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,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF); clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; case NPC_DARKBREATH: clif_emotion(src,E_AG); case SN_FALCONASSAULT: case PA_PRESSURE: case CR_ACIDDEMONSTRATION: case TF_THROWSTONE: #ifdef RENEWAL case ASC_BREAKER: case GS_MAGICALBULLET: #endif 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,skill_id,skill_lv,tick,flag); break; #ifdef RENEWAL case NJ_ISSEN: { short x, y; short dir = map_calc_dir(src, bl->x, bl->y); // Move 2 cells (From target) if (dir > 0 && dir < 4) x = -2; else if (dir > 4) x = 2; else x = 0; if (dir > 2 && dir < 6) y = -2; else if (dir == 7 || dir < 2) y = 2; else y = 0; // Doesn't have slide effect in GVG if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) { clif_blown(src); clif_spiritball(src); } skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag); status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0); status_change_end(src, SC_NEN, INVALID_TIMER); status_change_end(src, SC_HIDING, INVALID_TIMER); } break; #endif case RK_DRAGONBREATH_WATER: case RK_DRAGONBREATH: { struct status_change *tsc2 = NULL; if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) { clif_skill_nodamage(src,src,skill_id,skill_lv,1); } else skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); } break; case NPC_SELFDESTRUCTION: { struct status_change *tsc2 = NULL; if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] ) break; } case HVAN_EXPLOSION: if (src != bl) skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); break; // Celest case PF_SOULBURN: if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (skill_lv == 5) skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); status_percent_damage(src, bl, 0, 100, false); } else { clif_skill_nodamage(src,src,skill_id,skill_lv,1); if (skill_lv == 5) skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag); status_percent_damage(src, src, 0, 100, false); } break; case NPC_BLOODDRAIN: case NPC_ENERGYDRAIN: { int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); if (heal > 0){ clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); status_heal(src, heal, 0, 0); } } break; case GS_BULLSEYE: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case NJ_KASUMIKIRI: if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0) sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case NJ_KIRIKAGE: if( !map_flag_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_blown(src); } } status_change_end(src, SC_HIDING, INVALID_TIMER); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case RK_HUNDREDSPEAR: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if(rnd()%100 < (10 + 3*skill_lv)) { int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG)); if( !skill_req ) break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang. skill_blown(src,bl,6,-1,0); skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0); } break; case RK_PHANTOMTHRUST: unit_setdir(src,map_calc_dir(src, bl->x, bl->y)); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0); if( battle_check_target(src,bl,BCT_ENEMY) > 0 ) skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case RK_STORMBLAST: if( flag&1 ) skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); else { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id); } break; case GC_DARKILLUSION: { short x, y; short dir = map_calc_dir(src,bl->x,bl->y); if( dir > 0 && dir < 4) x = 2; else if( dir > 4 ) x = -2; else x = 0; if( dir > 2 && dir < 6 ) y = 2; else if( dir == 7 || dir < 2 ) y = -2; else y = 0; if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) { clif_blown(src); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if( rnd()%100 < 4 * skill_lv ) skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag); } } break; case GC_WEAPONCRUSH: if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING ) skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0); break; case GC_CROSSRIPPERSLASHER: if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0); else { skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER); } break; case GC_PHANTOMMENACE: if (flag&1) { // Only Hits Invisible Targets if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) { status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); } if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt. } break; case WL_CHAINLIGHTNING: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); break; case WL_DRAINLIFE: { int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); int rate = 70 + 5 * skill_lv; heal = heal * (5 + 5 * skill_lv) / 100; if( bl->type == BL_SKILL ) 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 && sc ) { // No SC? No spheres 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->data[i] ) { spheres[j] = i; positions[j] = sc->data[i]->val2; j++; } // 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]); } if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior) status_change_end(src, spheres[4], INVALID_TIMER); j = 4; } k = 0; for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less 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, skill_lv, i, flag); clif_skill_nodamage(src, bl, subskill, skill_lv, 1); status_change_end(src, spheres[i], INVALID_TIMER); } } break; case WL_RELEASE: if( sd ) { int i; skill_toggle_magicpower(src, skill_id); // No hit will be amplified // Priority is to release SpellBook if( sc && sc->data[SC_FREEZE_SP] ) { // SpellBook uint16 pres_skill_id, pres_skill_lv, point, s = 0; int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1]; int cooldown; 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:rnd()%s];// Random select of spell to be released. if(sc->data[i] ){// Now extract the data from the preserved spell pres_skill_id = sc->data[i]->val1; pres_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_FREEZE_SP]->val2 > point ) sc->data[SC_FREEZE_SP]->val2 -= point; else // Last spell to be released status_change_end(src, SC_FREEZE_SP, INVALID_TIMER); if( bl->type != BL_SKILL ) /* skill types will crash the client */ clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1); if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) ) break; // Get the requirement for the preserved skill skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1); switch( skill_get_casttype(pres_skill_id) ) { case CAST_GROUND: skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0); break; case CAST_DAMAGE: skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0); break; } sd->ud.canact_tick = max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick); clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0); cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv); if( cooldown ) skill_blockpc_start(sd, pres_skill_id, cooldown); } else { // Summon Balls int j = 0, k; 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,skill_id,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( skill_lv == 1 ) j = 1; // Limit only to one ball for( i = 0; i < j; i++ ) { int 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,skill_id,0,1); } } break; case WL_FROSTMISTY: // Causes Freezing status through walls. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv)); // Doesn't deal damage through non-shootable walls. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) ) skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); break; case WL_HELLINFERNO: skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK); break; case RA_WUGSTRIKE: if( sd && pc_isridingwug(sd) ){ short x[8]={0,-1,-1,-1,0,1,1,1}; short y[8]={1,1,0,-1,-1,-1,0,1}; uint8 dir = map_calc_dir(bl, src->x, src->y); if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) { clif_blown(src); skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); } break; } case RA_WUGBITE: if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case RA_SENSITIVEKEEN: if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) { status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); } if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt. } else { struct skill_unit *su = NULL; 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,0,0,0,4,0,0); } skill_delunit(su); } } break; case NC_INFRAREDSCAN: if( flag&1 ) { 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); if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv)); } else { map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); if( sd ) pc_overheat(sd,1); } break; case NC_MAGNETICFIELD: sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)); break; case SC_FATALMENACE: if( flag&1 ) skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); else { short x, y; map_search_freecell(src, 0, &x, &y, -1, -1, 0); // Destination area skill_area_temp[4] = x; skill_area_temp[5] = y; map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL); } break; case LG_PINPOINTATTACK: if (skill_check_unit_movepos(3, src, bl->x, bl->y, 1, 1)) clif_blown(src); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case LG_SHIELDSPELL: if (skill_lv == 1) skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); else if (skill_lv == 2) skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; case SR_DRAGONCOMBO: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case SR_KNUCKLEARROW: // Holds current direction of bl/target to src/attacker before the src is moved to bl location dir_ka = map_calc_dir(bl, src->x, src->y); // Has slide effect if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1)) skill_blown(src, src, 1, (dir_ka + 4) % 8, 0); // Target position is actually one cell next to the target skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2); break; case SR_HOWLINGOFLION: status_change_end(bl, SC_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_NETHERWORLD, INVALID_TIMER); status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER); status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER); status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER); status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER); status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); status_change_end(bl, SC_SATURDAYNIGHTFEVER, 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, skill_id, skill_lv, tick, flag|SD_ANIMATION); break; case SR_EARTHSHAKER: if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); } else { map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); } break; case SR_TIGERCANNON: if (flag&1) { if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id) skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); } else if (sd) { skill_area_temp[1] = bl->id; skill_area_temp[3] = skill_id; if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO]) flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); } break; case SO_POISON_BUSTER: { struct status_change *tsc2 = status_get_sc(bl); if( tsc2 && tsc2->data[SC_POISON] ) { skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); status_change_end(bl, SC_POISON, INVALID_TIMER); } else if( sd ) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } break; case GN_SPORE_EXPLOSION: if( flag&1 ) skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); else { clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0); } break; case GN_DEMONIC_FIRE: case GN_FIRE_EXPANSION_ACID: if (flag&1) skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); break; case KO_JYUMONJIKIRI: { short x, y; short dir = map_calc_dir(src,bl->x,bl->y); if (dir > 0 && dir < 4) x = 2; else if (dir > 4) x = -2; else x = 0; if (dir > 2 && dir < 6) y = 2; else if (dir == 7 || dir < 2) y = -2; else y = 0; if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) { clif_blown(src); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); } } break; case EL_FIRE_BOMB: case EL_FIRE_WAVE: case EL_WATER_SCREW: case EL_HURRICANE: case EL_TYPOON_MIS: if( flag&1 ) skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag); else { int i = skill_get_splash(skill_id,skill_lv); clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1); clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); if( rnd()%100 < 30 ) map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); else skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); } break; case EL_ROCK_CRUSHER: clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); if( rnd()%100 < 50 ) skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); else skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag); break; case EL_STONE_RAIN: if( flag&1 ) skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); else { int i = skill_get_splash(skill_id,skill_lv); clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); if( rnd()%100 < 30 ) map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); else skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); } break; case EL_FIRE_ARROW: case EL_ICE_NEEDLE: case EL_WIND_SLASH: case EL_STONE_HAMMER: clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1); clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); break; case EL_TIDAL_WEAPON: if( src->type == BL_ELEM ) { struct elemental_data *ele = BL_CAST(BL_ELEM,src); struct status_change *sc2 = status_get_sc(&ele->bl); struct status_change *tsc2 = status_get_sc(bl); sc_type type = status_skill2sc(skill_id), type2; type2 = type-1; clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) { elemental_clean_single_effect(ele, skill_id); } if( rnd()%100 < 50 ) skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); else { sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv)); sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv)); } clif_skill_nodamage(src,src,skill_id,skill_lv,1); } break; //recursive homon skill case MH_MAGMA_FLOW: case MH_HEILIGE_STANGE: if(flag&1){ if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) ) break;//chance to not trigger atk for magma skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); } else map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id); break; case MH_STAHL_HORN: case MH_NEEDLE_OF_PARALYZE: case MH_SONIC_CRAW: skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; case MH_MIDNIGHT_FRENZY: case MH_SILVERVEIN_RUSH: { TBL_HOM *hd = BL_CAST(BL_HOM,src); skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0); } break; case MH_TINDER_BREAKER: case MH_CBC: case MH_EQC: { int duration = 0; TBL_HOM *hd = BL_CAST(BL_HOM,src); duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) { clif_blown(src); clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick); } clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration)); hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2 skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); } break; case RL_H_MINE: if (!(flag&1)) { // Direct attack if (!sd || !sd->flicker) { if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag)) status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF); break; } // Triggered by RL_FLICKER if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) { // Splash damage around it! map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); flag |= 1; // Don't consume requirement tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired status_change_end(bl, SC_H_MINE, INVALID_TIMER); sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv)); } } else skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); if (sd && sd->flicker) flag |= 1; // Don't consume requirement break; case RL_HAMMER_OF_GOD: if (!(flag&1)) { if (!sd) { skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); break; } // First attack. If target is marked by SC_C_MARKER, do another splash damage! if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) { map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); status_change_end(bl, SC_C_MARKER, INVALID_TIMER); } } else skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); if ((flag&8)) flag |= 1; break; case RL_QD_SHOT: case RL_D_TAIL: if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) { int sflag = flag; if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id ) break; if (flag&1) sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0); skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); if (sd) { if (skill_id != RL_D_TAIL) status_change_end(bl, SC_C_MARKER, INVALID_TIMER); } } break; case SU_SCAROFTAROU: sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: What's the activation chance for the Bite effect? case SU_SV_STEMSPEAR: skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); if (status_get_lv(src) >= 30 && (rnd() % 100 < (int)(status_get_lv(src) / 30) + 10)) // TODO: Need activation chance. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, (skill_id == SU_SV_STEMSPEAR) ? BF_MAGIC : BF_WEAPON, flag); break; case 0:/* no skill - basic/normal attack */ if(sd) { if (flag & 3){ if (bl->id != skill_area_temp[1]) skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); } else { skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub, bl, sd->bonus.splash_range, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id); flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex] } } break; default: ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id); clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion, 0, abs(skill_get_num(skill_id, skill_lv)), skill_id, skill_lv, skill_get_hit(skill_id)); map_freeblock_unlock(); return 1; } if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); map_freeblock_unlock(); if( sd && !(flag&1) ) {// ensure that the skill last-cast tick is recorded sd->canskill_tick = gettick(); if( sd->state.arrow_atk ) {// consume arrow on last invocation to this skill. battle_consume_ammo(sd, skill_id, skill_lv); } // perform skill requirement consumption skill_consume_requirement(sd,skill_id,skill_lv,2); } return 0; } /** * Use no-damage skill from 'src' to 'bl * @param src Caster * @param bl Target of the skill, bl maybe same with src for self skill * @param skill_id * @param skill_lv * @param tick * @param flag Various value, &1: Recursive effect **/ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, 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 chorusbonus = 0; int i = 0; enum sc_type type; if(skill_id > 0 && !skill_lv) return 0; // celest nullpo_retr(1, src); nullpo_retr(1, bl); if (src->m != bl->m) return 1; sd = BL_CAST(BL_PC, src); hd = BL_CAST(BL_HOM, src); md = BL_CAST(BL_MOB, src); mer = BL_CAST(BL_MER, src); dstsd = BL_CAST(BL_PC, bl); dstmd = BL_CAST(BL_MOB, bl); if(bl->prev == NULL) return 1; if(status_isdead(src)) return 1; if( src != bl && status_isdead(bl) ) { switch( skill_id ) { // Skills that may be cast on dead targets 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); // Minstrel/Wanderer number check for chorus skills. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party. if( sd && sd->status.party_id ) { chorusbonus = party_foreachsamemap(party_sub_count_class, sd, AREA_SIZE, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER); if( chorusbonus > 7 ) chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers else if( chorusbonus > 2 ) chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible. } //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] switch (skill_id) { case HLIF_HEAL: //[orn] if (bl->type != BL_HOM) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ; break ; } case AL_HEAL: case ALL_RESURRECTION: case PR_ASPERSIO: 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,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } return skill_castend_damage_id (src, bl, skill_id, skill_lv, 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, skill_id, skill_lv, tick, flag); case MH_STEINWAND: { struct block_list *s_src = battle_get_master(src); short ret = 0; if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv)) ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); return ret; } break; default: //Skill is actually ground placed. if (src == bl && skill_get_unit_id(skill_id,0)) return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0); } type = status_skill2sc(skill_id); tsc = status_get_sc(bl); tsce = (tsc && type != -1)?tsc->data[type]:NULL; if (src!=bl && type > -1 && (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL && skill_get_inf(skill_id) != 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(skill_id) { case HLIF_HEAL: //[orn] case AL_HEAL: case AB_HIGHNESSHEAL: { int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true); int heal_get_jobexp; if (status_isimmune(bl) || (dstmd && status_get_class(bl) == MOBID_EMPERIUM)) heal = 0; if( dstmd && status_get_class_(bl) == CLASS_BATTLEFIELD ) heal = 1; if( tsc && tsc->count ) { if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //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]) heal = 0; //Needed so that it actually displays 0 when healing. } if (skill_id == AL_HEAL) status_change_end(bl, SC_BITESCAR, INVALID_TIMER); clif_skill_nodamage (src, bl, skill_id, heal, 1); if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL ) heal = ~heal + 1; heal_get_jobexp = status_heal(bl,heal,0,0); if( sd && dstsd && heal > 0 && sd != dstsd ) { if( sd->status.guild_id && map_allowed_woe(src->m) ) { if( sd->status.guild_id == dstsd->status.guild_id || (!map[src->m].flag.gvg_noalliance && guild_isallied(sd->status.guild_id, dstsd->status.guild_id)) ) add2limit(sd->status.wstats.healing_done, heal_get_jobexp, UINT_MAX); else add2limit(sd->status.wstats.wrong_healing_done, heal_get_jobexp, UINT_MAX); } else if( map[src->m].flag.battleground && sd->bg_id && dstsd->bg_id ) { if( sd->bg_id == dstsd->bg_id ) add2limit(sd->status.bgstats.healing_done, heal_get_jobexp, UINT_MAX); else add2limit(sd->status.bgstats.wrong_healing_done, heal_get_jobexp, UINT_MAX); } if( 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, 0); } } } break; case PR_REDEMPTIO: if (sd && !(flag&1)) { if (sd->status.party_id == 0) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } skill_area_temp[0] = 0; party_foreachsamemap(skill_area_sub, sd,skill_get_splash(skill_id, skill_lv), src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); if (skill_area_temp[0] == 0) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty... if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty && battle_config.exp_cost_redemptio) { //Apply penalty //If total penalty is 1% => reduced 0.2% penalty per each revived player pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0); } status_set_hp(src, 1, 0); status_set_sp(src, 0, 0); break; } else if (status_isdead(bl) && flag&1) { //Revive skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. skill_lv = 3; //Resurrection level 3 is used } else //Invalid target, skip resurrection. break; case ALL_RESURRECTION: if( sd && map_flag_gvg3(bl->m) ) { //No reviving in WoE grounds! clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if (!status_isdead(bl)) break; { int per = 0, sper = 0; if (tsc && tsc->data[SC_HELLPOWER]) break; if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) break; switch(skill_lv){ case 1: per=10; break; case 2: per=30; break; case 3: per=50; break; case 4: per=80; break; } if(dstsd && dstsd->special_state.restart_full_recover) per = sper = 100; if (status_revive(bl, per, sper)) { clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation. if(sd && dstsd && battle_config.resurrection_exp > 0) { int exp = 0,jexp = 0; int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; if(lv > 0 && pc_nextbaseexp(dstsd)) { exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); if (exp < 1) exp = 1; } if(jlv > 0 && pc_nextjobexp(dstsd)) { jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); if (jexp < 1) jexp = 1; } if(exp > 0 || jexp > 0) pc_gainexp (sd, bl, exp, jexp, 0); } } } break; case AL_DECAGI: case MER_DECAGI: clif_skill_nodamage (src, bl, skill_id, skill_lv, sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv))); break; case AL_CRUCIS: if (flag&1) sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv)); else { map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case PR_LEXDIVINA: case MER_LEXDIVINA: if (tsce) status_change_end(bl, type, INVALID_TIMER); else skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag); clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); break; case SA_ABRACADABRA: if (!skill_abra_count) { clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); break; } else { int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3; do { i = rnd() % MAX_SKILL_ABRA_DB; abra_skill_id = skill_abra_db[i].skill_id; abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id)); } while ( checked++ < checked_max && (abra_skill_id == 0 || rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) ); if (!skill_get_index(abra_skill_id)) break; clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); if( sd ) {// player-casted sd->state.abra_flag = 1; sd->skillitem = abra_skill_id; sd->skillitemlv = abra_skill_lv; clif_item_skill(sd, abra_skill_id, abra_skill_lv); } else {// mob-casted struct unit_data *ud = unit_bl2ud(src); int inf = skill_get_inf(abra_skill_id); if (!ud) break; if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { if (src->type == BL_PET) bl = (struct block_list*)((TBL_PET*)src)->master; if (!bl) bl = src; unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); } else { //Assume offensive skills int target_id = 0; if (ud->target) target_id = ud->target; else switch (src->type) { case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; } if (!target_id) break; if (skill_get_casttype(abra_skill_id) == CAST_GROUND) { bl = map_id2bl(target_id); if (!bl) bl = src; unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv); } else unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv); } } } break; case SA_COMA: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv))); break; case SA_FULLRECOVERY: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (status_isimmune(bl)) break; status_percent_heal(bl, 100, 100); break; case NPC_ALLHEAL: { int heal; if( status_isimmune(bl) ) break; heal = status_percent_heal(bl, 100, 0); clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1); if( dstmd ) { // Reset Damage Logs memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); dstmd->tdmg = 0; } } break; case SA_SUMMONMONSTER: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE); break; case SA_LEVELUP: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0); break; case SA_INSTANTDEATH: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); status_kill(src); break; case SA_QUESTION: clif_emotion(src,E_WHAT); case SA_GRAVITY: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case SA_CLASSCHANGE: case SA_MONOCELL: if (dstmd) { int class_; if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, 1, 0)); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); mob_class_change(dstmd,class_); if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) { 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 && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); status_kill(bl); break; case SA_REVERSEORCISH: case ALL_REVERSEORCISH: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv))); break; case SA_FORTUNE: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL); break; case SA_TAMINGMONSTER: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (sd && dstmd) { ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ ); if( i < MAX_PET_DB ) pet_catch_process1(sd, dstmd->mob_id); } break; case CR_PROVIDENCE: if(sd && dstsd){ //Check they are not another crusader [Skotlex] if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } } clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); break; case CG_MARIONETTE: { struct status_change* sc = status_get_sc(src); if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) {// Cannot cast on another bard/dancer-type class of the same gender as caster clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } if( sc && tsc ) { if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] ) { sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv)); sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv)); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } else if( sc->data[SC_MARIONETTE ] && 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,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } } } break; case RG_CLOSECONFINE: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv))); break; case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: if (dstsd) { if(dstsd->status.weapon == W_FIST || (dstsd->sc.count && !dstsd->sc.data[type] && ( //Allow re-enchanting to 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,skill_id,USESKILL_FAIL_LEVEL,0); clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; } } // 100% success rate at lv4 & 5, but lasts longer at lv5 if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) clif_displaymessage(sd->fd, msg_txt(sd,669)); } break; case PR_ASPERSIO: if (sd && dstmd) { clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; } clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); break; case ITEM_ENCHANTARMS: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,100,skill_lv, skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv))); break; case TK_SEVENWIND: switch(skill_get_ele(skill_id,skill_lv)) { case ELE_EARTH : type = SC_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,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case PR_KYRIE: case MER_KYRIE: case SU_TUNAPARTY: clif_skill_nodamage(bl,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); break; //Passive Magnum, should had been casted on yourself. case SM_MAGNUM: case MS_MAGNUM: skill_area_temp[1] = 0; map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); clif_skill_nodamage (src,src,skill_id,skill_lv,1); // Initiate 20% of your damage becomes fire element. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv)); if( sd ) skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv)); else if( bl->type == BL_MER ) skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv)); break; case TK_JUMPKICK: /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */ if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) { if( unit_movepos(src, bl->x, bl->y, 2, 1) ) { skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); clif_blown(src); } } else clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); break; case AL_INCAGI: case AL_BLESSING: case MER_INCAGI: case MER_BLESSING: if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) { skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); break; } case PR_SLOWPOISON: case PR_IMPOSITIO: case PR_LEXAETERNA: case PR_SUFFRAGIUM: case PR_BENEDICTIO: case LK_BERSERK: case MS_BERSERK: case KN_TWOHANDQUICKEN: case KN_ONEHAND: case MER_QUICKEN: case CR_SPEARQUICKEN: case CR_REFLECTSHIELD: case MS_REFLECTSHIELD: case AS_POISONREACT: case MC_LOUD: case MG_ENERGYCOAT: case MO_EXPLOSIONSPIRITS: case MO_STEELBODY: case MO_BLADESTOP: case LK_AURABLADE: case LK_PARRYING: case MS_PARRYING: case LK_CONCENTRATION: case WS_CARTBOOST: case SN_SIGHT: case WS_MELTDOWN: case WS_OVERTHRUSTMAX: case ST_REJECTSWORD: case HW_MAGICPOWER: case PF_MEMORIZE: case PA_SACRIFICE: case ASC_EDP: case PF_DOUBLECASTING: case SG_SUN_COMFORT: case SG_MOON_COMFORT: case SG_STAR_COMFORT: case NPC_HALLUCINATION: case GS_MADNESSCANCEL: case GS_ADJUSTMENT: case GS_INCREASING: case NJ_KASUMIKIRI: case NJ_UTSUSEMI: case NJ_NEN: case NPC_DEFENDER: case NPC_MAGICMIRROR: case ST_PRESERVE: case NPC_INVINCIBLE: case NPC_INVINCIBLEOFF: case RK_DEATHBOUND: case AB_RENOVATIO: case AB_EXPIATIO: case AB_DUPLELIGHT: case AB_SECRAMENT: case AB_OFFERTORIUM: case NC_ACCELERATION: case NC_HOVERING: case NC_SHAPESHIFT: case WL_MARSHOFABYSS: case WL_RECOGNIZEDSPELL: case GC_VENOMIMPRESS: case SC_DEADLYINFECT: case LG_EXEEDBREAK: case LG_PRESTIGE: case SR_CRESCENTELBOW: case SR_LIGHTNINGWALK: case GN_CARTBOOST: case KO_MEIKYOUSISUI: case ALL_ODINS_POWER: case ALL_FULL_THROTTLE: case RA_UNLIMIT: case WL_TELEKINESIS_INTENSE: case RL_HEAT_BARREL: case RL_P_ALTER: case RL_E_CHAIN: case SU_FRESHSHRIMP: case SU_ARCLOUSEDASH: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); break; case SU_STOOP: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case KN_AUTOCOUNTER: sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag); break; case SO_STRIKING: if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) { int bonus = 0; if (dstsd) { short index = dstsd->equip_index[EQI_HAND_R]; if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON) bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv; } if (sd) bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5; clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv))); } else if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0); break; case NPC_STOP: if( clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) ) sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)); break; case HP_ASSUMPTIO: if( sd && dstmd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); break; case MG_SIGHT: case MER_SIGHT: case AL_RUWACH: case WZ_SIGHTBLASTER: case NPC_WIDESIGHT: case NPC_STONESKIN: case NPC_ANTIMAGIC: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv))); break; case HLIF_AVOID: case HAMI_DEFENCE: i = skill_get_time(skill_id,skill_lv); clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc break; case NJ_BUNSINJYUTSU: status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica] clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); status_change_end(bl, SC_NEN, INVALID_TIMER); break; /* Was modified to only affect targetted char. [Skotlex] case HP_ASSUMPTIO: if (flag&1) sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); else { map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; */ case SM_ENDURE: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); 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,skill_id,skill_lv,0); clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); break; case LK_TENSIONRELAX: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv), skill_get_time(skill_id,skill_lv))); break; case MC_CHANGECART: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MC_CARTDECORATE: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if( sd ) { clif_SelectCart(sd); } break; case TK_MISSION: if (sd) { int id; if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one clif_mission_info(sd, sd->mission_mobid, sd->mission_count); clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } id = mob_get_random_id(MOBG_Branch_Of_Dead_Tree,0xF, sd->status.base_level); if (!id) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } sd->mission_mobid = id; sd->mission_count = 0; pc_setglobalreg(sd, add_str("TK_MISSION_ID"), id); clif_mission_info(sd, id, 0); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case AC_CONCENTRATION: { int splash = skill_get_splash(skill_id, skill_lv); clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); skill_reveal_trap_inarea(src, splash, src->x, src->y); map_foreachinrange( status_change_timer_sub, src, splash, BL_CHAR, src, NULL, type, tick); } break; case SM_PROVOKE: case SM_SELFPROVOKE: case MER_PROVOKE: if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) { map_freeblock_unlock(); return 1; } // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel% if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv)))) { if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i); unit_skillcastcancel(bl, 2); if( tsc && tsc->count ) { status_change_end(bl, SC_FREEZE, INVALID_TIMER); if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE ) status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER); } if( dstmd ) { dstmd->state.provoke_flag = src->id; mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true)); } 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, skill_id, USESKILL_FAIL_LEVEL, 0); break; } if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 ) lv = -lv; if( lv > battle_config.devotion_level_difference || // Level difference requeriments (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted. { if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } i = 0; count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner if( sd ) { // Player Devoting Player ARR_FIND(0, count, i, sd->devotion[i] == bl->id ); if( i == count ) { ARR_FIND(0, count, i, sd->devotion[i] == 0 ); if( i == count ) { // No free slots, skill Fail clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); map_freeblock_unlock(); return 1; } } sd->devotion[i] = bl->id; } else mer->devotion_flag = 1; // Mercenary Devoting Owner clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv))); clif_devotion(src, NULL); } break; case MO_CALLSPIRITS: if(sd) { int limit = skill_lv; if( sd->sc.data[SC_RAISINGDRAGON] ) limit += sd->sc.data[SC_RAISINGDRAGON]->val1; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit); } break; case CH_SOULCOLLECT: if(sd) { int limit = 5; if( sd->sc.data[SC_RAISINGDRAGON] ) limit += sd->sc.data[SC_RAISINGDRAGON]->val1; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); for (i = 0; i < limit; i++) pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit); } break; case MO_KITRANSLATION: if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) { //Require will define how many spiritballs will be transferred struct skill_condition require; require = skill_get_requirement(sd,skill_id,skill_lv); pc_delspiritball(sd,require.spiritball,0); for (i = 0; i < require.spiritball; i++) pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5); } else { if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } break; case TK_TURNKICK: case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex] if (skill_area_temp[1] != bl->id) { skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0); skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback } break; case MO_ABSORBSPIRITS: i = 0; if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group) || (sd && sd->state.pvpmode && dstsd->state.pvpmode)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] if (dstsd->spiritball > 0) { i = dstsd->spiritball * 7; pc_delspiritball(dstsd,dstsd->spiritball,0); } if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) { i += dstsd->spiritcharm * 7; pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type); } } else if (dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, 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,skill_id,skill_lv,i?1:0); break; case AC_MAKINGARROW: if(sd) { clif_arrow_create_list(sd); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case AM_PHARMACY: if(sd) { clif_skill_produce_mix_list(sd,skill_id,22); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case SA_CREATECON: if(sd) { clif_elementalconverter_list(sd); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case BS_HAMMERFALL: skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag); break; case RG_RAID: skill_area_temp[1] = 0; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); status_change_end(src, SC_HIDING, INVALID_TIMER); break; //List of self skills that give damage around caster 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: case RL_FIREDANCE: case RL_R_TRIP: { struct status_change *sc = status_get_sc(src); int starget = BL_CHAR|BL_SKILL; if (skill_id == SR_SKYNETBLOW && sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) flag |= 8; if (skill_id == SR_HOWLINGOFLION) starget = splash_target(src); skill_area_temp[1] = 0; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (battle_config.skill_wall_check) i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); else i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); } break; case NC_EMERGENCYCOOL: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER); status_change_end(src,SC_OVERHEAT,INVALID_TIMER); break; case SR_WINDMILL: case GN_CART_TORNADO: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); case SR_EARTHSHAKER: case NC_INFRAREDSCAN: case NPC_EARTHQUAKE: case NPC_VAMPIRE_GIFT: case NPC_HELLJUDGEMENT: case NPC_PULSESTRIKE: case LG_MOONSLASHER: skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag); break; case KN_BRANDISHSPEAR: case ML_BRANDISH: { skill_area_temp[1] = bl->id; if(skill_lv >= 10) map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y, skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0), skill_castend_damage_id); if(skill_lv >= 7) map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y, skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0), skill_castend_damage_id); if(skill_lv >= 4) map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y, skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0), skill_castend_damage_id); map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y, skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0, skill_castend_damage_id); } break; case WZ_SIGHTRASHER: //Passive side of the attack. status_change_end(src, SC_SIGHT, INVALID_TIMER); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinshootrange(skill_area_sub,src, skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id); break; case WZ_FROSTNOVA: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_area_temp[1] = 0; map_foreachinshootrange(skill_attack_area, src, skill_get_splash(skill_id, skill_lv), splash_target(src), BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); break; case HVAN_EXPLOSION: //[orn] case NPC_SELFDESTRUCTION: //Self Destruction hits everyone in range (allies+enemies) //Except for Summoned Marine spheres on non-versus maps, where it's just enemy. i = ((!md || md->special_state.ai == AI_SPHERE || md->mob_id == 1904) && !map_flag_vs(src->m))? BCT_ENEMY:BCT_ALL; clif_skill_nodamage(src, src, skill_id, -1, 1); map_delblock(src); //Required to prevent chain-self-destructions hitting back. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|i, skill_castend_damage_id); if(map_addblock(src)) { map_freeblock_unlock(); return 1; } status_damage_(src, src, sstatus->max_hp,0,0,1,skill_id); break; case AL_ANGELUS: case PR_MAGNIFICAT: case PR_GLORIA: case SN_WINDWALK: case CASH_BLESSING: case CASH_INCAGI: case CASH_ASSUMPTIO: case WM_FRIGG_SONG: if( !skill_check_party(sd) || (flag&1) ) clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; case MER_MAGNIFICAT: if( mer != NULL ) { clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); if( mer->master && skill_check_party(mer->master) && !(flag&1) ) party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); else if( mer->master && !(flag&1) ) clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); } break; case BS_ADRENALINE: case BS_ADRENALINE2: case BS_WEAPONPERFECT: case BS_OVERTHRUST: if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { int weapontype = skill_get_weapontype(skill_id); if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) { clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv))); } } else if (sd) { party_foreachsamemap(skill_area_sub, sd,skill_get_splash(skill_id, skill_lv), src,skill_id,skill_lv,tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case BS_MAXIMIZE: case NV_TRICKDEAD: case CR_DEFENDER: case ML_DEFENDER: case CR_AUTOGUARD: case ML_AUTOGUARD: case TK_READYSTORM: case TK_READYDOWN: case TK_READYTURN: case TK_READYCOUNTER: case TK_DODGE: case CR_SHRINK: case SG_FUSION: case GS_GATLINGFEVER: if( tsce ) { clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); map_freeblock_unlock(); return 0; } clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); break; case SL_KAITE: case SL_KAAHI: case SL_KAIZEL: case SL_KAUPE: if (sd) { if (!dstsd || !( (&sd->sc && 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,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF); clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv))); break; case SM_AUTOBERSERK: case MER_AUTOBERSERK: if( tsce ) i = status_change_end(bl, type, INVALID_TIMER); else i = sc_start(src,bl,type,100,skill_lv,60000); clif_skill_nodamage(src,bl,skill_id,skill_lv,i); break; case TF_HIDING: case ST_CHASEWALK: case KO_YAMIKUMO: if (tsce) { clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation. map_freeblock_unlock(); return 0; } else if( tsc && tsc->option&OPTION_MADOGEAR ) { //Mado Gear cannot hide if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); break; case TK_RUN: if (tsce) { clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); map_freeblock_unlock(); return 0; } clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0)); if (sd) // If the client receives a skill-use packet 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: case RA_CAMOUFLAGE: if (tsce) { i = status_change_end(bl, type, INVALID_TIMER); if( i ) clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i); else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); if( i ) clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i); else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case BD_ADAPTATION: if(tsc && tsc->data[SC_DANCING]){ clif_skill_nodamage(src,bl,skill_id,skill_lv,1); status_change_end(bl, SC_DANCING, INVALID_TIMER); } break; case BA_FROSTJOKER: case DC_SCREAM: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag); if (md) { // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches) char temp[70]; snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc); clif_disp_overhead(&md->bl,temp); } break; case BA_PANGVOICE: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv))); break; case DC_WINKCHARM: if( dstsd ) clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv))); else if( dstmd ) { if( status_get_lv(src) > status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL) && !status_has_mode(tstatus,MD_STATUS_IMMUNE) ) clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv))); else { clif_skill_nodamage(src,bl,skill_id,skill_lv,0); if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } } break; case TF_STEAL: if(sd) { if(pc_steal_item(sd,bl,skill_lv)) clif_skill_nodamage(src,bl,skill_id,skill_lv,1); else clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); } break; case RG_STEALCOIN: if(sd) { if(pc_steal_coin(sd,bl)) { dstmd->state.provoke_flag = src->id; mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true)); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } else clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case MG_STONECURSE: { int brate = 0; if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if(status_isimmune(bl) || !tsc) break; if (sd && &sd->sc && sd->sc.data[SC_PETROLOGY_OPTION]) brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3; if (tsc && tsc->data[type]) { status_change_end(bl, type, INVALID_TIMER); if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if (sc_start4(src,bl,type,(skill_lv*4+20)+brate, skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0, skill_get_time2(skill_id,skill_lv))) clif_skill_nodamage(src,bl,skill_id,skill_lv,1); else if(sd) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); // Level 6-10 doesn't consume a red gem if it fails [celest] if (skill_lv > 5) { // not to consume items map_freeblock_unlock(); return 0; } } } break; case NV_FIRSTAID: clif_skill_nodamage(src,bl,skill_id,5,1); status_heal(bl,5,0,0); break; case AL_CURE: if(status_isimmune(bl)) { clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; } status_change_end(bl, SC_SILENCE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); status_change_end(bl, SC_CONFUSION, INVALID_TIMER); status_change_end(bl, SC_BITESCAR, INVALID_TIMER); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case TF_DETOXIFY: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); status_change_end(bl, SC_POISON, INVALID_TIMER); status_change_end(bl, SC_DPOISON, INVALID_TIMER); break; case PR_STRECOVERY: if(status_isimmune(bl)) { clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; } if (tsc && tsc->opt1) { status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER); status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER); } status_change_end(bl, SC_STASIS, INVALID_TIMER); if(battle_check_undead(tstatus->race,tstatus->def_ele)) skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if(dstmd) mob_unlocktarget(dstmd,tick); break; // Mercenary Supportive Skills case MER_BENEDICTION: status_change_end(bl, SC_CURSE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_COMPRESS: status_change_end(bl, SC_BLEEDING, INVALID_TIMER); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_MENTALCURE: status_change_end(bl, SC_CONFUSION, INVALID_TIMER); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_RECUPERATE: status_change_end(bl, SC_POISON, INVALID_TIMER); status_change_end(bl, SC_DPOISON, INVALID_TIMER); status_change_end(bl, SC_SILENCE, INVALID_TIMER); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_REGAIN: status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_TENDER: status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STONE, INVALID_TIMER); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_SCAPEGOAT: if( mer && mer->master ) { status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2); status_damage_(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id); } break; case MER_ESTIMATION: if( !mer ) break; sd = mer->master; case WZ_ESTIMATION: if( sd == NULL ) break; if( dstsd ) { // Fail on Players clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); clif_skill_estimation(sd, bl); if( skill_id == MER_ESTIMATION ) sd = NULL; break; case BS_REPAIRWEAPON: if(sd && dstsd) clif_item_repair_list(sd,dstsd,skill_lv); break; case MC_IDENTIFY: if(sd) { clif_item_identify_list(sd); if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything map_freeblock_unlock(); return 1; } else { // consume sp only if succeeded struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv); status_zap(src,0,req.sp); } } break; // Weapon Refining [Celest] case WS_WEAPONREFINE: if(sd) clif_item_refine_list(sd); break; case MC_VENDING: if( sd ) { if( battle_config.vending_zeny_id ) clif_vend(sd,skill_lv); // Extended Vending System else { if ( !pc_can_give_items(sd) ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else { sd->state.prevend = 1; sd->state.workinprogress = WIP_DISABLE_ALL; clif_openvendingreq(sd,2+skill_lv); } } } break; case AL_TELEPORT: case ALL_ODINS_RECALL: if(sd) { if( (map[bl->m].flag.noteleport || !guild_canescape(sd)) && skill_lv <= 2 ) { clif_skill_teleportmessage(sd,0); break; } if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza] char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT)); clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel." break; } if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) memset(sd->hd->blockskill, 0, sizeof(hd->blockskill)); if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 ) { if( skill_lv == 1 ) pc_randomwarp(sd,CLR_TELEPORT); else pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); break; } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL ) clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0); else clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0); } else unit_warp(bl,-1,-1,-1,CLR_TELEPORT); break; case NPC_EXPULSION: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); unit_warp(bl,-1,-1,-1,CLR_TELEPORT); break; case AL_HOLYWATER: if(sd) { if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) { struct skill_unit* su; if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL) skill_delunit(su); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } else clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case TF_PICKSTONE: if(sd) { unsigned char eflag; struct item item_tmp; struct block_list tbl; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); memset(&item_tmp,0,sizeof(item_tmp)); memset(&tbl,0,sizeof(tbl)); // [MouseJstr] item_tmp.nameid = ITEMID_STONE; item_tmp.identify = 1; tbl.id = 0; // Commented because of duplicate animation [Lemongrass] // At the moment this displays the pickup animation a second time // If this is required in older clients, we need to add a version check here //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,0,0,0,0,0,0); } } break; case ASC_CDP: if(sd) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1); //Produce a 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 ( skill_id == ST_FULLSTRIP ) { i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5; } else if( skill_id == SC_STRIPACCESSARY ) { i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5; } else { i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5; } if (i < 5) i = 5; //Minimum rate 5% //Duration in ms if( skill_id == GC_WEAPONCRUSH){ d = skill_get_time(skill_id,skill_lv); if(bl->type == BL_PC) d += skill_lv * 15 + (sstatus->dex - tstatus->dex); else d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2; }else d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500; if (d < 0) d = 0; //Minimum duration 0ms if( skill_id == ST_FULLSTRIP){ d = 30000; } switch (skill_id) { case RG_STRIPWEAPON: case GC_WEAPONCRUSH: location = EQP_WEAPON; break; case RG_STRIPSHIELD: location = EQP_SHIELD; break; case RG_STRIPARMOR: location = EQP_ARMOR; break; case RG_STRIPHELM: location = EQP_HELM; break; case ST_FULLSTRIP: // location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM|EQP_ACC; location = EQP_HELM|EQP_ACC; break; case SC_STRIPACCESSARY: location = EQP_ACC; break; } //Special message when trying to use strip on FCP [Jobbie] if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_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(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) ) clif_skill_nodamage(src,bl,skill_id,skill_lv,i); //Nothing stripped. if( sd && !i ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } case AM_BERSERKPITCHER: case AM_POTIONPITCHER: { int j,hp = 0,sp = 0; if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) { map_freeblock_unlock(); return 1; } if( sd ) { int x,bonus=100; struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv); x = skill_lv%11 - 1; j = pc_search_inventory(sd, require.itemid[x]); if (j < 0 || require.itemid[x] <= 0) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } if( skill_id == AM_BERSERKPITCHER ) { if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) { clif_skill_fail(sd,skill_id,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[j]->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 ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) { hp += hp * bonus / 100; sp += sp * bonus / 100; } if( (j = pc_skillheal_bonus(sd, skill_id)) ) { hp += hp * j / 100; sp += sp * j / 100; } } else { //Maybe replace with potion_hp, but I'm unsure how that works [Playtester] switch (skill_lv) { case 1: hp = 45; break; case 2: hp = 105; break; case 3: hp = 175; break; default: hp = 325; break; } hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100; hp = hp * (100 + (tstatus->vit<<1)) / 100; if( dstsd ) hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; } if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) { hp += hp * j / 100; sp += sp * j / 100; } if (tsc && tsc->count) { uint8 penalty = 0; if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) { hp += hp / 10; sp += sp / 10; } if (tsc->data[SC_CRITICALWOUND]) penalty += tsc->data[SC_CRITICALWOUND]->val2; if (tsc->data[SC_DEATHHURT]) penalty += 20; if (tsc->data[SC_NORECOVER_STATE]) penalty = 100; if (penalty > 0) { hp -= hp * penalty / 100; sp -= sp * penalty / 100; } } if( dstmd && status_get_class_(bl) == CLASS_BOSS ) hp = 1; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) ) clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); if( sp > 0 ) clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); if (tsc) { #ifdef RENEWAL if (tsc->data[SC_EXTREMITYFIST2]) sp = 0; #endif if (tsc->data[SC_NORECOVER_STATE]) { hp = 0; sp = 0; } } 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[skill_id - AM_CP_WEAPON]) < 0 ) ) ){ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); // Don't consume item requirements return 0; } clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); } break; case AM_TWILIGHT1: if (sd) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); //Prepare 200 White Potions. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1)) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case AM_TWILIGHT2: if (sd) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); //Prepare 200 Slim White Potions. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1)) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case AM_TWILIGHT3: if (sd) { int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE); short alcohol_idx = -1, acid_idx = -1, fire_idx = -1; if( ebottle >= 0 ) ebottle = sd->status.inventory[ebottle].amount; //check if you can produce all three, if not, then fail: if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle || ebottle < 200 //200 empty bottle are required at total. ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1); skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1); skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1); } break; case SA_DISPELL: if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) { if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id)) break; // Outside PvP it should only affect party members and no skill fail message clif_skill_nodamage(src,bl,skill_id,skill_lv,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*skill_lv) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if(status_isimmune(bl)) break; //Remove bonus_script by Dispell if (dstsd) pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL); if(!tsc || !tsc->count) break; for(i=0;i<SC_MAX;i++) { if (!tsc->data[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_CRIFOOD: 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_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION: 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: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM: #ifdef RENEWAL case SC_EXTREMITYFIST2: #endif case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK: case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI: case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2: case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP: case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE: case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT: case SC_REUSE_REFRESH: case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C: case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F: case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF: case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE: case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT: case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE: case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3: 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==0) continue; //if in song-area don't end it break; case SC_ASSUMPTIO: if( bl->type == BL_MOB ) continue; break; } if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. status_change_end(bl, (sc_type)i, INVALID_TIMER); } break; } //Affect all targets on splash area. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id); break; case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex] clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),2); clif_blown(src); 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 if(dir%2) { //Diagonal x = src->x + dirx[dir]*(skill_lv*4)/3; y = src->y + diry[dir]*(skill_lv*4)/3; } else { x = src->x + dirx[dir]*skill_lv*2; y = src->y + diry[dir]*skill_lv*2; } clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0)) clif_blown(src); } break; case SA_CASTCANCEL: case SO_SPELLFIST: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); unit_skillcastcancel(src,1); if(sd) { int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old); if( skill_id == SO_SPELLFIST ){ sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv)); sd->skill_id_old = sd->skill_lv_old = 0; break; } sp = sp * (90 - (skill_lv-1)*20) / 100; if(sp < 0) sp = 0; status_zap(src, 0, sp); } break; case SA_SPELLBREAKER: { int sp; if(tsc && tsc->data[SC_MAGICROD]) { sp = skill_get_sp(skill_id,skill_lv); sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; if(sp < 1) sp = 1; status_heal(bl,0,sp,2); status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. } else { struct unit_data *ud = unit_bl2ud(bl); int bl_skill_id=0,bl_skill_lv=0,hp = 0; if (!ud || ud->skilltimer == INVALID_TIMER) break; //Nothing to cancel. bl_skill_id = ud->skill_id; bl_skill_lv = ud->skill_lv; if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex] if (rnd()%100 < 90) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex] clif_skill_nodamage(src,bl,skill_id,skill_lv,1); unit_skillcastcancel(bl,0); sp = skill_get_sp(bl_skill_id,bl_skill_lv); status_zap(bl, hp, sp); if (hp && skill_lv >= 5) hp>>=1; //Recover half damaged HP at level 5 [Skotlex] else hp = 0; if (sp) //Recover some of the SP used sp = sp*(25*(skill_lv-1))/100; if(hp || sp) status_heal(src, hp, sp, 2); } } break; case SA_MAGICROD: clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case SA_AUTOSPELL: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (sd) { sd->state.workinprogress = WIP_DISABLE_ALL; clif_autospell(sd,skill_lv); } else { int maxlv=1,spellid=0; static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; if(skill_lv >= 10) { spellid = MG_FROSTDIVER; // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE) // maxlv = 10; // else maxlv = skill_lv - 9; } else if(skill_lv >=8) { spellid = MG_FIREBALL; maxlv = skill_lv - 7; } else if(skill_lv >=5) { spellid = MG_SOULSTRIKE; maxlv = skill_lv - 4; } else if(skill_lv >=2) { int i_rnd = rnd()%3; spellid = spellarray[i_rnd]; maxlv = skill_lv - 1; } else if(skill_lv > 0) { spellid = MG_NAPALMBEAT; maxlv = 3; } if(spellid > 0) sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, skill_get_time(SA_AUTOSPELL,skill_lv)); } break; case BS_GREED: if(sd){ clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinrange(skill_greed,bl, skill_get_splash(skill_id, skill_lv),BL_ITEM,bl); } break; case SA_ELEMENTWATER: case SA_ELEMENTFIRE: case SA_ELEMENTGROUND: case SA_ELEMENTWIND: if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters). break; case NPC_ATTRICHANGE: case NPC_CHANGEWATER: case NPC_CHANGEGROUND: case NPC_CHANGEFIRE: case NPC_CHANGEWIND: case NPC_CHANGEPOISON: case NPC_CHANGEHOLY: case NPC_CHANGEDARKNESS: case NPC_CHANGETELEKINESIS: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id, skill_lv))); break; case NPC_CHANGEUNDEAD: //This skill should fail if target is wearing bathory/evil druid card [Brainstorm] //TO-DO This is ugly, fix it if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id, skill_lv))); break; case NPC_PROVOCATION: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (md) mob_unlocktarget(md, tick); break; case NPC_KEEPING: case NPC_BARRIER: { int skill_time = skill_get_time(skill_id,skill_lv); struct unit_data *ud = unit_bl2ud(bl); if (clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_time)) && ud) { //Disable attacking/acting/moving for skill's duration. ud->attackabletime = ud->canact_tick = ud->canmove_tick = tick + skill_time; } } break; case NPC_REBIRTH: if( md && md->state.rebirth ) break; // only works once sc_start(src,bl,type,100,skill_lv,-1); break; case NPC_DARKBLESSING: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv))); break; case NPC_LICK: status_zap(bl, 0, 100); clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv))); break; case NPC_SUICIDE: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); status_kill(src); //When suiciding, neither exp nor drops is given. break; case NPC_SUMMONSLAVE: case NPC_SUMMONMONSTER: if(md && md->skill_idx >= 0 && !md->option.no_slaves) mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id); break; case NPC_CALLSLAVE: mob_warpslave(src,MOB_SLAVEDISTANCE); break; case NPC_RANDOMMOVE: if (md) { md->next_walktime = tick - 1; mob_randomwalk(md,tick); } break; case NPC_SPEEDUP: { // or does it increase casting rate? just a guess xD int i_type = SC_ASPDPOTION0 + skill_lv - 1; if (i_type > SC_ASPDPOTION3) i_type = SC_ASPDPOTION3; clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000)); } break; case NPC_REVENGE: // not really needed... but adding here anyway ^^ if (md && md->master_id > 0) { struct block_list *mbl, *tbl; if ((mbl = map_id2bl(md->master_id)) == NULL || (tbl = battle_gettargeted(mbl)) == NULL) break; md->state.provoke_flag = tbl->id; mob_target(md, tbl, sstatus->rhw.range); } break; case NPC_RUN: if (md && unit_escape(src, bl, rnd()%10 + 1)) mob_unlocktarget(md, tick); break; case NPC_TRANSFORMATION: case NPC_METAMORPHOSIS: if(md && md->skill_idx >= 0) { int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0); if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex] mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id); if (class_) mob_class_change(md, class_); } break; case NPC_EMOTION_ON: case NPC_EMOTION: //val[0] is the emotion to use. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex] //val[1] 'sets' the mode //val[2] adds to the current mode //val[3] removes from the current mode //val[4] if set, asks to delete the previous mode change. if(md && md->skill_idx >= 0 && tsc) { clif_emotion(bl, md->db->skill[md->skill_idx].val[0]); if(md->db->skill[md->skill_idx].val[4] && tsce) status_change_end(bl, type, INVALID_TIMER); //If mode gets set by NPC_EMOTION then the target should be reset [Playtester] if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1]) mob_unlocktarget(md,tick); if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) sc_start4(src,src, type, 100, skill_lv, md->db->skill[md->skill_idx].val[1], md->db->skill[md->skill_idx].val[2], md->db->skill[md->skill_idx].val[3], skill_get_time(skill_id, skill_lv)); //Reset aggressive state depending on resulting mode md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0; } break; case NPC_POWERUP: sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv)); clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv))); break; case NPC_AGIUP: sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv)); clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv))); break; case NPC_INVISIBLE: //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv))); break; case NPC_SIEGEMODE: // not sure what it does clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case WE_MALE: { uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv)); if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) { int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1); } } break; case WE_FEMALE: { uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv)); if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) { int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex] clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1); } } break; // parent-baby skills case WE_BABY: if(sd){ struct map_session_data *f_sd = pc_get_father(sd); struct map_session_data *m_sd = pc_get_mother(sd); if( (!f_sd && !m_sd) // if neither was found || (sd->status.party_id != 0 && //not in same party ((!f_sd || sd->status.party_id != f_sd->status.party_id) && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team )) || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE))) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF); if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); } break; case PF_HPCONVERSION: { int hp, sp; hp = sstatus->max_hp/10; sp = hp * 10 * skill_lv / 100; if (!status_charge(src,hp,0)) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); status_heal(bl,0,sp,2); } break; case MA_REMOVETRAP: case HT_REMOVETRAP: { struct skill_unit* su; struct skill_unit_group* sg = NULL; su = BL_CAST(BL_SKILL, bl); // Mercenaries can remove any trap // Players can only remove their own traps or traps on Vs maps. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) ) { clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) ) { // 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_get_itemid(su->group->skill_id, i+1) > 0 ) { int flag2; struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1); item_tmp.identify = 1; item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1); if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){ clif_additem(sd,0,0,flag2); map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0,0); } } } } 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,0,0,0,4,0,0); } } } skill_delunit(su); }else if(sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } break; case HT_SPRINGTRAP: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); { struct skill_unit *su=NULL; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ switch(su->group->unit_id){ case UNT_ANKLESNARE: // ankle snare if (su->group->val2 != 0) // if it is already trapping something don't spring it, // remove trap should be used instead break; // otherwise 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,skill_id,skill_lv,1); if(sd) unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance); break; case AS_SPLASHER: if( status_has_mode(tstatus,MD_STATUS_IMMUNE) // Renewal dropped the 3/4 hp requirement #ifndef RENEWAL || tstatus-> hp > tstatus->max_hp*3/4 #endif ) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000)); #ifndef RENEWAL if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000); #endif break; case PF_MINDBREAKER: { if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) { map_freeblock_unlock(); return 1; } if (tsce) { //HelloKitty2 (?) explained that this silently fails when target is //already inflicted. [Skotlex] map_freeblock_unlock(); return 1; } //Has a 55% + skill_lv*5% success chance. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)))) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } unit_skillcastcancel(bl,0); if(tsc && tsc->count){ status_change_end(bl, SC_FREEZE, INVALID_TIMER); if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE) status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_SLEEP, INVALID_TIMER); } if (dstmd) mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true)); } break; case PF_SOULCHANGE: { unsigned int sp1 = 0, sp2 = 0; if (dstmd) { if (dstmd->state.soul_change_flag) { if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } dstmd->state.soul_change_flag = 1; sp2 = sstatus->max_sp * 3 /100; status_heal(src, 0, sp2, 2); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; } sp1 = sstatus->sp; sp2 = tstatus->sp; #ifdef RENEWAL sp1 = sp1 / 2; sp2 = sp2 / 2; if (tsc && tsc->data[SC_EXTREMITYFIST2]) sp1 = tstatus->sp; #endif if (tsc && tsc->data[SC_NORECOVER_STATE]) sp1 = tstatus->sp; status_set_sp(src, sp2, 3); status_set_sp(bl, sp1, 3); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; // Slim Pitcher case CR_SLIMPITCHER: // Updated to block Slim Pitcher from working on barricades and guardian stones. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)) 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, skill_id))/100; if (sp) sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100; } if (tsc && tsc->count) { uint8 penalty = 0; if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) { hp += hp / 10; sp += sp / 10; } if (tsc->data[SC_CRITICALWOUND]) penalty += tsc->data[SC_CRITICALWOUND]->val2; if (tsc->data[SC_DEATHHURT]) penalty += 20; if (tsc->data[SC_NORECOVER_STATE]) penalty = 100; if (penalty > 0) { hp -= hp * penalty / 100; sp -= sp * penalty / 100; } } if(hp > 0) clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1); if(sp > 0) clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); status_heal(bl,hp,sp,0); } break; // Full Chemical Protection case CR_FULLPROTECTION: { unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv); for (i_eqp = 0; i_eqp < 4; i_eqp++) { if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) ) continue; sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime); s++; } if( sd && !s ){ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); // Don't consume item requirements return 0; } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case RG_CLEANER: //AppleGirl clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case CG_LONGINGFREEDOM: { if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4 && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] { clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); } } break; case CG_TAROTCARD: { int count = -1; if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) || (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) { if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish] do { int eff = rnd() % 14; int eff_coma = rnd() % 2; clif_specialeffect(bl, 523 + eff, AREA); switch (eff) { case 0: // heals SP to 0 status_percent_damage(src, bl, 0, 100, false); break; case 1: // matk halved sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv)); break; case 2: // all buffs removed status_change_clear_buffs(bl, SCCB_BUFFS); break; case 3: // 1000 damage, random armor destroyed { status_fix_damage(src, bl, 1000, 0, skill_id); clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0,false); if( !status_isdead(bl) ) { int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY); } } break; case 4: // atk halved sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv)); break; case 5: // 2000HP heal, random teleported status_heal(src, 2000, 0, 0); if( !map_flag_gvg3(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 }; uint8 rand_eff = rnd()%3; sc_start2(src,bl,sc[rand_eff],100,skill_lv,(rand_eff == 2 ? src->id : 0),skill_get_time2(skill_id,skill_lv)); } break; case 8: // curse coma and poison if(eff_coma == 1){ status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE); } sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv)); sc_start2(src,bl,SC_POISON,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); break; case 9: // confusion sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case 10: // 6666 damage, atk matk halved, cursed status_fix_damage(src, bl, 6666, 0, skill_id); clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0,false); sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv)); break; case 11: // 4444 damage status_fix_damage(src, bl, 44000, 0, skill_id); clif_damage(src,bl,tick,0,0,44000,0,DMG_NORMAL,0,false); break; case 12: // stun sc_start(src,bl,SC_STUN,100,skill_lv,5000); break; case 13: // atk,matk,hit,flee,def reduced sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv)); break; default: break; } } while ((--count) > 0); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case SL_ALCHEMIST: case SL_ASSASIN: case SL_BARDDANCER: case SL_BLACKSMITH: case SL_CRUSADER: case SL_HUNTER: case SL_KNIGHT: case SL_MONK: case SL_PRIEST: case SL_ROGUE: case SL_SAGE: case SL_SOULLINKER: case SL_STAR: case SL_SUPERNOVICE: case SL_WIZARD: //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) { //Erase death count 1% of the casts dstsd->die_counter = 0; pc_setglobalreg(dstsd, add_str("PC_DIE_COUNTER"), 0); clif_specialeffect(bl, 0x152, AREA); //SC_SPIRIT invokes status_calc_pc for us. } clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv))); sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv)); break; case SL_HIGH: if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv))); sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv)); break; case SL_SWOO: if (tsce) { if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8); status_change_end(bl, SC_SWOO, INVALID_TIMER); break; } case SL_SKA: // [marquis007] case SL_SKE: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF); break; } clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); if (skill_id == SL_SKE) sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv)); break; // New guild skills [Celest] case GD_BATTLEORDER: case GD_REGENERATION: case GD_RESTORE: if( flag&1 ) { if( (!map[src->m].flag.battleground && status_get_guild_id(src) == status_get_guild_id(bl)) || (map[src->m].flag.battleground && bg_team_get_id(src) == bg_team_get_id(bl)) ) { if( skill_id != GD_RESTORE ) sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); else clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); } } else if( !map[src->m].flag.battleground && (i = status_get_guild_id(src)) ) { struct guild *g = guild_search(i); struct guild_castle *gc; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); guild_block_skill_start(g, skill_id, skill_get_time2(skill_id,skill_lv)); if( g && (gc = guild_mapindex2gc(map[src->m].index)) != NULL ) { switch( skill_id ) { case GD_BATTLEORDER: add2limit(g->castle[gc->castle_id].skill_battleorder, 1, USHRT_MAX); break; case GD_REGENERATION: add2limit(g->castle[gc->castle_id].skill_regeneration, 1, USHRT_MAX); break; case GD_RESTORE: add2limit(g->castle[gc->castle_id].skill_restore, 1, USHRT_MAX); break; } g->castle[gc->castle_id].changed = true; } } else if( map[src->m].flag.battleground && (i = bg_team_get_id(src)) ) { struct battleground_data *bg = bg_team_search(i); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); bg_block_skill_start(bg, skill_id, skill_get_time2(skill_id,skill_lv)); } break; case GD_EMERGENCYCALL: case GD_ITEMEMERGENCYCALL: { int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0}; int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0}; int8 j = 0, calls = 0, called = 0, count = 0; int in_i = 0, out_i = 0, cas_i = 0; struct guild *g; struct battleground_data *bg = NULL; struct guild_castle *gc = NULL; struct map_session_data *sd_in[MAX_GUILD], // Guild members in the same Castle *sd_cas[MAX_GUILD], // Guild members in other Castles *sd_out[MAX_GUILD], // Guild members in others maps *pl_sd; memset(sd_in, 0, sizeof(sd_in)); memset(sd_out, 0, sizeof(sd_out)); memset(sd_cas, 0, sizeof(sd_cas)); if( sd && map[src->m].flag.battleground && (bg = sd->bmaster_flag) != NULL ) { // Battleground Usage for( i = 0; i < MAX_BG_MEMBERS; i++ ) { if( (dstsd = bg->members[i].sd) == NULL || sd == dstsd || pc_isdead(dstsd) ) continue; sd_in[in_i++] = dstsd; count++; } bg_block_skill_start(bg, skill_id, skill_get_time2(skill_id,skill_lv)); } else if( !map[src->m].flag.battleground && (g = (sd ? sd->guild : guild_search(status_get_guild_id(src)))) != NULL ) { // Normal Field or GvG Usage if (skill_id == GD_ITEMEMERGENCYCALL) switch (skill_lv) { case 1: calls = 7; break; case 2: calls = 12; break; case 3: calls = 20; break; default: calls = 0; break; } for( i = 0; i < g->max_member; i++ ) { if( (dstsd = g->member[i].sd) == NULL || sd == dstsd || pc_isdead(dstsd) ) continue; if( map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m) ) continue; if( map[sd->bl.m].flag.ancient && (!pc_class2ancientwoe(dstsd->status.class_) || dstsd->md) ) continue; // Ancient WoE if( dstsd->bl.m == src->m ) sd_in[in_i++] = dstsd; else if( map[dstsd->bl.m].flag.gvg_castle ) sd_cas[cas_i++] = dstsd; else sd_out[out_i++] = dstsd; count++; } if( map[src->m].guild_max && count >= map[src->m].guild_max ) count = map[src->m].guild_max - 1; guild_block_skill_start(g, skill_id, skill_get_time2(skill_id,skill_lv)); if( (gc = guild_mapindex2gc(map[src->m].index)) != NULL ) { add2limit(g->castle[gc->castle_id].skill_emergencycall, 1, USHRT_MAX); g->castle[gc->castle_id].changed = true; } } clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); for( i = 0; i < count && (!calls || (calls && called < calls)); i++, j++ ) { if( j > 8 ) j = 0; // Respawn point index if( map_getcell(src->m, src->x + dx[j], src->y + dy[j], CELL_CHKNOREACH) ) dx[j] = dy[j] = 0; // Set it to the same source x,y if( i < in_i ) pl_sd = sd_in[i]; else if( i < in_i + out_i ) pl_sd = sd_out[i - in_i]; else if( i < in_i + out_i + cas_i ) pl_sd = sd_cas[i - (in_i + out_i)]; else continue; // Should not if( !pc_setpos(pl_sd, map_id2index(src->m), src->x + dx[j], src->y + dy[j], CLR_RESPAWN) ) called++; } } break; case SG_FEEL: //AuronX reported you CAN memorize the same map as all three. [Skotlex] if (sd) { if(!sd->feel_map[skill_lv-1].index) clif_feel_req(sd->fd,sd, skill_lv); else clif_feel_info(sd, skill_lv-1, 1); } break; case SG_HATE: if (sd) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (!pc_set_hate_mob(sd, skill_lv-1, bl)) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case GS_GLITTERING: if(sd) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if(rnd()%100 < (20+10*skill_lv)) pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10); else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN)) 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,skill_id,skill_lv,1); sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv)); } break; case AM_CALLHOMUN: //[orn] if (sd && !hom_call(sd)) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case AM_REST: if (sd) { if (hom_vaporize(sd,HOM_ST_REST)) clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); else clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case HAMI_CASTLE: //[orn] if (src != bl && rnd()%100 < 20 * skill_lv) { int x = src->x, y = src->y; if (hd) skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv)); // Move source if (unit_movepos(src,bl->x,bl->y,0,0)) { clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc clif_blown(src); // Move target if (unit_movepos(bl,x,y,0,0)) { clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); clif_blown(bl); } map_foreachinrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src); } } else if (hd && hd->master) // Failed clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0); else if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case HVAN_CHAOTIC: //[orn] { static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; int r = rnd()%100; i = (skill_lv-1)%5; if(r<per[i][0]) //Self bl = src; else if(r<per[i][1]) //Master bl = battle_get_master(src); else //Enemy bl = map_id2bl(battle_gettarget(src)); if (!bl) bl = src; i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true); //Eh? why double skill packet? clif_skill_nodamage(src,bl,AL_HEAL,i,1); clif_skill_nodamage(src,bl,skill_id,i,1); status_heal(bl, i, 0, 0); } break; //Homun single-target support skills [orn] case HAMI_BLOODLUST: case HFLI_FLEET: case HFLI_SPEED: case HLIF_CHANGE: case MH_ANGRIFFS_MODUS: case MH_GOLDENE_FERSE: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); if (hd) skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv)); break; case NPC_DRAGONFEAR: if (flag&1) { const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING }; int j; j = i = rnd()%ARRAYLENGTH(sc); while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) { i++; if ( i == ARRAYLENGTH(sc) ) i = 0; if (i == j) break; } break; } case NPC_WIDEBLEEDING: case NPC_WIDECONFUSE: case NPC_WIDECURSE: case NPC_WIDEFREEZE: case NPC_WIDESLEEP: case NPC_WIDESILENCE: case NPC_WIDESTONE: case NPC_WIDESTUN: case NPC_SLOWCAST: case NPC_WIDEHELLDIGNITY: case NPC_WIDEHEALTHFEAR: case NPC_WIDEBODYBURNNING: case NPC_WIDEFROSTMISTY: case NPC_WIDECOLD: case NPC_WIDE_DEEP_SLEEP: case NPC_WIDESIREN: if (flag&1){ switch ( type ) { case SC_BURNING: sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv)); break; case SC_VOICEOFSIREN: sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); break; default: sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); } } else { skill_area_temp[2] = 0; //For SD_PREAMBLE clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv),BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, skill_castend_nodamage_id); } break; case NPC_WIDESOULDRAIN: if (flag&1) status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false); else { skill_area_temp[2] = 0; //For SD_PREAMBLE clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv),BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, skill_castend_nodamage_id); } break; case ALL_PARTYFLEE: if( sd && !(flag&1) ) { if( !sd->status.party_id ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } else clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); break; case NPC_TALK: case ALL_WEWISH: case ALL_CATCRY: case ALL_DREAM_SUMMERNIGHT: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case ALL_BUYING_STORE: if( sd ) {// players only, skill allows 5 buying slots clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1); } break; case RK_ENCHANTBLADE: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/150+sstatus->int_,skill_get_time(skill_id,skill_lv))); break; case RK_DRAGONHOWLING: if( flag&1) sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)); else { skill_area_temp[2] = 0; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1, skill_castend_nodamage_id); } break; case RK_IGNITIONBREAK: case LG_EARTHDRIVE: clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); i = skill_get_splash(skill_id,skill_lv); if( skill_id == 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,skill_id,skill_lv,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 / 5; // 20% HP if( status_charge(bl,heal,0) ) clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv))); else clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case RK_REFRESH: if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 ) { int heal = status_get_max_hp(bl) * 25 / 100; clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); status_heal(bl,heal,0,1); status_change_clear_buffs(bl, SCCB_REFRESH); } break; case RK_MILLENNIUMSHIELD: if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 ) { int8 rate = rnd()%100; int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2); sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv)); clif_millenniumshield(bl,shields); clif_skill_nodamage(src,bl,skill_id,1,1); } break; case RK_GIANTGROWTH: case RK_VITALITYACTIVATION: case RK_ABUNDANCE: case RK_CRUSHSTRIKE: if( sd ) { int lv = 1; // RK_GIANTGROWTH if( skill_id == RK_VITALITYACTIVATION ) lv = 2; else if( skill_id == RK_ABUNDANCE ) lv = 6; else if( skill_id == RK_CRUSHSTRIKE ) lv = 7; if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv ) clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); } break; case RK_FIGHTINGSPIRIT: { // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4 // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4 if( flag&1 ) { if( skill_area_temp[1] == bl->id ) sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]); else sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]); } else { if( sd && sd->status.party_id ) { skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count); skill_area_temp[1] = src->id; skill_area_temp[3] = 7 * skill_area_temp[0] / 4; skill_area_temp[4] = skill_get_time(skill_id,skill_lv); party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); } else sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv)); clif_skill_nodamage(src,bl,skill_id,1,1); } } break; case RK_LUXANIMA: if( !sd || !sd->status.party_id || flag&1 ) { if( src == bl ) break; while( skill_area_temp[5] >= 0x10 ) { type = SC_NONE; i = 0; if( skill_area_temp[5]&0x10 ) { if( dstsd ) { i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2); clif_millenniumshield(bl,i); skill_area_temp[5] &= ~0x10; type = SC_MILLENNIUMSHIELD; } } else if( skill_area_temp[5]&0x20 ) { i = status_get_max_hp(bl) * 25 / 100; status_change_clear_buffs(bl, SCCB_REFRESH); skill_area_temp[5] &= ~0x20; status_heal(bl,i,0,1); type = SC_REFRESH; } else if( skill_area_temp[5]&0x40 ) { skill_area_temp[5] &= ~0x40; type = SC_GIANTGROWTH; } else if( skill_area_temp[5]&0x80 ) { if( dstsd ) { i = sstatus->hp / 5; if( status_charge(bl,i,0) ) type = SC_STONEHARDSKIN; skill_area_temp[5] &= ~0x80; } } else if( skill_area_temp[5]&0x100 ) { skill_area_temp[5] &= ~0x100; type = SC_VITALITYACTIVATION; } else if( skill_area_temp[5]&0x200 ) { skill_area_temp[5] &= ~0x200; type = SC_ABUNDANCE; } if( type > SC_NONE ) clif_skill_nodamage(bl,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv))); } //end while } else if( sd ) { if( tsc && tsc->count ) { if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10; if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20; if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40; if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80; if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100; if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200; } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); } break; case GC_ROLLINGCUTTER: { short count = 1; skill_area_temp[2] = 0; map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id); if( tsc && tsc->data[SC_ROLLINGCUTTER] ) { // Every time the skill is casted the status change is reseted adding a counter. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1; if( count > 10 ) count = 10; // Max coounter status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); } sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv)); clif_skill_nodamage(src,src,skill_id,skill_lv,1); } break; case GC_WEAPONBLOCKING: if( tsc && tsc->data[SC_WEAPONBLOCKING] ) status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); else sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv)); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case GC_CREATENEWPOISON: if( sd ) { clif_skill_produce_mix_list(sd,skill_id,25); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case GC_POISONINGWEAPON: if( sd ) { clif_poison_list(sd,skill_lv); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case GC_ANTIDOTE: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if( tsc ) { status_change_end(bl, SC_PARALYSE, INVALID_TIMER); status_change_end(bl, SC_PYREXIA, INVALID_TIMER); status_change_end(bl, SC_DEATHHURT, INVALID_TIMER); status_change_end(bl, SC_LEECHESEND, INVALID_TIMER); status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER); status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER); status_change_end(bl, SC_TOXIN, INVALID_TIMER); status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER); } break; case GC_PHANTOMMENACE: clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_ENEMY|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,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); break; } if( !status_charge(bl,heal,0) ) { if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); break; } clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); } break; case AB_ANCILLA: if( sd ) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1); } break; case AB_CLEMENTIA: case AB_CANTO: { int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10); int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10); if( sd == NULL || sd->status.party_id == 0 || flag&1 ) clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100, (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv))); else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case AB_PRAEFATIO: if( !sd || sd->status.party_id == 0 || flag&1 ) clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv))); else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; case AB_CHEAL: if( !sd || sd->status.party_id == 0 || flag&1 ) { if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) { int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0); i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true); if( partycount > 1 ) i += (i / 100) * (partycount * 10) / 4; 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, skill_id, 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(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; case AB_ORATIO: if( flag&1 ) sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); else { map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case AB_LAUDAAGNUS: if( flag&1 || !sd || !sd->status.party_id ) { if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] || tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) { // Success Chance: (40 + 10 * Skill Level) % if( rnd()%100 > 40+10*skill_lv ) break; status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); status_change_end(bl, SC_BURNING, INVALID_TIMER); status_change_end(bl, SC_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, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv))); } else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; case AB_LAUDARAMUS: if( flag&1 || !sd || !sd->status.party_id ) { if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){ // Success Chance: (40 + 10 * Skill Level) % if( rnd()%100 > 40+10*skill_lv ) break; status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER); status_change_end(bl, SC_SILENCE, INVALID_TIMER); status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER); } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv))); } else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; case AB_CLEARANCE: if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party. break; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if(status_isimmune(bl)) break; //Remove bonus_script by Clearance if (dstsd) pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE); if(!tsc || !tsc->count) break; for( i = 0; i < SC_MAX; i++ ) { if (!tsc->data[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_CRIFOOD: 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_REGENERATION: case SC_SEVENWIND: case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE: case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM: #ifdef RENEWAL case SC_EXTREMITYFIST2: #endif case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK: case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI: case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2: case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP: case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE: case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH: case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C: case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F: case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF: case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE: case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT: case SC_SPRITEMABLE: case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3: continue; case SC_ASSUMPTIO: if( bl->type == BL_MOB ) continue; break; } if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. status_change_end(bl,(sc_type)i,INVALID_TIMER); } break; } map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id); break; case AB_SILENTIUM: // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine] map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); break; case WL_STASIS: if (flag&1) sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); else { map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case WL_WHITEIMPRISON: if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses. { int rate = ( sd? sd->status.job_level : 50 ) / 4; if( src == bl ) rate = 100; // Success Chance: On self, 100% else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) % else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % if( sd ) skill_blockpc_start(sd,skill_id,4000); if( !(tsc && tsc->data[type]) ){ i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv)); clif_skill_nodamage(src,bl,skill_id,skill_lv,i); if( !i ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } }else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); break; case WL_FROSTMISTY: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id); break; case WL_JACKFROST: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (battle_config.skill_wall_check) map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); else map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); 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[type] ) status_change_end(bl,type,INVALID_TIMER); else status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF); } else { int rate = 45 + 5 * skill_lv + ( 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[type] ) rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF); else { rate = 1; status_change_end(bl,type,INVALID_TIMER); } if( rate ) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); } // Doesn't send failure packet if it fails on defense. } else if( sd ) // Failure on Rate clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB: case WL_SUMMONSTONE: { 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,skill_id,USESKILL_FAIL_SUMMON,0); break; } pos++; // Used in val2 for SC. Indicates the order of this ball switch( skill_id ) { // 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,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv)); clif_skill_nodamage(src,bl,skill_id,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(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. clif_spellbook_list(sd); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case RA_FEARBREEZE: clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv))); break; case RA_WUGMASTERY: if( sd ) { if( !pc_iswug(sd) ) pc_setoption(sd,sd->sc.option|OPTION_WUG); else pc_setoption(sd,sd->sc.option&~OPTION_WUG); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case RA_WUGRIDER: if( sd ) { if( !pc_isridingwug(sd) && pc_iswug(sd) ) { pc_setoption(sd,sd->sc.option&~OPTION_WUG); pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER); } else if( pc_isridingwug(sd) ) { pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER); pc_setoption(sd,sd->sc.option|OPTION_WUG); } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case RA_WUGDASH: if( tsce ) { clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); map_freeblock_unlock(); return 0; } if( sd && pc_isridingwug(sd) ) { clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0)); clif_walkok(sd); } break; case RA_SENSITIVEKEEN: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id); break; case NC_F_SIDESLIDE: case NC_B_SIDESLIDE: { uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src); skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,2); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case NC_SELFDESTRUCTION: if( sd ) { if( pc_ismadogear(sd) ) pc_setmadogear(sd, 0); skill_area_temp[1] = 0; clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); status_set_sp(src, 0, 0); skill_clear_unitgroup(src); } break; case NC_ANALYZE: clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))); if( sd ) pc_overheat(sd,1); break; case NC_MAGNETICFIELD: clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL); if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval] sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)); map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id); if (sd) pc_overheat(sd,1); break; case NC_REPAIR: if( sd ) { int heal, hp = 0; if( !dstsd || !pc_ismadogear(dstsd) ) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0); break; } switch(skill_lv) { case 1: hp = 4; break; case 2: hp = 7; break; case 3: hp = 13; break; case 4: hp = 17; break; case 5: default: hp = 23; break; } heal = dstsd->status.max_hp * hp / 100; status_heal(bl,heal,0,2); clif_skill_nodamage(src, bl, skill_id, skill_lv, heal); } break; case NC_DISJOINT: { if( bl->type != BL_MOB ) break; md = map_id2md(bl->id); if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND ) status_kill(bl); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case SC_AUTOSHADOWSPELL: if( sd ) { if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) || (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) ) { sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] clif_autoshadowspell_list(sd); clif_skill_nodamage(src,bl,skill_id,1,1); } else clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0); } break; case SC_SHADOWFORM: if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) ) dstsd->shadowform_id = src->id; } else if( sd ) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case SC_BODYPAINT: if( flag&1 ) { if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) { 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); if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); } // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); } else { clif_skill_nodamage(src, bl, skill_id, 0, 1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); } break; case SC_ENERVATION: case SC_GROOMY: case SC_LAZINESS: case SC_UNLUCKY: case SC_WEAKNESS: if( !(tsc && tsc->data[type]) ) { int rate; if (status_get_class_(bl) == CLASS_BOSS) break; rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0)); rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100); clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv))); } else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case SC_IGNORANCE: if( !(tsc && tsc->data[type]) ) { int rate; if (status_get_class_(bl) == CLASS_BOSS) break; rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0)); rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100); if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) { int sp = 100 * skill_lv; if( dstmd ) sp = dstmd->level; if( !dstmd ) status_zap(bl, 0, sp); status_heal(src, 0, sp / 2, 3); } else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case LG_TRAMPLE: clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); if (rnd()%100 < (25 + 25 * skill_lv)) map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick); status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER); break; case LG_REFLECTDAMAGE: if( tsc && tsc->data[type] ) status_change_end(bl,type,INVALID_TIMER); else sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case LG_SHIELDSPELL: if (sd) { int opt = 0; short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0; struct item_data *shield_data = NULL; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) shield_data = sd->inventory_data[index]; if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default shield_def = shield_mdef = shield_refine = 10; else { shield_def = shield_data->def; shield_mdef = sd->bonus.shieldmdef; shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine; } if (flag&1) { sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000); break; } opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered. switch(skill_lv) { case 1: { // DEF Based int splashrange = 0; #ifdef RENEWAL if (shield_def >= 0 && shield_def <= 40) #else if (shield_def >= 0 && shield_def <= 4) #endif splashrange = 1; #ifdef RENEWAL else if (shield_def >= 41 && shield_def <= 80) #else else if (shield_def >= 5 && shield_def <= 9) #endif splashrange = 2; else splashrange = 3; switch(opt) { case 1: // Splash AoE ATK sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL); map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); break; case 2: // % Damage Reflecting Increase #ifdef RENEWAL sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000); #else sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10); #endif break; case 3: // Equipment Attack Increase #ifdef RENEWAL sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000); #else sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10); #endif break; } } break; case 2: { // MDEF Based int splashrange = 0; if (shield_mdef >= 1 && shield_mdef <= 3) splashrange = 1; else if (shield_mdef >= 4 && shield_mdef <= 5) splashrange = 2; else splashrange = 3; switch(opt) { case 1: // Splash AoE MATK sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL); map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); break; case 2: // Splash AoE Lex Divina sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000); clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL); map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); break; case 3: // Casts Magnificat. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000)) clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000)); break; } } break; case 3: // Refine Based switch(opt) { case 1: // Allows you to break armor at a 100% rate when you do damage. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000); break; case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate. #ifdef RENEWAL sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000); #else sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000); #endif break; case 3: // Recovers HP depending on Shield refine rate. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2); status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER); break; } break; } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case LG_PIETY: if( flag&1 ) sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); else { skill_area_temp[2] = 0; map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case LG_INSPIRATION: if( sd && !map[sd->bl.m].flag.noexppenalty && battle_config.exp_cost_inspiration ) pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv))); break; case SR_CURSEDCIRCLE: if( flag&1 ) { if( status_get_class_(bl) == CLASS_BOSS ) break; if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) { if( bl->type == BL_MOB ) mob_unlocktarget((TBL_MOB*)bl,gettick()); clif_bladestop(src, bl->id, 1); map_freeblock_unlock(); return 1; } } else { int count = 0; clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); if( sd ) pc_delspiritball(sd, count, 0); clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv))); } break; case SR_RAISINGDRAGON: if( sd ) { short max = 5 + skill_lv; sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv)); for( i = 0; i < max; i++ ) // Don't call more than max available spheres. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max); clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv))); } break; case SR_ASSIMILATEPOWER: if (flag&1) { i = 0; if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) { if (dstsd->spiritball > 0) { i = dstsd->spiritball; pc_delspiritball(dstsd,dstsd->spiritball,0); } if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) { i += dstsd->spiritcharm; pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type); } } if (i) status_percent_heal(src, 0, i); clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0); } else { clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id); } break; case SR_POWERVELOCITY: if( !dstsd ) break; if( sd && dstsd->spiritball <= 5 ) { for(i = 0; i <= 5; i++) { pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i); pc_delspiritball(sd, sd->spiritball, 0); } } clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); break; case SR_GENTLETOUCH_CURE: { unsigned int heal; if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)) heal = 0; else { heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100); status_heal(bl, heal, 0, 0); } if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) { status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); status_change_end(bl, SC_POISON, INVALID_TIMER); status_change_end(bl, SC_SILENCE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER); } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case SR_GENTLETOUCH_ENERGYGAIN: case SR_GENTLETOUCH_CHANGE: case SR_GENTLETOUCH_REVITALIZE: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); break; case SR_FLASHCOMBO: { const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW }; const int delay[] = { 0, 250, 500, 2000 }; if (sd) // Disable attacking/acting/moving for skill's duration. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3]; clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); for (i = 0; i < ARRAYLENGTH(combo); i++) skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL); } break; case WA_SWING_DANCE: case WA_MOONLIT_SERENADE: case WA_SYMPHONY_OF_LOVER: case MI_RUSH_WINDMILL: case MI_ECHOSONG: if( !sd || !sd->status.party_id || (flag & 1) ) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv)); } else if( sd ) { party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv)); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case MI_HARMONIZE: if( src != bl ) clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv))); clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv))); break; case WM_DEADHILLHERE: if( bl->type == BL_PC ) { if( !status_isdead(bl) ) break; if( rnd()%100 < 88 + 2 * skill_lv ) { int heal = tstatus->sp; if( heal <= 0 ) heal = 1; tstatus->hp = heal; tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); pc_revive((TBL_PC*)bl,heal,0); clif_resurrection(bl,1); } } break; case WM_SIRCLEOFNATURE: if( flag&1 ) sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); else { map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case WM_VOICEOFSIREN: if (flag&1) sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]); else { // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (CasterÂ’s Job Level / 2) % skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2; skill_area_temp[6] = skill_get_time(skill_id,skill_lv); map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case WM_GLOOMYDAY: clif_skill_nodamage(src,bl,skill_id,skill_lv,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(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; } sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case WM_SATURDAY_NIGHT_FEVER: if( flag&1 ) { // Affect to all targets arround the caster and caster too. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM])) break; sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)); } 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,DMG_NORMAL,0,false),skill_id); } else if( sd ) { short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4; if( !sd->status.party_id || (rnd()%100 > chance)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); break; } if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv), BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 ) flag |= 2; else flag |= 1; map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv))); if( flag&2 ) // Dealed here to prevent conflicts status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false),skill_id); } break; case WM_SONG_OF_MANA: case WM_DANCE_WITH_WUG: case WM_LERADS_DEW: case WM_UNLIMITED_HUMMING_VOICE: 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(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)); } } else if( sd ) { if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) ) party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case WM_MELODYOFSINK: case WM_BEYOND_OF_WARCRY: if( flag&1 ) { sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)); } else { // These affect to all targets arround the caster. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) { map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } } break; case WM_RANDOMIZESPELL: if (!skill_improvise_count) { clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); break; } else { int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3; do { i = rnd() % MAX_SKILL_IMPROVISE_DB; improv_skill_id = skill_improvise_db[i].skill_id; } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) ); if (!skill_get_index(improv_skill_id)) { if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } improv_skill_lv = 4 + skill_lv; clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); if( sd ) { sd->state.abra_flag = 2; sd->skillitem = improv_skill_id; sd->skillitemlv = improv_skill_lv; clif_item_skill(sd, improv_skill_id, improv_skill_lv); } else { struct unit_data *ud = unit_bl2ud(src); int inf = skill_get_inf(improv_skill_id); if (!ud) break; if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { if (src->type == BL_PET) bl = (struct block_list*)((TBL_PET*)src)->master; if (!bl) bl = src; unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv); } else { int target_id = 0; if (ud->target) target_id = ud->target; else switch (src->type) { case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break; case BL_PET: target_id = ((TBL_PET*)src)->target_id; break; } if (!target_id) break; if (skill_get_casttype(improv_skill_id) == CAST_GROUND) { bl = map_id2bl(target_id); if (!bl) bl = src; unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv); } else unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv); } } } break; case RETURN_TO_ELDICASTES: case ALL_GUARDIAN_RECALL: case ECLAGE_RECALL: if( sd ) { short x=0, y=0; // Destiny position. unsigned short mapindex=0; switch(skill_id){ default: case RETURN_TO_ELDICASTES: x = 198; y = 187; mapindex = mapindex_name2id(MAP_DICASTES); break; case ALL_GUARDIAN_RECALL: x = 44; y = 151; mapindex = mapindex_name2id(MAP_MORA); break; case ECLAGE_RECALL: x = 47; y = 31; mapindex = mapindex_name2id(MAP_ECLAGE_IN); break; } if(!mapindex) { //Given map not found? clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 0; } pc_setpos(sd, mapindex, x, y, CLR_TELEPORT); } break; case ECL_SNOWFLIP: case ECL_PEONYMAMY: case ECL_SADAGUI: case ECL_SEQUOIADUST: switch(skill_id){ case ECL_SNOWFLIP: status_change_end(bl, SC_SLEEP, INVALID_TIMER); status_change_end(bl, SC_BLEEDING, INVALID_TIMER); status_change_end(bl, SC_BURNING, INVALID_TIMER); status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER); break; case ECL_PEONYMAMY: status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_FREEZING, INVALID_TIMER); status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER); break; case ECL_SADAGUI: status_change_end(bl, SC_STUN, INVALID_TIMER); status_change_end(bl, SC_CONFUSION, INVALID_TIMER); status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER); status_change_end(bl, SC_FEAR, INVALID_TIMER); break; case ECL_SEQUOIADUST: status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_POISON, INVALID_TIMER); status_change_end(bl, SC_CURSE, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); status_change_end(bl, SC_ORCISH, INVALID_TIMER); status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER); break; } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case GM_SANDMAN: if( tsc ) { if( tsc->opt1 == OPT1_SLEEP ) tsc->opt1 = 0; else tsc->opt1 = OPT1_SLEEP; clif_changeoption(bl); clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); } break; case SO_ARRULLO: { int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10; clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv)); } break; case WM_LULLABY_DEEPSLEEP: if (flag&1) { int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0); int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled sc_start(src, bl, type, rate, skill_lv, duration); } else { clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|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(skill_id,skill_lv); // Remove previous elemental first. if( sd->ed ) elemental_delete(sd->ed); // Summoning the new one. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case SO_EL_CONTROL: if( sd ) { enum e_mode mode = EL_MODE_PASSIVE; // Standard mode. if( !sd->ed ) break; if( skill_lv == 4 ) {// At level 4 delete elementals. elemental_delete(sd->ed); break; } switch( skill_lv ) {// Select mode bassed on skill level used. case 2: mode = EL_MODE_ASSIST; break; case 3: mode = EL_MODE_AGGRESSIVE; break; } if( !elemental_change_mode(sd->ed,mode) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case SO_EL_ACTION: if( sd ) { int duration = 3000; if( !sd->ed ) break; switch(sd->ed->db->class_) { case 2115:case 2124: case 2118:case 2121: duration = 6000; break; case 2116:case 2119: case 2122:case 2125: duration = 9000; break; } sd->skill_id_old = skill_id; elemental_action(sd->ed, bl, tick); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_blockpc_start(sd, skill_id, duration); } break; case SO_EL_CURE: if( sd ) { struct elemental_data *ed = sd->ed; int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100; int e_hp, e_sp; if( !ed ) break; if( !status_charge(&sd->bl,s_hp,s_sp) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } e_hp = ed->battle_status.max_hp * 10 / 100; e_sp = ed->battle_status.max_sp * 10 / 100; status_heal(&ed->bl,e_hp,e_sp,3); clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); } break; case GN_CHANGEMATERIAL: case SO_EL_ANALYSIS: if( sd ) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); clif_skill_itemlistwindow(sd,skill_id,skill_lv); } break; case GN_BLOOD_SUCKER: { struct status_change *sc = status_get_sc(src); if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) { if( tsc && tsc->data[type] ){ (sc->bs_counter)--; status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer } clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv)); (sc->bs_counter)++; } else if( sd ) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } } break; case GN_MANDRAGORA: if( flag&1 ) { int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5; if (rate < 10) rate = 10; if (bl->type == BL_MOB || (tsc && tsc->data[type])) break; // Don't activate if target is a monster or zap SP if target already has Mandragora active. if (rnd()%100 < rate) { sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); } } else { map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); clif_skill_nodamage(src,src,skill_id,skill_lv,1); } 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 == ITEMID_PINEAPPLE_BOMB ) map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); else skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag); } else //Otherwise, it fails, shows animation and removes items. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0); } else if (itemdb_is_GNthrowable(ammo_id)) { switch (ammo_id) { case ITEMID_MYSTERIOUS_POWDER: //MaxHP -2% sc_start(src, bl, SC_MYSTERIOUS_POWDER, 100, 2, 10000); break; case ITEMID_BOOST500_TO_THROW: //ASPD +10% sc_start(src, bl, SC_BOOST500, 100, 10, 500000); break; case ITEMID_FULL_SWINGK_TO_THROW: //WATK +50 sc_start(src, bl, SC_FULL_SWING_K, 100, 50, 500000); break; case ITEMID_MANA_PLUS_TO_THROW: //MATK +50 sc_start(src, bl, SC_MANA_PLUS, 100, 50, 500000); break; case ITEMID_CURE_FREE_TO_THROW: //Cures Silence, Bleeding, Poison, Curse, Orcish, Undead, Blind, Confusion, DPoison and heals 500 HP status_change_end(bl, SC_SILENCE, INVALID_TIMER); status_change_end(bl, SC_BLEEDING, INVALID_TIMER); status_change_end(bl, SC_POISON, INVALID_TIMER); status_change_end(bl, SC_CURSE, INVALID_TIMER); status_change_end(bl, SC_ORCISH, INVALID_TIMER); status_change_end(bl, SC_CHANGEUNDEAD, INVALID_TIMER); status_change_end(bl, SC_BLIND, INVALID_TIMER); status_change_end(bl, SC_CONFUSION, INVALID_TIMER); status_change_end(bl, SC_DPOISON, INVALID_TIMER); status_heal(bl, 500, 0, 0); break; case ITEMID_STAMINA_UP_M_TO_THROW: //MaxHP +5% sc_start(src, bl, SC_MUSTLE_M, 100, 5, 500000); break; case ITEMID_DIGESTIVE_F_TO_THROW: //MaxSP +5% sc_start(src, bl, SC_LIFE_FORCE_F, 100, 5, 500000); break; case ITEMID_HP_INC_POTS_TO_THROW: //MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000); status_percent_heal(bl, 1, 0); break; case ITEMID_HP_INC_POTM_TO_THROW: //MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000); status_percent_heal(bl, 2, 0); break; case ITEMID_HP_INC_POTL_TO_THROW: //MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP sc_start4(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000); status_percent_heal(bl, 5, 0); break; case ITEMID_SP_INC_POTS_TO_THROW: //MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, status_get_lv(src), 0, 500000); status_percent_heal(bl, 0, 2); break; case ITEMID_SP_INC_POTM_TO_THROW: //MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, status_get_lv(src), 0, 500000); status_percent_heal(bl, 0, 4); break; case ITEMID_SP_INC_POTL_TO_THROW: //MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP sc_start4(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, status_get_lv(src), 0, 500000); status_percent_heal(bl, 0, 8); break; case ITEMID_EN_WHITE_POTZ_TO_THROW: //Natural HP Recovery +20% and heals 1000 HP sc_start(src, bl, SC_EXTRACT_WHITE_POTION_Z, 100, 20, 500000); pc_itemheal((TBL_PC *)bl, ITEMID_EN_WHITE_POTZ_TO_THROW, 1000, 0); break; case ITEMID_VITATA500_TO_THROW: //Natural SP Recovery +20%, MaxSP +5%, and recovers 200 SP sc_start2(src, bl, SC_VITATA_500, 100, 20, 5, 500000); pc_itemheal((TBL_PC *)bl, ITEMID_VITATA500_TO_THROW, 0, 200); break; case ITEMID_EN_CEL_JUICE_TO_THROW: //ASPD +10% sc_start(src, bl, SC_EXTRACT_SALAMINE_JUICE, 100, 10, 500000); break; case ITEMID_SAVAGE_BBQ_TO_THROW: //STR +20 sc_start(src, bl, SC_SAVAGE_STEAK, 100, 20, 300000); break; case ITEMID_WUG_COCKTAIL_TO_THROW: //INT +20 sc_start(src, bl, SC_COCKTAIL_WARG_BLOOD, 100, 20, 300000); break; case ITEMID_M_BRISKET_TO_THROW: //VIT +20 sc_start(src, bl, SC_MINOR_BBQ, 100, 20, 300000); break; case ITEMID_SIROMA_ICETEA_TO_THROW: //DEX +20 sc_start(src, bl, SC_SIROMA_ICE_TEA, 100, 20, 300000); break; case ITEMID_DROCERA_STEW_TO_THROW: //AGI +20 sc_start(src, bl, SC_DROCERA_HERB_STEAMED, 100, 20, 300000); break; case ITEMID_PETTI_NOODLE_TO_THROW: //LUK +20 sc_start(src, bl, SC_PUTTI_TAILS_NOODLES, 100, 20, 300000); break; case ITEMID_BLACK_THING_TO_THROW: //Reduces all stats by random 5 - 10 sc_start(src, bl, SC_STOMACHACHE, 100, rnd_value(5, 10), 60000); break; } } } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation. break; case GN_MIX_COOKING: case GN_MAKEBOMB: case GN_S_PHARMACY: if( sd ) { int qty = 1; sd->skill_id_old = skill_id; sd->skill_lv_old = skill_lv; if( skill_id != GN_S_PHARMACY && skill_lv > 1 ) qty = 10; clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case EL_CIRCLE_OF_FIRE: case EL_PYROTECHNIC: case EL_HEATER: case EL_TROPIC: case EL_AQUAPLAY: case EL_COOLER: case EL_CHILLY_AIR: case EL_GUST: case EL_BLAST: case EL_WILD_STORM: case EL_PETROLOGY: case EL_CURSED_SOIL: case EL_UPHEAVAL: case EL_FIRE_CLOAK: case EL_WATER_DROP: case EL_WIND_CURTAIN: case EL_SOLID_SKIN: case EL_STONE_SHIELD: case EL_WIND_STEP: { struct elemental_data *ele = BL_CAST(BL_ELEM, src); if( ele ) { sc_type type2 = (sc_type)(type-1); struct status_change *sc = status_get_sc(&ele->bl); if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { elemental_clean_single_effect(ele, skill_id); } else { clif_skill_nodamage(src,src,skill_id,skill_lv,1); clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0); sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv)); sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); } } } break; case EL_FIRE_MANTLE: case EL_WATER_BARRIER: case EL_ZEPHYR: case EL_POWER_OF_GAIA: clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); break; case EL_WATER_SCREEN: { struct elemental_data *ele = BL_CAST(BL_ELEM, src); if( ele ) { struct status_change *sc = status_get_sc(&ele->bl); sc_type type2 = (sc_type)(type-1); clif_skill_nodamage(src,src,skill_id,skill_lv,1); if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { elemental_clean_single_effect(ele, skill_id); } else { // This not heals at the end. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv)); sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv)); } } } break; case KO_KAHU_ENTEN: case KO_HYOUHU_HUBUKI: case KO_KAZEHU_SEIRAN: case KO_DOHU_KOUKAI: if (sd) { int ele_type = skill_get_ele(skill_id,skill_lv); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type); } break; case KO_ZANZOU: if(sd){ struct mob_data *md2; md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE); if( md2 ) { md2->master_id = src->id; md2->special_state.ai = AI_ZANZOU; if( md2->deletetimer != INVALID_TIMER ) delete_timer(md2->deletetimer, mob_timer_delete); md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0); mob_spawn( md2 ); pc_setinvincibletimer(sd,500);// unlock target lock clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0); } } break; case KO_KYOUGAKU: if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){ clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); }else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case KO_JYUSATSU: if( dstsd && tsc && !tsc->data[type] && rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%. clif_skill_nodamage(src,bl,skill_id,skill_lv, status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF)); status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target. if( status_get_lv(bl) <= status_get_lv(src) ) status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE); }else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case KO_GENWAKU: if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) { int x = src->x, y = src->y; if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } // Confusion is still inflicted (but rate isn't reduced), no matter map type. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF); status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF); if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) { clif_skill_nodamage(src, src, skill_id, skill_lv, 1); clif_blown(src); if (!unit_blown_immune(bl, 0x1)) { unit_movepos(bl,x,y,0,0); if (bl->type == BL_PC && pc_issit((TBL_PC*)bl)) clif_sitting(bl,true); //Avoid sitting sync problem clif_blown(bl); } } } break; case OB_AKAITSUKI: case OB_OBOROGENSOU: if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } case KO_IZAYOI: case OB_ZANGETSU: case KG_KYOMU: case KG_KAGEMUSYA: clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); 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,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] % 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, skill_id, skill_lv, DMG_SKILL); sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv)); } }else{ skill_area_temp[2] = 0; if (battle_config.skill_wall_check) map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id); else map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id); } break; case MH_SILENT_BREEZE: { int heal = 5 * status_get_lv(&hd->bl) + #ifdef RENEWAL status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl)); #else status_base_matk_min(&hd->battle_status); #endif //Silences the homunculus and target status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE); status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE); //Recover the target's HP status_heal(bl,heal,0,3); //Removes these SC from target if (tsc) { const enum sc_type scs[] = { SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION }; for (i = 0; i < ARRAYLENGTH(scs); i++) if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); } if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); } 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(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus } sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); } break; case MH_GRANITIC_ARMOR: case MH_PYROCLASTIC: if(hd) { struct block_list *s_bl = battle_get_master(src); if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); } break; case MH_LIGHT_OF_REGENE: //self if(hd) { struct block_list *s_bl = battle_get_master(src); if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); } break; case MH_STYLE_CHANGE: if(hd){ struct status_change_entry *sce; if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING; else sce->val1 = MH_MD_FIGHTING; if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { char output[128]; safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling")); clif_colormes(hd->master->fd, color_table[COLOR_RED], output); } } else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1); } break; case MH_MAGMA_FLOW: case MH_PAIN_KILLER: sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); break; case MH_SUMMON_LEGION: { int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA}; int qty[5] = {3 , 3 , 4 , 4 , 5}; struct mob_data *sum_md; int i_slave,c=0; int maxcount = qty[skill_lv-1]; i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c); if(c >= maxcount) { map_freeblock_unlock(); return 0; //max qty already spawned } for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK); if (sum_md) { sum_md->master_id = src->id; sum_md->special_state.ai = AI_LEGION; if (sum_md->deletetimer != INVALID_TIMER) delete_timer(sum_md->deletetimer, mob_timer_delete); sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0); mob_spawn(sum_md); //Now it is ready for spawning. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); } } if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); } break; case RL_RICHS_COIN: if (sd) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); for (i = 0; i < 10; i++) pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10); } break; case RL_C_MARKER: if (sd) { // If marked by someone else, failed if (tsce && tsce->val2 != src->id) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } // Check if marked before ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id); if (i == MAX_SKILL_CRIMSON_MARKER) { // Find empty slot ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]); if (i == MAX_SKILL_CRIMSON_MARKER) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } sd->c_marker[i] = bl->id; status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } // If mob casts this, at least SC_C_MARKER as debuff else { status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case RL_D_TAIL: if (sd) { if (battle_config.skill_wall_check) skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); else skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); if (!skill_area_temp[0]) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } } if (battle_config.skill_wall_check) map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id); else map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id); skill_area_temp[0] = 0; break; case RL_QD_SHOT: if (sd) { skill_area_temp[1] = bl->id; // Check surrounding if (battle_config.skill_wall_check) skill_area_temp[0] = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); else skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); if (skill_area_temp[0]) map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); // Main target always receives damage clif_skill_nodamage(src, src, skill_id, skill_lv, 1); skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL); if (tsc && tsc->data[SC_C_MARKER]) status_change_end(bl, SC_C_MARKER, INVALID_TIMER); } else { clif_skill_nodamage(src, src, skill_id, skill_lv, 1); if (battle_config.skill_wall_check) map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); else map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); } skill_area_temp[0] = 0; skill_area_temp[1] = 0; break; case RL_FLICKER: if (sd) { int16 splash = skill_get_splash(skill_id, skill_lv); sd->flicker = true; skill_area_temp[1] = 0; clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Detonate RL_B_TRAP if ((i = pc_checkskill(sd, RL_B_TRAP))) { map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src); } // Detonate RL_H_MINE if ((i = pc_checkskill(sd, RL_H_MINE))) map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id); sd->flicker = false; } break; case SO_ELEMENTAL_SHIELD: if (!sd || sd->status.party_id == 0 || flag&1) { if (sd && sd->status.party_id == 0) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2) elemental_delete(sd->ed); } skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0); skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0); } else { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2) elemental_delete(sd->ed); party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); } break; case SU_HIDE: if (tsce) { clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); status_change_end(bl, type, INVALID_TIMER); map_freeblock_unlock(); return 0; } clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case SU_TUNABELLY: { unsigned int heal; if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)) heal = 0; else { heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100; status_heal(bl, heal, 0, 0); } clif_skill_nodamage(src, bl, skill_id, heal, 1); } break; case SU_BUNCHOFSHRIMP: if (sd == NULL || sd->status.party_id == 0 || flag&1) clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv))); else if (sd) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; default: ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_freeblock_unlock(); return 1; } if( skill_get_inf(skill_id)&INF_SUPPORT_SKILL && sd && dstsd && sd != dstsd ) { if( map_allowed_woe(src->m) && sd->status.guild_id ) { if( sd->status.guild_id == dstsd->status.guild_id || (!map[src->m].flag.gvg_noalliance && guild_isallied(sd->status.guild_id, dstsd->status.guild_id)) ) add2limit(sd->status.wstats.support_skills_used, 1, UINT_MAX); else add2limit(sd->status.wstats.wrong_support_skills_used, 1, UINT_MAX); } else if( map[src->m].flag.battleground && sd->bg_id && dstsd->bg_id ) { if( sd->bg_id == dstsd->bg_id ) add2limit(sd->status.bgstats.support_skills_used, 1, UINT_MAX); else add2limit(sd->status.bgstats.wrong_support_skills_used, 1, UINT_MAX); } } if (skill_id != SR_CURSEDCIRCLE) { struct status_change *sc = status_get_sc(src); if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); } if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex] mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus) mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16)); } if( sd && !(flag&1) ) {// ensure that the skill last-cast tick is recorded sd->canskill_tick = gettick(); if( sd->state.arrow_atk ) {// consume arrow on last invocation to this skill. battle_consume_ammo(sd, skill_id, skill_lv); } skill_onskillusage(sd, bl, skill_id, tick); // perform skill requirement consumption skill_consume_requirement(sd,skill_id,skill_lv,2); } map_freeblock_unlock(); return 0; } /** * Checking that causing skill failed * @param src Caster * @param target Target * @param skill_id * @param skill_lv * @return -1 success, others are failed @see enum useskill_fail_cause. **/ static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) { int inf = skill_get_inf(skill_id); int inf2 = skill_get_inf2(skill_id); struct status_change *tsc = status_get_sc(target); if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(skill_id)&INF3_HIT_EMP))) && skill_get_casttype(skill_id) == CAST_NODAMAGE) return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements) switch (skill_id) { case AL_HEAL: case AL_INCAGI: case AL_DECAGI: case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind] case AB_RENOVATIO: case AB_HIGHNESSHEAL: if (tsc && tsc->option&OPTION_MADOGEAR) return USESKILL_FAIL_TOTARGET; break; case RG_BACKSTAP: { uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target); if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) return USESKILL_FAIL_MAX; } break; case PR_TURNUNDEAD: { struct status_data *tstatus = status_get_status_data(target); if (!battle_check_undead(tstatus->race, tstatus->def_ele)) return USESKILL_FAIL_MAX; } break; case PR_LEXDIVINA: case MER_LEXDIVINA: { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex] if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE])) { clif_skill_nodamage (src, target, skill_id, skill_lv, 0); return USESKILL_FAIL_MAX; } } break; case RA_WUGSTRIKE: // Check if path can be reached if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) return USESKILL_FAIL_MAX; break; case MG_NAPALMBEAT: case MG_FIREBALL: case HT_BLITZBEAT: case AS_GRIMTOOTH: case MO_COMBOFINISH: case NC_VULCANARM: case SR_TIGERCANNON: // These can damage traps, but can't target traps directly if (target->type == BL_SKILL) { TBL_SKILL *su = (TBL_SKILL*)target; if (!su || !su->group) return USESKILL_FAIL_MAX; if (skill_get_inf2(su->group->skill_id)&INF2_TRAP) return USESKILL_FAIL_MAX; } break; } 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; } switch (skill_id) { // Cannot be casted to Emperium case WZ_ESTIMATION: case SL_SKE: case SL_SKA: if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM) return USESKILL_FAIL_MAX; break; case RK_PHANTOMTHRUST: if (!map_flag_vs(src->m)) return USESKILL_FAIL_MAX; } if (inf && battle_check_target(src, target, inf) <= 0) { switch(skill_id) { case RK_PHANTOMTHRUST: case AB_CLEARANCE: return USESKILL_FAIL_TOTARGET; default: return USESKILL_FAIL_LEVEL; } } // Fogwall makes all offensive-type targetted skills fail at 75% // Jump Kick can still fail even though you can jump to friendly targets. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75) return USESKILL_FAIL_LEVEL; return -1; } /** * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage' * @param tid * @param tick * @param data **/ 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 flag = 0; src = map_id2bl(id); if( src == NULL ) { ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id); return 0;// not found } ud = unit_bl2ud(src); if( ud == NULL ) { ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id); return 0;// ??? } sd = BL_CAST(BL_PC, src); md = BL_CAST(BL_MOB, src); if( src->prev == NULL ) { ud->skilltimer = INVALID_TIMER; return 0; } if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel() if( ud->skilltimer != tid ) { ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid); ud->skilltimer = INVALID_TIMER; return 0; } if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) ) {// restore original walk speed ud->skilltimer = INVALID_TIMER; status_calc_bl(&sd->bl, SCB_SPEED); } ud->skilltimer = INVALID_TIMER; } if (ud->skilltarget == id) target = src; else target = map_id2bl(ud->skilltarget); // Use a do so that you can break out of it when the skill fails. do { bool fail = false; int8 res = USESKILL_FAIL_LEVEL; if (!target || target->prev == NULL) break; if (src->m != target->m || status_isdead(src)) break; //These should become skill_castend_pos switch (ud->skill_id) { case WE_CALLPARTNER: if (sd) clif_callpartner(sd); case WE_CALLPARENT: if (sd) { struct map_session_data *f_sd = pc_get_father(sd); struct map_session_data *m_sd = pc_get_mother(sd); if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) { fail = true; break; } } case WE_CALLBABY: if (sd) { struct map_session_data *c_sd = pc_get_child(sd); if (c_sd && c_sd->state.autotrade) { fail = true; break; } } case AM_RESURRECTHOMUN: case PF_SPIDERWEB: { //Find a random spot to place the skill. [Skotlex] int splash = skill_get_splash(ud->skill_id, ud->skill_lv); ud->skillx = target->x + splash; ud->skilly = target->y + splash; if (splash && !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: case SC_ESCAPE: case SU_CN_POWDERING: case SU_SV_ROOTTWIST: ud->skillx = target->x; ud->skilly = target->y; ud->skilltimer = tid; return skill_castend_pos(tid,tick,id,data); } // Failing if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) { if (sd && res != USESKILL_FAIL_MAX) clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0); break; } //Avoid doing double checks for instant-cast skills. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1)) break; if(md) { md->last_thinktime=tick +MIN_MOBTHINKTIME; if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) clif_emotion(src, md->db->skill[md->skill_idx].emotion); } if (src != target && battle_config.skill_add_range && !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) { if (sd) { clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0); if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3); } break; } #ifdef OFFICIAL_WALKPATH if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL)) { if (sd) { clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway. } break; } #endif if( sd ) { if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) break; else { skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1); if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !(skill_get_inf3(ud->skill_id)&INF3_HIT_EMP))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) { clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0); break; // Show a skill fail message (Damage type consumes requirements) } } } if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) break; if (ud->state.running && ud->skill_id == TK_JUMPKICK){ ud->state.running = 0; status_change_end(src, SC_RUN, INVALID_TIMER); flag = 1; } if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH) unit_stop_walking(src,1); if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv)) ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME); if (sd) { //Cooldown application int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown); } if( battle_config.display_status_timers && sd ) clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); if( sd && sd->skillitem != ud->skill_id ) { // Skill Usage Counter int i; if( map_allowed_woe(sd->bl.m) ) { ARR_FIND(0,MAX_SKILL_TREE,i,sd->status.skillcount[i].id == ud->skill_id || !sd->status.skillcount[i].id); if( i < MAX_SKILL_TREE ) { sd->status.skillcount[i].id = ud->skill_id; sd->status.skillcount[i].count++; } } else if( map[sd->bl.m].flag.battleground && sd->bg_id ) { ARR_FIND(0,MAX_SKILL_TREE,i,sd->status.bg_skillcount[i].id == ud->skill_id || !sd->status.bg_skillcount[i].id); if( i < MAX_SKILL_TREE ) { sd->status.bg_skillcount[i].id = ud->skill_id; sd->status.bg_skillcount[i].count++; } } } if( sd ) { switch( ud->skill_id ) { // case GS_DESPERADO: case RL_FIREDANCE: sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv); break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: if( (sc = status_get_sc(src)) && sc->data[SC_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->skill_id, ud->skill_lv)) > 0 ) break; } sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv)); break; } } if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE) unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1); if(battle_config.skill_log && battle_config.skill_log&src->type) ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n", src->type, src->id, ud->skill_id, ud->skill_lv, target->id); map_freeblock_lock(); if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE) skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); else skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); if (ud->skill_id != RA_CAMOUFLAGE) status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active 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->skill_id && ud->skill_id != WZ_WATERBALL) sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd ) skill_blockpc_start(sd,BD_ADAPTATION,3000); } if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish] sd->skillitem = sd->skillitemlv = 0; if (ud->skilltimer == INVALID_TIMER) { if(md) md->skill_idx = -1; else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill' ud->skill_lv = ud->skilltarget = 0; } map_freeblock_unlock(); return 1; } while(0); //Skill failed. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) { //When Asura fails... (except when it fails from Wall of Fog) //Consume SP/spheres skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1); status_set_sp(src, 0, 0); sc = &sd->sc; if (sc->count) { //End states status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv)); #endif } if( target && target->m == src->m ) { //Move character to target anyway. short x, y; short dir = map_calc_dir(src,target->x,target->y); //Move 3 cells (From Caster) if( dir > 0 && dir < 4 ) x = -3; else if( dir > 4 ) x = 3; else x = 0; if( dir > 2 && dir < 6 ) y = -3; else if( dir == 7 || dir < 2 ) y = 3; else y = 0; if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation. clif_blown(src); clif_spiritball(src); } clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH); } } ud->skill_id = ud->skilltarget = 0; if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) ) ud->canact_tick = tick; //You can't place a skill failed packet here because it would be //sent in ALL cases, even cases where skill_check_condition fails //which would lead to double 'skill failed' messages u.u [Skotlex] if(sd) sd->skillitem = sd->skillitemlv = 0; else if(md) md->skill_idx = -1; return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) { struct block_list* src = map_id2bl(id); struct map_session_data *sd; struct unit_data *ud = unit_bl2ud(src); struct mob_data *md; nullpo_ret(ud); sd = BL_CAST(BL_PC , src); md = BL_CAST(BL_MOB, src); if( src->prev == NULL ) { ud->skilltimer = INVALID_TIMER; return 0; } if( ud->skilltimer != tid ) { ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid); ud->skilltimer = INVALID_TIMER; return 0; } if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) ) {// restore original walk speed ud->skilltimer = INVALID_TIMER; status_calc_bl(&sd->bl, SCB_SPEED); } ud->skilltimer = INVALID_TIMER; do { int maxcount=0; if( status_isdead(src) ) break; if( !(src->type&battle_config.skill_reiteration) && skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION && skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv) ) { if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_DUPLICATE_RANGEIN,0); break; } if( src->type&battle_config.skill_nofootset && skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET && skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false) ) { if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); break; } if( src->type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0 ) { int i; for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) { if(ud->skillunit[i]->skill_id == ud->skill_id) maxcount--; } if( maxcount == 0 ) { if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0); break; } } if(tid != INVALID_TIMER) { //Avoid double checks on instant cast skills. [Skotlex] if (!status_check_skilluse(src, NULL, ud->skill_id, 1)) break; if (battle_config.skill_add_range && !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) { if (sd && battle_config.skill_out_range_consume) //Consume items anyway. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3); break; } } if( sd ) { if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) break; else skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1); } if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) break; if(md) { md->last_thinktime=tick +MIN_MOBTHINKTIME; if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0) clif_emotion(src, md->db->skill[md->skill_idx].emotion); } if(battle_config.skill_log && battle_config.skill_log&src->type) ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n", src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly); if (ud->walktimer != INVALID_TIMER) unit_stop_walking(src,1); if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv)) ud->canact_tick = max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME); if (sd) { //Cooldown application int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown); } if( battle_config.display_status_timers && sd ) clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); if( sd && sd->skillitem != ud->skill_id ) { // Skill Usage Counter int i; if( map_allowed_woe(sd->bl.m) ) { ARR_FIND(0,MAX_SKILL_TREE,i,sd->status.skillcount[i].id == ud->skill_id || !sd->status.skillcount[i].id); if( i < MAX_SKILL_TREE ) { sd->status.skillcount[i].id = ud->skill_id; sd->status.skillcount[i].count++; } } else if( map[sd->bl.m].flag.battleground && sd->bg_id ) { ARR_FIND(0,MAX_SKILL_TREE,i,sd->status.bg_skillcount[i].id == ud->skill_id || !sd->status.bg_skillcount[i].id); if( i < MAX_SKILL_TREE ) { sd->status.bg_skillcount[i].id = ud->skill_id; sd->status.bg_skillcount[i].count++; } } } // if( sd ) // { // switch( ud->skill_id ) // { // case ????: // sd->canequip_tick = tick + ????; // break; // } // } unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1); map_freeblock_lock(); skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0); if (ud->skill_id != RA_CAMOUFLAGE) status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish] sd->skillitem = sd->skillitemlv = 0; if (ud->skilltimer == INVALID_TIMER) { if (md) md->skill_idx = -1; else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' ud->skill_lv = ud->skillx = ud->skilly = 0; } map_freeblock_unlock(); return 1; } while(0); if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) ) ud->canact_tick = tick; ud->skill_id = ud->skill_lv = 0; if(sd) sd->skillitem = sd->skillitemlv = 0; else if(md) md->skill_idx = -1; return 0; } /* skill count without self */ static int skill_count_wos(struct block_list *bl,va_list ap) { struct block_list* src = va_arg(ap, struct block_list*); if( src->id != bl->id ) { return 1; } return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, 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(skill_lv <= 0) return 0; if(skill_id > 0 && !skill_lv) return 0; // celest nullpo_ret(src); if(status_isdead(src)) return 0; sd = BL_CAST(BL_PC, src); sc = status_get_sc(src); type = status_skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skill_id) { //Skill effect. case WZ_METEOR: case WZ_ICEWALL: case MO_BODYRELOCATION: case CR_CULTIVATION: case HW_GANBANTEIN: case LG_EARTHDRIVE: case SC_ESCAPE: case RL_HAMMER_OF_GOD: case SU_CN_METEOR: break; //Effect is displayed on respective switch case. default: if(skill_get_inf(skill_id)&INF_SELF_SKILL) clif_skill_nodamage(src,src,skill_id,skill_lv,1); else clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick); } switch(skill_id) { case PR_BENEDICTIO: skill_area_temp[1] = src->id; i = skill_get_splash(skill_id, skill_lv); map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_PC, src, skill_id, skill_lv, 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, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); break; case BS_HAMMERFALL: i = skill_get_splash(skill_id, skill_lv); map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_nodamage_id); break; case HT_DETECTING: i = skill_get_splash(skill_id, skill_lv); map_foreachinarea( status_change_timer_sub, src->m, x-i, y-i, x+i,y+i,BL_CHAR, src,NULL,SC_SIGHT,tick); skill_reveal_trap_inarea(src, i, x, y); break; case SR_RIDEINLIGHTNING: i = skill_get_splash(skill_id, skill_lv); map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_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 *sg2; if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE )) { if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0) { skill_unitsetting(src,skill_id,skill_lv,x,y,0); return 0; // not to consume items } else sg2->limit = 0; //Disable it. } skill_unitsetting(src,skill_id,skill_lv,x,y,0); break; } // Skill Unit Setting case MG_SAFETYWALL: case MG_FIREWALL: case MG_THUNDERSTORM: case AL_PNEUMA: case WZ_FIREPILLAR: case WZ_QUAGMIRE: case WZ_VERMILION: case WZ_STORMGUST: case WZ_HEAVENDRIVE: case PR_SANCTUARY: case PR_MAGNUS: case CR_GRANDCROSS: case NPC_GRANDDARKNESS: case HT_SKIDTRAP: case MA_SKIDTRAP: case HT_LANDMINE: case MA_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case MA_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case AS_VENOMDUST: case AM_DEMONSTRATION: case PF_FOGWALL: case PF_SPIDERWEB: case HT_TALKIEBOX: case WE_CALLPARTNER: case WE_CALLPARENT: case WE_CALLBABY: case 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 SC_BLOODYLUST: case WM_REVERBERATION: case WM_POEMOFNETHERWORLD: case SO_PSYCHIC_WAVE: case SO_VACUUM_EXTREME: 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_BAKURETSU: case KO_ZENKAI: case MH_LAVA_SLIDE: case MH_VOLCANIC_ASH: case MH_POISON_MIST: case MH_STEINWAND: case MH_XENO_SLASHER: case LG_KINGS_GRACE: case RL_B_TRAP: case SU_CN_POWDERING: case SU_SV_ROOTTWIST: 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. case GN_WALLOFTHORN: skill_unitsetting(src,skill_id,skill_lv,x,y,0); break; case WZ_ICEWALL: flag|=1; if(skill_unitsetting(src,skill_id,skill_lv,x,y,0)) clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick); break; case RG_GRAFFITI: /* Graffiti [Valaris] */ skill_unitsetting(src,skill_id,skill_lv,x,y,0); flag|=1; break; case HP_BASILICA: if( sc->data[SC_BASILICA] ) { status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again return 0; } else { // Create Basilica. Start SC on caster. Unit timer start SC on others. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); return 0; } skill_clear_unitgroup(src); skill_unitsetting(src,skill_id,skill_lv,x,y,0); flag|=1; } break; case CG_HERMODE: skill_clear_unitgroup(src); if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0))) sc_start4(src,src,SC_DANCING,100, skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv)); flag|=1; break; case RG_CLEANER: // [Valaris] i = skill_get_splash(skill_id, skill_lv); map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1); break; case SO_WARMER: case SO_CLOUD_KILL: flag |= (skill_id == SO_WARMER) ? 8 : 4; skill_unitsetting(src,skill_id,skill_lv,x,y,0); break; case WZ_METEOR: { int area = skill_get_splash(skill_id, skill_lv); short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; for( i = 0; i < 2 + (skill_lv>>1); i++ ) { // Creates a random Cell in the Splash Area tmpx = x - area + rnd()%(area * 2 + 1); tmpy = y - area + rnd()%(area * 2 + 1); if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) ) clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick); if( i > 0 ) skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0); x1 = tmpx; y1 = tmpy; } skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0); } break; case SU_CN_METEOR: { int area = skill_get_splash(skill_id, skill_lv); short tmpx = 0, tmpy = 0; if (sd && skill_id == SU_CN_METEOR) { short item_idx = pc_search_inventory(sd, ITEMID_CATNIP_FRUIT); if (item_idx >= 0) { pc_delitem(sd, item_idx, 1, 0, 1, LOG_TYPE_CONSUME); flag |= 1; } } for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) { // Creates a random Cell in the Splash Area tmpx = x - area + rnd()%(area * 2 + 1); tmpy = y - area + rnd()%(area * 2 + 1); skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id)); } } break; case AL_WARP: if(sd) { clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map, (skill_lv >= 2) ? sd->status.memo_point[0].map : 0, (skill_lv >= 3) ? sd->status.memo_point[1].map : 0, (skill_lv >= 4) ? sd->status.memo_point[2].map : 0 ); } if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); return 0; // not to consume item. case MO_BODYRELOCATION: if (unit_movepos(src, x, y, 2, 1)) { #if PACKETVER >= 20111005 clif_snap(src, src->x, src->y); #else clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick); #endif if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000); } break; case NJ_SHADOWJUMP: if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(3, src, x, y, 1, 0) ) //You don't move on GVG grounds. clif_blown(src); status_change_end(src, SC_HIDING, INVALID_TIMER); break; case AM_SPHEREMINE: case AM_CANNIBALIZE: { int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER }; int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1]; int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; 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); if (md) { md->master_id = src->id; md->special_state.ai = (enum mob_ai)ai; if( md->deletetimer != INVALID_TIMER ) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0); mob_spawn (md); //Now it is ready for spawning. } } break; // Slim Pitcher [Celest] case CR_SLIMPITCHER: if (sd) { int i_lv = 0, j = 0; struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv); i_lv = skill_lv%11 - 1; j = pc_search_inventory(sd, require.itemid[i_lv]); if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv]) { clif_skill_fail(sd,skill_id,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_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5 + pc_skillheal_bonus(sd, skill_id); potion_hp = potion_hp * (100+i_lv)/100; potion_sp = potion_sp * (100+i_lv)/100; if(potion_hp > 0 || potion_sp > 0) { i_lv = skill_get_splash(skill_id, skill_lv); map_foreachinarea(skill_area_sub, src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, skill_castend_nodamage_id); } } else { int id = skill_get_itemid(skill_id, skill_lv); struct item_data *item; item = itemdb_search(id); potion_flag = 1; potion_hp = 0; potion_sp = 0; run_script(item->script,0,src->id,0); potion_flag = 0; id = skill_get_max(CR_SLIMPITCHER)*10; potion_hp = potion_hp * (100+id)/100; potion_sp = potion_sp * (100+id)/100; if(potion_hp > 0 || potion_sp > 0) { id = skill_get_splash(skill_id, skill_lv); map_foreachinarea(skill_area_sub, src->m,x-id,y-id,x+id,y+id,BL_CHAR, src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1, skill_castend_nodamage_id); } } break; case HW_GANBANTEIN: if (rnd()%100 < 80) { int dummy = 1; clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick); i = skill_get_splash(skill_id, skill_lv); 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,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } break; case HW_GRAVITATION: if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0))) sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv)); flag|=1; break; // Plant Cultivation [Celest] case CR_CULTIVATION: if (sd) { if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick); if (rnd()%100 < 50) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } else { TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE); int t; if (!md) break; if ((t = skill_get_time(skill_id, skill_lv)) > 0) { if( md->deletetimer != INVALID_TIMER ) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0); } mob_spawn (md); } } break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: skill_clear_unitgroup(src); if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv)); flag|=1; break; case PA_GOSPEL: if (sce && sce->val4 == BCT_SELF) { status_change_end(src, SC_GOSPEL, INVALID_TIMER); return 0; } else { sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0); if (!sg) break; if (sce) status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv)); clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet } break; case NJ_TATAMIGAESHI: if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case AM_RESURRECTHOMUN: //[orn] if (sd) { if (!hom_ressurect(sd, 20*skill_lv, x, y)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } break; case RK_WINDCUTTER: clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SKILL); case AC_SHOWER: if (skill_id == AC_SHOWER) status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); case MA_SHOWER: case NC_COLDSLOWER: case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: // Cast center might be relevant later (e.g. for knockback direction) skill_area_temp[4] = x; skill_area_temp[5] = y; i = skill_get_splash(skill_id,skill_lv); if (battle_config.skill_wall_check) map_foreachinshootarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); else map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); break; case SO_ARRULLO: i = skill_get_splash(skill_id,skill_lv); map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); break; case GC_POISONSMOKE: if( !(sc && sc->data[SC_POISONINGWEAPON]) ) { if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0); return 0; } clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SKILL); skill_unitsetting(src, skill_id, skill_lv, x, y, flag); break; case AB_EPICLESIS: if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) { i = skill_get_splash(skill_id, skill_lv); map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id); } break; case WL_COMET: if( sc ) { sc->comet_x = x; sc->comet_y = y; } i = skill_get_splash(skill_id,skill_lv); map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id); break; case WL_EARTHSTRAIN: { int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y); int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting for( w = 1; w <= wave; w++ ) { switch( dir ){ case 0: case 1: case 7: sy = y + w; break; case 3: case 4: case 5: sy = y - w; break; case 2: sx = x - w; break; case 6: sx = x + w; break; } skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2); } } break; case RA_DETONATOR: i = skill_get_splash(skill_id, skill_lv); 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, skill_id, skill_lv, DMG_SKILL); break; case NC_NEUTRALBARRIER: case NC_STEALTHFIELD: if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) { skill_clear_unitgroup(src); return 0; } skill_clear_unitgroup(src); // To remove previous skills - cannot used combined if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv)); if( sd ) pc_overheat(sd,1); } break; case NC_SILVERSNIPER: { struct mob_data *md; md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE); if( md ) { md->master_id = src->id; md->special_state.ai = AI_FAW; if( md->deletetimer != INVALID_TIMER ) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0); mob_spawn(md); } } break; case NC_MAGICDECOY: if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y); break; case SC_FEINTBOMB: skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position skill_blown(src,src,skill_get_blewcount(skill_id, skill_lv),unit_getdir(src),0); clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv))); break; case SC_ESCAPE: skill_unitsetting(src, skill_id, skill_lv, x, y, 0); skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), 0); clif_skill_nodamage(src,src,skill_id,skill_lv,1); flag |= 1; break; case LG_OVERBRAND: { int dir = map_calc_dir(src,x,y); int sx = src->x, sy = src->y; struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir); for( i = 0; i < layout->count; i++ ) map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id); skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag); } break; case LG_BANDING: if( sc && sc->data[SC_BANDING] ) status_change_end(src,SC_BANDING,INVALID_TIMER); else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv)); if( sd ) pc_banding(sd,skill_lv); } clif_skill_nodamage(src,src,skill_id,skill_lv,1); break; case LG_RAYOFGENESIS: if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { i = skill_get_splash(skill_id,skill_lv); map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL, src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); } else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); break; case WM_DOMINION_IMPULSE: i = skill_get_splash(skill_id, skill_lv); map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL); break; case WM_GREAT_ECHO: case WM_SOUND_OF_DESTRUCTION: i = skill_get_splash(skill_id,skill_lv); map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); break; case WM_SEVERE_RAINSTORM: flag |= 1; if (sd) sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill. skill_unitsetting(src,skill_id,skill_lv,x,y,0); break; case GN_CRAZYWEED: { int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv); for( i = 0; i < 3 + (skill_lv/2); i++ ) { int x1 = x - area + rnd()%(area * 2 + 1); int y1 = y - area + rnd()%(area * 2 + 1); skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0); } } break; case GN_FIRE_EXPANSION: { int i_su; struct unit_data *ud = unit_bl2ud(src); if( !ud ) break; for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) { if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) { switch( skill_lv ) { case 1: ud->skillunit[i_su]->unit->val2 = skill_lv; ud->skillunit[i_su]->unit->group->val2 = skill_lv; break; case 2: map_foreachinarea(skill_area_sub,src->m, ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2, ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id); skill_delunit(ud->skillunit[i_su]->unit); break; case 3: skill_delunit(ud->skillunit[i_su]->unit); skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0); flag |= 1; break; case 4: skill_delunit(ud->skillunit[i_su]->unit); skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0); flag |= 1; break; case 5: { int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 ) acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION); map_foreachinarea(skill_area_sub, src->m, ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2, ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id); skill_delunit(ud->skillunit[i_su]->unit); } break; } } } } break; case SO_FIREWALK: case SO_ELECTRICWALK: if( sc && sc->data[type] ) status_change_end(src,type,INVALID_TIMER); sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)); break; case KO_MAKIBISHI: for( i = 0; i < (skill_lv+2); i++ ) { x = src->x - 1 + rnd()%3; y = src->y - 1 + rnd()%3; skill_unitsetting(src,skill_id,skill_lv,x,y,0); } break; case KO_MUCHANAGE: { struct status_data *sstatus; int rate = 0; sstatus = status_get_status_data(src); i = skill_get_splash(skill_id,skill_lv); rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10; if( rate < 0 ) rate = 0; skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count); if( rnd()%100 < rate ) map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); } break; case RL_FALLEN_ANGEL: if (unit_movepos(src,x,y,1,1)) { uint8 skill_use_lv = sd ? pc_checkskill(sd,GS_DESPERADO) : 5; if (!skill_use_lv) { clif_skill_nodamage(src, src, skill_id, skill_lv, 0); break; } clif_fixpos(src); clif_skill_nodamage(src, src, skill_id, skill_lv, 1); skill_addtimerskill(src, tick+500, 0, x, y, RL_FALLEN_ANGEL, skill_use_lv, BF_WEAPON, flag|SD_LEVEL|SD_ANIMATION|SD_SPLASH); } else { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break; case RL_HAMMER_OF_GOD: { i = skill_get_splash(skill_id, skill_lv); if (sd) { skill_area_temp[0] = map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); if (!skill_area_temp[0]) { // This skill doesn't have area effect, apply self? :P //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500); clif_skill_nodamage(src, src, skill_id, 0, 1); break; } } map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id); skill_area_temp[0] = 0; break; } break; case RL_FIRE_RAIN: { int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y); int sx = x = src->x, sy = y = src->y; for (w = 1; w <= wave; w++) { switch (dir) { case 0: sy = y + w; break; case 1: sy = y + w; sx = x - w; break; case 2: sx = x - w; break; case 3: sx = x - w; sy = y - w; break; case 4: sy = y - w; break; case 5: sx = x + w; sy = y - w; break; case 6: sx = x + w; break; case 7: sy = y + w; sx = x + w; break; } skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag); } } break; case NC_MAGMA_ERUPTION: // 1st, AoE 'slam' damage i = skill_get_splash(skill_id, skill_lv); map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); if (skill_get_unit_id(NC_MAGMA_ERUPTION,0)) { // 2nd, AoE 'eruption' unit skill_addtimerskill(src,gettick()+500,0,x,y,skill_id,skill_lv,BF_MISC,flag); } break; case SU_LOPE: if (map[src->m].flag.noteleport && !(map[src->m].flag.battleground || map_flag_gvg2(src->m))) { x = src->x; y = src->y; } clif_skill_nodamage(src, src, SU_LOPE, skill_lv, 1); if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && path_search(NULL, src->m, src->x, src->y, x, y, 1, CELL_CHKNOREACH)) { clif_slide(src, x, y); unit_movepos(src, x, y, 1, 0); } break; default: ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id); return 1; } if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); if( sd ) {// ensure that the skill last-cast tick is recorded sd->canskill_tick = gettick(); if( sd->state.arrow_atk && !(flag&1) ) {// consume arrow if this is a ground skill battle_consume_ammo(sd, skill_id, skill_lv); } skill_onskillusage(sd, NULL, skill_id, tick); // perform skill requirement consumption skill_consume_requirement(sd,skill_id,skill_lv,2); } return 0; } /*========================================== * *------------------------------------------*/ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname) { nullpo_ret(sd); //Simplify skill_failed code. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; } if(skill_id != sd->menuskill_id) return 0; if( sd->bl.prev == NULL || pc_isdead(sd) ) { skill_failed(sd); return 0; } if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) { skill_failed(sd); return 0; } pc_stop_attack(sd); if(battle_config.skill_log && battle_config.skill_log&BL_PC) ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname); if(strcmp(mapname,"cancel")==0) { skill_failed(sd); return 0; } switch(skill_id) { case AL_TELEPORT: case ALL_ODINS_RECALL: //The storage window is closed automatically by the client when there's //any kind of map change, so we need to restore it automatically //bugreport:8027 if(strcmp(mapname,"Random") == 0) pc_randomwarp(sd,CLR_TELEPORT); else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT); clif_refresh_storagewindow(sd); break; case AL_WARP: { const struct point *p[4]; struct skill_unit_group *group; int i, lv, wx, wy; int maxcount=0; int x,y; unsigned short mapindex; mapindex = mapindex_name2id((char*)mapname); if(!mapindex) { //Given map not found? clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); skill_failed(sd); return 0; } p[0] = &sd->status.save_point; p[1] = &sd->status.memo_point[0]; p[2] = &sd->status.memo_point[1]; p[3] = &sd->status.memo_point[2]; if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) { for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) { if(sd->ud.skillunit[i]->skill_id == skill_id) maxcount--; } if(!maxcount) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); skill_failed(sd); return 0; } } lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id); wx = sd->menuskill_val>>16; wy = sd->menuskill_val&0xffff; if( lv <= 0 ) return 0; if( lv > 4 ) lv = 4; // crash prevention // check if the chosen map exists in the memo list ARR_FIND( 0, lv, i, 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 skill_id/skill_lv... skill_failed(sd); return 0; } skill_consume_requirement(sd,sd->menuskill_id,lv,2); sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish] if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) { skill_failed(sd); return 0; } group->val1 = (group->val1<<16)|(short)0; // record the destination coordinates group->val2 = (x<<16)|y; group->val3 = 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; skill_getareachar_skillunit_visibilty(target, AREA); 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. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE) * @param flag 0 Convert * @param flag 1 Revert * @return true success * @TODO: This should be completely removed later and rewritten * The entire execution of the overlapping songs instances is dirty and hacked together * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance */ 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; if( unit == NULL || (group = unit->group) == NULL ) return false; //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 uint16 skill_id = 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 = skill_id; group->skill_lv = 1; group->unit_id = skill_get_unit_id(skill_id,0); group->target_flag = skill_get_unit_target(skill_id); group->bl_flag = skill_get_unit_bl_target(skill_id); group->interval = skill_get_unit_interval(skill_id); } else { //Restore group->skill_id = backup.skill_id; group->skill_lv = backup.skill_lv; group->unit_id = backup.unit_id; group->target_flag = backup.target_flag; group->bl_flag = backup.bl_flag; group->interval = backup.interval; } return true; } /** * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map() * @param src Object that triggers the skill * @param skill_id Skill ID * @param skill_lv Skill level of used skill * @param x Position x * @param y Position y * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds * @return skill_unit_group */ struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) { struct skill_unit_group *group; int i, limit, val1 = 0, val2 = 0, val3 = 0; int link_group_id = 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; bool hidden = false; nullpo_retr(NULL, src); limit = skill_get_time(skill_id,skill_lv); range = skill_get_unit_range(skill_id,skill_lv); interval = skill_get_unit_interval(skill_id); target = skill_get_unit_target(skill_id); unit_flag = skill_get_unit_flag(skill_id); layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y); sd = BL_CAST(BL_PC, src); status = status_get_status_data(src); sc = status_get_sc(src); // for traps, firewall and fogwall - celest hidden = (unit_flag&UF_HIDDEN_TRAP && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m)))); switch( skill_id ) { case MH_STEINWAND: val2 = 4 + skill_lv; val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp break; case MG_SAFETYWALL: #ifdef RENEWAL val2 = status_get_max_hp(src) * 3; #else val2 = skill_lv+1; #endif break; case MG_FIREWALL: if(sc && sc->data[SC_VIOLENTGALE]) limit = limit*3/2; val2 = 4+skill_lv; break; case AL_WARP: val1=skill_lv+6; if(!(flag&1)) limit=2000; else // previous implementation (not used anymore) { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] if( src->type != BL_SKILL ) return NULL; group = ((TBL_SKILL*)src)->group; src = map_id2bl(group->src_id); if( !src ) return NULL; val2 = group->val2; //Copy the (x,y) position you warp to val3 = group->val3; //as well as the mapindex to warp to. } break; case HP_BASILICA: val1 = src->id; // Store caster id. break; case PR_SANCTUARY: case NPC_EVILLAND: val1=skill_lv+3; break; case SU_CN_METEOR: limit = flag - (flag&1); val1 = (flag&1); flag = 0; // Flag should not influence anything else for these skills break; case WZ_FIREPILLAR: if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) return NULL; if((flag&1)!=0) limit=1000; val1=skill_lv+2; break; case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] case AM_DEMONSTRATION: case GN_HELLS_PLANT: if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) return NULL; if (map_flag_vs(src->m) && battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall)) target = BCT_ALL; break; case HT_SKIDTRAP: case MA_SKIDTRAP: //Save position of caster val1 = ((src->x)<<16)|(src->y); case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case MA_SANDMAN: case HT_CLAYMORETRAP: case HT_LANDMINE: case MA_LANDMINE: case HT_FLASHER: case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: case HT_BLASTMINE: case RA_ELECTRICSHOCKER: case RA_CLUSTERBOMB: case RA_MAGENTATRAP: case RA_COBALTTRAP: case RA_MAIZETRAP: case RA_VERDURETRAP: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: case RL_B_TRAP: case SC_ESCAPE: { struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv); ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY)); if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] ) req_item = req.itemid[i]; if( map_flag_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: case SC_CHAOSPANIC: { 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(skill_id,skill_lv); } skill_clear_group(src,1); } break; } case BA_WHISTLE: val1 = skill_lv +status->agi/10; // Flee increase val2 = ((skill_lv+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*skill_lv+status->dex/10; // Hit increase #ifdef RENEWAL val1 *= 2; #endif if(sd) val1 += pc_checkskill(sd,DC_DANCINGLESSON); break; case BA_POEMBRAGI: val1 = 3*skill_lv+status->dex/10; // Casting time reduction //For some reason at level 10 the base delay reduction is 50%. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction if(sd){ val1 += pc_checkskill(sd,BA_MUSICALLESSON); val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON); } break; case DC_DONTFORGETME: val1 = 30 * skill_lv + status->dex; // ASPD decrease val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment. if(sd){ val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON); val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels } break; case DC_SERVICEFORYOU: val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction if(sd){ val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2; val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2; } break; case BA_ASSASSINCROSS: if (sd) val1 = pc_checkskill(sd,BA_MUSICALLESSON) / 2; #ifdef RENEWAL // ASPD increase val1 += skill_lv + (status->agi / 20); #else val1 += 10 + skill_lv + (status->agi / 10); val1 *= 10; // ASPD works with 1000 as 100% #endif break; case DC_FORTUNEKISS: val1 = 10+skill_lv+(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 = (skill_lv+5)*25; //Atk increase val2 = skill_lv*10; //Def increase #else val1 = (skill_lv+1)*25; //Atk increase val2 = (skill_lv+1)*2; //Def increase #endif break; case BD_RINGNIBELUNGEN: val1 = (skill_lv+2)*25; //Atk increase break; case BD_RICHMANKIM: val1 = 25 + 11*skill_lv; //Exp increase bonus. break; case BD_SIEGFRIED: val1 = 55 + skill_lv*5; //Elemental Resistance val2 = skill_lv*10; //Status ailment resistance break; case WE_CALLPARTNER: if (sd) val1 = sd->status.partner_id; break; case WE_CALLPARENT: if (sd) { val1 = sd->status.father; val2 = sd->status.mother; } break; case WE_CALLBABY: if (sd) val1 = sd->status.child; break; case NJ_KAENSIN: skill_clear_group(src, 1); //Delete previous Kaensins/Suitons val2 = (skill_lv+1)/2 + 4; break; case NJ_SUITON: skill_clear_group(src, 1); break; case GS_GROUNDDRIFT: { // Ground Drift Element is decided when it's placed. int ele = skill_get_ele(skill_id, skill_lv); int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE }; if (ele == -3) val1 = element[rnd()%5]; // Use random from available unit visual? else if (ele == -2) val1 = status_get_attack_sc_element(src,sc); else if (ele == -1) { val1 = status->rhw.ele; if (sc && sc->data[SC_ENCHANTARMS]) val1 = sc->data[SC_ENCHANTARMS]->val2; } 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 = skill_get_time(skill_id, skill_lv); 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_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) ) target = BCT_ALL; case WM_SEVERE_RAINSTORM: case SO_WATER_INSIGNIA: case SO_FIRE_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) return NULL; break; case SO_CLOUD_KILL: skill_clear_group(src, 4); break; case SO_WARMER: skill_clear_group(src, 8); break; case SO_FIREWALK: case SO_ELECTRICWALK: limit = skill_get_time2(skill_id, skill_lv); break; case GN_WALLOFTHORN: // Turns to Firewall if( flag&1 ) limit = 3000; val3 = (x<<16)|y; break; case GN_FIRE_EXPANSION_SMOKE_POWDER: case GN_FIRE_EXPANSION_TEAR_GAS: limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit; break; case KO_ZENKAI: if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) { val1 = sd->spiritcharm; val2 = sd->spiritcharm_type; limit = 6000 * val1; subunt = sd->spiritcharm_type - 1; pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type); } break; case HW_GRAVITATION: if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF) link_group_id = sc->data[SC_GRAVITATION]->val4; break; case SO_VACUUM_EXTREME: // Coordinates val1 = x; val2 = y; val3 = 0; // Suck target at n seconds. break; case NC_MAGMA_ERUPTION: // Since we have no 'place' anymore. time1 for Stun duration, time2 for burning duration // Officially, duration (limit) is 5secs, interval 0.5secs damage interval. limit = interval * 10; break; case MH_VOLCANIC_ASH: if (!map_flag_vs(src->m)) target = BCT_ENEMY; break; } // Init skill unit group nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval))); group->val1 = val1; group->val2 = val2; group->val3 = val3; group->link_group_id = link_group_id; group->target_flag = target; group->bl_flag = skill_get_unit_bl_target(skill_id); group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0; group->item_id = req_item; // If tick is greater than current, do not invoke onplace function just yet. [Skotlex] if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL) active_flag = 0; // Put message for Talkie Box & Graffiti if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) { group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char)); if (sd) safestrncpy(group->valstr, sd->message, MESSAGE_SIZE); else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex] safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); } // Dance skill if (group->state.song_dance) { if(sd) { sd->skill_id_dance = skill_id; sd->skill_lv_dance = skill_lv; } if ( sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) && sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp! ) skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1); } // Set skill unit 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 unit_val1 = skill_lv; int unit_val2 = 0; int alive = 1; // are the coordinates out of range? if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){ continue; } 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 && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) ) continue; // no path between cell and caster switch( skill_id ) { // HP for Skill unit that can be damaged, see also skill_unit_ondamaged 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_SKIDTRAP: case MA_SKIDTRAP: case HT_CLAYMORETRAP: case HT_BLASTMINE: case SC_ESCAPE: unit_val1 = 3500; break; case MG_FIREWALL: case NJ_KAENSIN: unit_val2 = group->val2; break; case WZ_ICEWALL: unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv; unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE); break; case WZ_WATERBALL: //Check if there are cells that can be turned into waterball units if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER) || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL) break; //Turn water, deluge or suiton into waterball cell continue; case GS_DESPERADO: unit_val1 = abs(layout->dx[i]); unit_val2 = abs(layout->dy[i]); if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals if (unit_val2 > unit_val1) unit_val1 = unit_val2; if (unit_val1) unit_val1--; unit_val1 = 36 -12*unit_val1; } else //Diagonal edges unit_val1 = 28 -4*unit_val1 -4*unit_val2; if (unit_val1 < 1) unit_val1 = 1; unit_val2 = 0; break; case WM_REVERBERATION: unit_val1 = 1 + skill_lv; break; case WM_POEMOFNETHERWORLD: unit_val1 = 1 + skill_lv; break; case GN_WALLOFTHORN: if (flag&1) // Turned become Firewall break; unit_val1 = 2000 + 2000 * skill_lv; // HP unit_val2 = 20; // Max hits break; case RL_B_TRAP: unit_val1 = 3500; unit_val2 = 0; break; default: if (group->state.song_dance&0x1) unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance break; } if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2)) unit_val2 |= UF_RANGEDSINGLEUNIT; // center. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv); // Check active cell to failing or remove current unit map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src); if( !alive ) continue; nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden))); unit->limit = limit; unit->range = range; if (skill_id == 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( skill_id ) { case NJ_TATAMIGAESHI: //Store number of tiles. group->val1 = group->alive_count; break; } return group; } /*========================================== * *------------------------------------------*/ void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick) { skill_unit_onplace(unit, bl, tick); } /** * Triggeres when 'target' (based on skill unit target) is stand at unit area * while skill unit initialized or moved (such by knock back). * As a follow of skill_unit_effect flag &1 * @param unit * @param bl Target * @param tick */ static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick) { struct skill_unit_group *sg; struct block_list *ss; // Actual source that cast the skill unit struct status_change *sc; struct status_change_entry *sce; struct status_data *tstatus; enum sc_type type; uint16 skill_id; nullpo_ret(unit); nullpo_ret(bl); if(bl->prev == NULL || !unit->alive || status_isdead(bl)) return 0; nullpo_ret(sg = unit->group); nullpo_ret(ss = map_id2bl(sg->src_id)); tstatus = status_get_status_data(bl); if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) || map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) ) return 0; //AoE skills are ineffective. [Skotlex] if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) ) return 0; //Songs don't work in Basilica sc = status_get_sc(bl); if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING)) return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex] if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING) return 0; // Under Hovering characters are immune to select trap and ground target skills. type = status_skill2sc(sg->skill_id); sce = (sc && type != SC_NONE) ? sc->data[type] : NULL; skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. switch (sg->unit_id) { case UNT_SPIDERWEB: if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish] sc->data[SC_SPIDERWEB]->val2++; break; } else if( sc && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 ) { int sec = skill_get_time2(sg->skill_id,sg->skill_lv); if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) { 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, unit->bl.x, unit->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(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); break; case UNT_BLOODYLUST: if (sg->src_id == bl->id) break; //Does not affect the caster. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) ) // Dirty fix to add extra time to Bloody Lust so it doesn't end before // Berserk, causing HP to drop to 100 when we don't want it to [Akinari] sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100); break; case UNT_PNEUMA: if (!sce) sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_CHAOSPANIC: status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF); 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 == unit->bl.x && sd->ud.to_y == unit->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 || ((TBL_MOB*)bl)->option.allow_warp == 2)) { int16 m = map_mapindex2mapid(sg->val3); if (m < 0) break; //Map not available on this map-server. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); } } break; case UNT_QUAGMIRE: if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 ) sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_VOLCANO: case UNT_DELUGE: case UNT_VIOLENTGALE: if(!sce) sc_start(ss, bl,type,100,sg->skill_lv,sg->limit); break; case UNT_WATER_BARRIER: case UNT_ZEPHYR: case UNT_POWER_OF_GAIA: if (bl->id == ss->id) break; // Doesn't affect the Elemental if (!sce) sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit); break; case UNT_SUITON: if(!sce) sc_start4(ss, bl,type,100,sg->skill_lv, map_flag_vs(bl->m) || battle_check_target(&unit->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(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0) status_change_clear_buffs(bl, SCCB_BUFFS); //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 skill_id; if (!sce) sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); break; case UNT_WHISTLE: case UNT_ASSASSINCROSS: case UNT_POEMBRAGI: case UNT_APPLEIDUN: case UNT_HUMMING: case UNT_DONTFORGETME: case UNT_FORTUNEKISS: case UNT_SERVICEFORYOU: if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) return 0; if (!sc) return 0; if (!sce) sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); else if (sce->val4 == 1) { //Readjust timers since the effect will not last long. sce->val4 = 0; //remove the mark that we stepped out delete_timer(sce->timer, status_change_timer); sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min } break; case UNT_FOGWALL: if (!sce) { sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0) skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); } break; case UNT_GRAVITATION: if (!sce) sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); break; case UNT_BASILICA: { int i = battle_check_target(bl, bl, BCT_ENEMY); if (i > 0) { skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0); break; } if (!sce && i <= 0) sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit); } break; // officially, icewall has no problems existing on occupied cells [ultramage] // case UNT_ICEWALL: //Destroy the cell. [Skotlex] // unit->val1 = 0; // if(unit->limit + sg->tick > tick + 700) // unit->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_REVERBERATION: if (sg->src_id == bl->id) break; //Does not affect the caster. clif_changetraplook(&unit->bl,UNT_USED_TRAPS); map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick); sg->limit = DIFF_TICK(tick,sg->tick) + 1500; sg->unit_id = UNT_USED_TRAPS; break; case UNT_FIRE_EXPANSION_SMOKE_POWDER: if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0) sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit); break; case UNT_FIRE_EXPANSION_TEAR_GAS: if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0) if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) ) sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit); break; case UNT_VOLCANIC_ASH: if (!sce) sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv)); break; case UNT_KINGS_GRACE: if (!sce) { int state = 0; if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m)) state |= BCT_GUILD; if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0) sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit); } break; case UNT_STEALTHFIELD: if( bl->id == sg->src_id ) break; // Doesn't work on self (video shows that) if (!sce) sc_start(ss, bl,type,100,sg->skill_lv,sg->limit); break; case UNT_NEUTRALBARRIER: if (!sce) status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON); break; case UNT_CLOUD_KILL: if(!sce) { sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, skill_get_time(sg->skill_id, sg->skill_lv)); status_change_start(ss, bl, SC_POISON, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF); } break; case UNT_WARMER: if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON) sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv)); break; case UNT_CATNIPPOWDER: if (sg->src_id == bl->id) break; // Does not affect the caster or Boss. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0) sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv)); break; case UNT_GD_LEADERSHIP: case UNT_GD_GLORYWOUNDS: case UNT_GD_SOULCOLD: case UNT_GD_HAWKEYES: if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 ) sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000); break; } return skill_id; } /** * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt) * @param unit Skill unit * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace * @param tick */ int skill_unit_onplace_timer(struct skill_unit *unit, 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; uint16 skill_id; int diff = 0; nullpo_ret(unit); nullpo_ret(bl); if (bl->prev == NULL || !unit->alive || status_isdead(bl)) return 0; nullpo_ret(sg = unit->group); nullpo_ret(ss = map_id2bl(sg->src_id)); tsd = BL_CAST(BL_PC, bl); tsc = status_get_sc(bl); tstatus = status_get_status_data(bl); type = status_skill2sc(sg->skill_id); skill_id = sg->skill_id; if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING) return 0; // Under Hovering characters are immune to trap and ground target skills. 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 ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1); } // Wall of Thorn damaged by Fire element unit [Cydh] //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) { struct skill_unit *su = (struct skill_unit *)bl; if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) { skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1); su->group->limit = sg->limit = 0; su->group->unit_id = sg->unit_id = UNT_USED_TRAPS; return skill_id; } } switch (sg->unit_id) { // Units that deals simple attack case UNT_GRAVITATION: case UNT_EARTHSTRAIN: case UNT_FIREWALK: case UNT_ELECTRICWALK: case UNT_PSYCHIC_WAVE: case UNT_MAGMA_ERUPTION: case UNT_MAKIBISHI: skill_attack(skill_get_type(sg->skill_id),ss,&unit->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,&unit->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(sg->interval > 0 && x == bl->x && y == bl->y && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) ); } break; #ifndef RENEWAL // The storm gust counter was dropped in 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,&unit->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 < unit->val1) skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case SU_CN_METEOR: if (sg->val1) skill_area_temp[3] = 1; else skill_area_temp[3] = 0; skill_attack(skill_get_type(sg->skill_id),ss,&unit->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; } //Fall through default: skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0); } break; case UNT_FIREWALL: case UNT_KAEN: { int count = 0; const int x = bl->x, y = bl->y; if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0) break; //Take into account these hit more times than the timer interval can handle. do skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0); while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl)); if (unit->val2 <= 0) skill_delunit(unit); } 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(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) ) sg->val1 -= 1; // Reduce the number of targets that can still be hit } 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->mob_id == MOBID_EMPERIUM) break; #endif if( tstatus->hp >= tstatus->max_hp ) break; if( md && status_get_class_(bl) == CLASS_BATTLEFIELD ) heal = 1; if( status_isimmune(bl) ) heal = 0; clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1); if( tsc && tsc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; status_heal(bl, heal, 0, 0); } 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(&unit->bl,bl,BCT_ENEMY)>0) skill_attack(BF_MISC, ss, &unit->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(&unit->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,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_FIREPILLAR_WAITING: skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1); skill_delunit(unit); break; case UNT_SKIDTRAP: { //Knockback away from position of user during placement [Playtester] skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv), (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0); sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&unit->bl, UNT_USED_TRAPS); sg->limit=DIFF_TICK(tick,sg->tick)+1500; //Target will be stopped for 3 seconds sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv)); } break; case UNT_ANKLESNARE: case UNT_MANHOLE: if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) { int sec = skill_get_time2(sg->skill_id,sg->skill_lv); if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) { const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK(td->tick, tick); if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC) || !unit_blown_immune(bl,0x1) ) { unit_movepos(bl, unit->bl.x, unit->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(&unit->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(&unit->bl, UNT_ANKLESNARE); } sg->limit = DIFF_TICK(tick,sg->tick)+sec; sg->interval = -1; unit->range = 0; } break; case UNT_ELECTRICSHOCKER: if( bl->id != ss->id ) { if( status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) break; if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) { map_moveblock(bl, unit->bl.x, unit->bl.y, tick); clif_fixpos(bl); } map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick); sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. } break; case UNT_VENOMDUST: if(tsc && !tsc->data[type]) status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE); break; case UNT_LANDMINE: //Land Mine only hits single target skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0); sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again. sg->limit = 1500; 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_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_FIREPILLAR_ACTIVE: case UNT_CLAYMORETRAP: { int bl_flag = sg->bl_flag; if (tsc && tsc->data[SC__MANHOLE]) break; if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP) bl_flag = bl_flag|BL_SKILL|~BCT_SELF; if(battle_config.skill_wall_check && !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) map_foreachinshootrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick); else map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick); if (sg->unit_id != UNT_FIREPILLAR_ACTIVE) clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS)); sg->limit = DIFF_TICK(tick, sg->tick) + (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_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated. sg->unit_id = UNT_USED_TRAPS; // Change 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(&unit->bl, sg->valstr); sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&unit->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, &unit->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->mob_id == 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(&unit->bl, bl, AL_HEAL, heal, 1); status_heal(bl, heal, 0, 0); } break; case UNT_TATAMIGAESHI: case UNT_DEMONSTRATION: skill_attack(BF_WEAPON,ss,&unit->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, SCCB_DEBUFFS|SCCB_REFRESH); if (tsd) clif_gospel_info(tsd, 0x15); break; case 2: // Immunity to all status sc_start(ss, bl,SC_SCRESIST,100,100,time); if (tsd) clif_gospel_info(tsd, 0x16); break; case 3: // MaxHP +100% sc_start(ss, bl,SC_INCMHPRATE,100,100,time); if (tsd) clif_gospel_info(tsd, 0x17); break; case 4: // MaxSP +100% sc_start(ss, bl,SC_INCMSPRATE,100,100,time); if (tsd) clif_gospel_info(tsd, 0x18); break; case 5: // All stats +20 sc_start(ss, bl,SC_INCALLSTATUS,100,20,time); if (tsd) clif_gospel_info(tsd, 0x19); break; case 6: // Level 10 Blessing sc_start(ss, bl,SC_BLESSING,100,10,time); break; case 7: // Level 10 Increase AGI sc_start(ss, bl,SC_INCREASEAGI,100,10,time); break; case 8: // Enchant weapon with Holy element sc_start(ss, bl,SC_ASPERSIO,100,1,time); if (tsd) clif_gospel_info(tsd, 0x1c); break; case 9: // Enchant armor with Holy element sc_start(ss, bl,SC_BENEDICTIO,100,1,time); if (tsd) clif_gospel_info(tsd, 0x1d); break; case 10: // DEF +25% sc_start(ss, bl,SC_INCDEFRATE,100,25,time); if (tsd) clif_gospel_info(tsd, 0x1e); break; case 11: // ATK +100% sc_start(ss, bl,SC_INCATKRATE,100,100,time); if (tsd) clif_gospel_info(tsd, 0x1f); break; case 12: // HIT/Flee +50 sc_start(ss, bl,SC_INCHIT,100,50,time); sc_start(ss, bl,SC_INCFLEE,100,50,time); if (tsd) clif_gospel_info(tsd, 0x20); break; } } else if (battle_check_target(&unit->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,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case 1: // Curse sc_start(ss, bl,SC_CURSE,100,1,time); break; case 2: // Blind sc_start(ss, bl,SC_BLIND,100,1,time); break; case 3: // Poison sc_start2(ss, bl,SC_POISON,100,1,ss->id,time); break; case 4: // Level 10 Provoke sc_start(ss, bl,SC_PROVOKE,100,10,time); break; case 5: // DEF -100% sc_start(ss, bl,SC_INCDEFRATE,100,-100,time); break; case 6: // ATK -100% sc_start(ss, bl,SC_INCATKRATE,100,-100,time); break; case 7: // Flee -100% sc_start(ss, bl,SC_INCFLEERATE,100,-100,time); break; case 8: // Speed/ASPD -25% sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); break; } } break; case UNT_BASILICA: { int i = battle_check_target(&unit->bl, bl, BCT_ENEMY); if (i > 0) { skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0); break; } if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA])) sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit); } 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,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick); sg->unit_id = UNT_USED_TRAPS; //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); sg->limit=DIFF_TICK(tick,sg->tick); break; case UNT_POISONSMOKE: if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 ) sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1)); break; case UNT_EPICLESIS: ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { if (sg->val1 % 3 == 0) { // Recover players every 3 seconds 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; if (tstatus->hp < tstatus->max_hp) clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1); if (tstatus->sp < tstatus->max_sp) clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1); if (tsc && tsc->data[SC_AKAITSUKI] && hp) hp = ~hp + 1; status_heal(bl, hp, sp, 3); } if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds // Doesn't remove Invisibility or Chase Walk. 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); if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); } sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100); } /* 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_DIMENSIONDOOR: if( tsd && !map[bl->m].flag.noteleport ) pc_randomwarp(tsd,CLR_TELEPORT); else if( bl->type == BL_MOB && battle_config.mob_warp&8 ) unit_warp(bl,-1,-1,-1,CLR_TELEPORT); break; case UNT_REVERBERATION: clif_changetraplook(&unit->bl,UNT_USED_TRAPS); map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->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(&unit->bl, bl, BCT_ENEMY) > 0 ) skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0); break; case UNT_NETHERWORLD: if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) { if (!(tsc && tsc->data[type])) { sc_start(ss, 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(ss, 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_WALLOFTHORN: if (unit->val2-- <= 0) // Max hit reached break; if (status_bl_has_mode(bl,MD_STATUS_IMMUNE)) break; // This skill doesn't affect to Boss monsters. [iRO Wiki] skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0); skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL); break; case UNT_DEMONIC_FIRE: switch( sg->val2 ) { case 1: default: sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv)); skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); break; } break; case UNT_HELLS_PLANT: if ((tsc && tsc->data[SC__MANHOLE]) || status_isimmune(bl)) break; if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE); 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_ZEPHYR: if (ss == bl) break; // Doesn't affect the Elemental sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval); break; case UNT_FIRE_INSIGNIA: case UNT_WATER_INSIGNIA: case UNT_WIND_INSIGNIA: case UNT_EARTH_INSIGNIA: sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval); if (!battle_check_undead(tstatus->race, tstatus->def_ele)) { int hp = tstatus->max_hp / 100; //+1% each 5s if ((sg->val3) % 5) { //each 5s if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){ status_heal(bl, hp, 0, 2); } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH) ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE) ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER) ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND) ){ status_heal(bl, -hp, 0, 0); } } sg->val3++; //timer if (sg->val3 > 5) sg->val3 = 0; } break; case UNT_VACUUM_EXTREME: if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] || (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled) return 0; else // Apply effect and suck targets one-by-one each n seconds sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick))); break; case UNT_BANDING: if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) ) sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_FIRE_MANTLE: if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 ) skill_attack(BF_MAGIC,ss,&unit->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(&unit->bl,bl,BCT_ENEMY) > 0 ) { switch( sg->unit_id ) { case UNT_ZENKAI_WATER: switch (rnd()%2 + 1) { case 1: sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv)); break; case 2: sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv)); break; } break; case UNT_ZENKAI_LAND: switch (rnd()%2 + 1) { case 1: sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv)); break; case 2: sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv)); break; } break; case UNT_ZENKAI_FIRE: sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_WIND: switch (rnd()%3 + 1) { case 1: sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv)); break; case 2: sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv)); break; case 3: sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv)); break; } break; } } else sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv)); break; case UNT_LAVA_SLIDE: skill_attack(BF_WEAPON, ss, &unit->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, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF); break; case UNT_CHAOSPANIC: if (tsc && tsc->data[type]) break; status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF); break; case UNT_B_TRAP: if (tsc && tsc->data[type]) break; sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv)); unit->val2++; // Mark as ever been used break; case UNT_FIRE_RAIN: clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0, skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH), 1,sg->skill_id,sg->skill_lv,DMG_SKILL); break; case UNT_SV_ROOTTWIST: if (status_bl_has_mode(bl,MD_STATUS_IMMUNE)) break; if (tsc) { if (!sg->val2) { int sec = skill_get_time(sg->skill_id, sg->skill_lv); if (sc_start2(ss, bl, type, 100, sg->skill_lv, sg->group_id, sec)) { const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL; if(td) sec = DIFF_TICK(td->tick, tick); clif_fixpos(bl); sg->val2 = bl->id; } else // Couldn't trap it? sec = 7000; sg->limit = DIFF_TICK(tick, sg->tick) + sec; } else if (tsc->data[type] && bl->id == sg->val2) skill_attack(skill_get_type(SU_SV_ROOTTWIST_ATK), ss, &unit->bl, bl, SU_SV_ROOTTWIST_ATK, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION); } break; } if (bl->type == BL_MOB && ss != bl) mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16)); return skill_id; } /** * Triggered when a char steps out of a skill unit * @param src Skill unit from char moved out * @param bl Char * @param tick */ 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 if (sce) status_change_end(bl, type, INVALID_TIMER); break; case UNT_BASILICA: if (sce && sce->val4 != 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_DISSONANCE: case UNT_UGLYDANCE: //Used for updating timers in song overlap instances { short i; for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) { if(skill_get_inf2(i)&(INF2_SONG_DANCE)) { type = status_skill2sc(i); sce = (sc && type != -1)?sc->data[type]:NULL; if(sce) return i; } } } case UNT_WHISTLE: case UNT_ASSASSINCROSS: case UNT_POEMBRAGI: case UNT_APPLEIDUN: case UNT_HUMMING: case UNT_DONTFORGETME: case UNT_FORTUNEKISS: case UNT_SERVICEFORYOU: if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) return -1; } return sg->skill_id; } /** * Triggered when a char steps out of a skill group (entirely) [Skotlex] * @param skill_id Skill ID * @param bl A char * @param tick */ int skill_unit_onleft(uint16 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 HP_BASILICA: case NJ_SUITON: case SC_MAELSTROM: case EL_WATER_BARRIER: case EL_ZEPHYR: case EL_POWER_OF_GAIA: case SO_CLOUD_KILL: case SO_WARMER: case SO_FIRE_INSIGNIA: case SO_WATER_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: case SC_BLOODYLUST: case GN_FIRE_EXPANSION_SMOKE_POWDER: case GN_FIRE_EXPANSION_TEAR_GAS: case LG_KINGS_GRACE: case NC_STEALTHFIELD: case NC_NEUTRALBARRIER: if (sce) status_change_end(bl, type, INVALID_TIMER); break; case BA_DISSONANCE: case DC_UGLYDANCE: //Used for updating song timers in overlap instances { short i; for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){ if(skill_get_inf2(i)&(INF2_SONG_DANCE)){ type = status_skill2sc(i); sce = (sc && type != -1)?sc->data[type]:NULL; if(sce && !sce->val4){ //We don't want dissonance updating this anymore delete_timer(sce->timer, status_change_timer); sce->val4 = 1; //Store the fact that this is a "reduced" duration effect. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type); } } } } break; case BA_POEMBRAGI: case BA_WHISTLE: case BA_ASSASSINCROSS: case BA_APPLEIDUN: case DC_HUMMING: case DC_DONTFORGETME: case DC_FORTUNEKISS: case DC_SERVICEFORYOU: if (sce) { delete_timer(sce->timer, status_change_timer); //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... //not possible on our current implementation. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type); } break; case PF_FOGWALL: if (sce) { status_change_end(bl, type, 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) * flag&8: Recursive *------------------------------------------*/ 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); uint16 skill_id; bool dissonance = false; bool isTarget = false; if( (!unit->alive && !(flag&4)) || bl->prev == NULL ) return 0; nullpo_ret(group); if( !(flag&8) ) { dissonance = skill_dance_switch(unit, 0); //Target-type check. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0; } //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = group->skill_id; if( isTarget ){ if( flag&1 ) skill_unit_onplace(unit,bl,tick); else { if( skill_unit_onout(unit,bl,tick) == -1 ) return 0; // Don't let a Bard/Dancer update their own song timer } if( flag&4 ) skill_unit_onleft(skill_id, bl, tick); } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) ) skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. if( dissonance ) { skill_dance_switch(unit, 1); //we placed a dissonance, let's update map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8); } return 0; } /** * Check skill unit while receiving damage * @param unit Skill unit * @param damage Received damage * @return Damage */ int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage) { struct skill_unit_group *sg; nullpo_ret(unit); nullpo_ret(sg = unit->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_ANKLESNARE: case UNT_ICEWALL: case UNT_WALLOFTHORN: case UNT_REVERBERATION: case UNT_NETHERWORLD: unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX); break; default: damage = 0; break; } return damage; } /** * Check char condition around the skill caster * @param bl Char around area * @param *c Counter for 'valid' condition found * @param *p_sd Stores 'rid' of char found * @param skill_id Skill ID * @param skill_lv Level of used skill */ int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { int *c, skill_id, inf2; struct block_list *src; struct map_session_data *sd; struct map_session_data *tsd; int *p_sd; //Contains the list of characters found. nullpo_ret(bl); nullpo_ret(tsd=(struct map_session_data*)bl); nullpo_ret(src=va_arg(ap,struct block_list *)); nullpo_ret(sd=(struct map_session_data*)src); c=va_arg(ap,int *); p_sd = va_arg(ap, int *); skill_id = va_arg(ap,int); inf2 = skill_get_inf2(skill_id); if (skill_id == PR_BENEDICTIO) { if (*c >= 2) // Check for two companions for Benedictio. [Skotlex] return 0; } else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET)) { if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for. return 0; } else if (*c >= 1) // Check for one companion for all other cases. return 0; 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( inf2&INF2_CHORUS_SKILL ) { if( skill_check_sameparty(sd,tsd) && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER ) p_sd[(*c)++] = tsd->bl.id; return 1; } else { switch(skill_id) { case PR_BENEDICTIO: { uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. && sd->status.sp >= 10) p_sd[(*c)++]=tsd->bl.id; return 1; } case AB_ADORAMUS: // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST ) p_sd[(*c)++] = tsd->bl.id; return 1; case WL_COMET: // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK ) p_sd[(*c)++] = tsd->bl.id; return 1; default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] { uint16 skill_lv; if(pc_issit(tsd) || !unit_can_move(&tsd->bl)) return 0; if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && (skill_lv = pc_checkskill(tsd, skill_id)) > 0 && (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && skill_check_sameparty(sd,tsd) && !tsd->sc.data[SC_DANCING]) { p_sd[(*c)++]=tsd->bl.id; return skill_lv; } else { return 0; } } break; } } return 0; } /** * Checks and stores partners for ensemble skills [Skotlex] * Max partners is 2. * @param sd Caster * @param skill_id * @param skill_lv * @param range Area range to check * @param cast_flag Special handle */ int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag) { static int c=0; static int p_sd[MAX_PARTY]; int i; bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ); if (!sd) return 0; if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners. if (cast_flag) { //Execute the skill on the partners. struct map_session_data* tsd; switch (skill_id) { case PR_BENEDICTIO: for (i = 0; i < c; i++) { if ((tsd = map_id2sd(p_sd[i])) != NULL) status_charge(&tsd->bl, 0, 10); } return c; case AB_ADORAMUS: if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) { i = 2 * (*skill_lv); status_charge(&tsd->bl, 0, i); } break; default: //Warning: Assuming Ensemble skills here (for speed) if( is_chorus ) break;//Chorus skills are not to be parsed as ensambles if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) { sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000); clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); tsd->skill_id_dance = skill_id; tsd->skill_lv_dance = *skill_lv; } return c; } } //Else: new search for partners. c = 0; memset (p_sd, 0, sizeof(p_sd)); 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; } /** * Sub function to count how many spawned mob is around. * Some skills check with matched AI. * @param rid Source ID * @param mob_class Monster ID * @param skill_id Used skill * @param *c Counter for found monster */ static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap) { int *c,src_id,mob_class,skill; uint16 ai; 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 *); ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA); if( md->master_id != src_id || md->special_state.ai != ai) return 0; //Non alchemist summoned mobs have nothing to do here. if( mob_class > 0 && md->mob_id == mob_class ) (*c)++; else if( mob_class < 0 && md->mob_id != -mob_class ) (*c)++; else if( mob_class == 0 ) (*c)++; return 1; } /** * Determines if a given skill should be made to consume ammo * when used by the player. [Skotlex] * @param sd Player * @param skill_id Skill ID * @return True if skill is need ammo; False otherwise. */ int skill_isammotype(struct map_session_data *sd, unsigned short skill_id) { return ( battle_config.arrow_decrement == 2 && (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && skill_id != HT_PHANTASMIC && skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE) && !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead. ); } /** * Check SC required to cast a skill * @param sc * @param skill_id * @return True if condition is met, False otherwise **/ static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) { uint8 c = 0; struct status_change *sc = NULL; if (!require->status_count) return true; nullpo_ret(sd); if (!require || !skill_get_index(skill_id)) return false; if (!(sc = &sd->sc)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return false; } /* May has multiple requirements */ for (c = 0; c < require->status_count; c++) { enum sc_type req_sc = require->status[c]; if (req_sc == SC_NONE) continue; switch (req_sc) { /* Official fail msg */ case SC_PUSH_CART: if (!sc->data[SC_PUSH_CART]) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0); return false; } break; case SC_POISONINGWEAPON: if (!sc->data[SC_POISONINGWEAPON]) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0); return false; } break; default: if (!sc->data[req_sc]) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return false; } break; } } return true; } /** * Check skill condition when cast begin * For ammo, only check if the skill need ammo * For checking ammo requirement (type and amount) will be skill_check_condition_castend * @param sd Player who uses skill * @param skill_id ID of used skill * @param skill_lv Level of used skill * @return true: All condition passed, false: Failed */ bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { struct status_data *status; struct status_change *sc; struct skill_condition require; int i; uint32 inf2, inf3; nullpo_retr(false,sd); if (sd->chatID) return false; if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. return true; } switch( sd->menuskill_id ) { case AM_PHARMACY: switch( skill_id ) { case AM_PHARMACY: case AC_MAKINGARROW: case BS_REPAIRWEAPON: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: return false; } break; case GN_MIX_COOKING: case GN_MAKEBOMB: case GN_S_PHARMACY: case GN_CHANGEMATERIAL: if( sd->menuskill_id != skill_id ) return false; break; } status = &sd->battle_status; sc = &sd->sc; if( !sc->count ) sc = NULL; if( sd->skillitem == skill_id ) { if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish] sd->state.abra_flag = 0; else { // 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 false; } //Consume sd->itemid = sd->itemindex = -1; if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007] ; //Do not consume item. else if( sd->status.inventory[i].expire_time == 0 ) pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration } return true; } if( pc_is90overweight(sd) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); return false; } if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) ) return false; //Checks if disabling skill - in which case no SP requirements are necessary if( sc && skill_disable_check(sc,skill_id)) return true; inf3 = skill_get_inf3(skill_id); // Check the skills that can be used while mounted on a warg if( pc_isridingwug(sd) ) { if(!(inf3&INF3_USABLE_WARG)) return false; // in official there is no message. } if( pc_ismadogear(sd) ) { //None Mado skills are unusable when Mado is equipped. [Jobbie] //Only Mechanic exlcusive skill can be used. if(inf3&INF3_DIS_MADO){ clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } } //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL) // return false; require = skill_get_requirement(sd,skill_id,skill_lv); //Can only update state when weapon/arrow info is checked. sd->state.arrow_atk = require.ammo?1:0; // perform skill-group checks inf2 = skill_get_inf2(skill_id); if(inf2&INF2_CHORUS_SKILL) { if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } } else if(inf2&INF2_ENSEMBLE_SKILL) { if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } } // perform skill-specific checks (and actions) switch( skill_id ) { case RG_GRAFFITI: if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case SO_SPELLFIST: if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } case SA_CASTCANCEL: if(sd->ud.skilltimer == INVALID_TIMER) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case AS_CLOAKING: { if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1) || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; int di; ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 ); if( di == 8 ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } } break; } case AL_WARP: if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP)); clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel." return false; } break; case MO_CALLSPIRITS: if(sc && sc->data[SC_RAISINGDRAGON]) skill_lv += sc->data[SC_RAISINGDRAGON]->val1; if(sd->spiritball >= skill_lv) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } 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 false; if(sc->data[SC_BLADESTOP]) break; if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK) break; return false; case MO_COMBOFINISH: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO)) return false; break; case CH_TIGERFIST: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH)) return false; break; case CH_CHAINCRUSH: if(!(sc && sc->data[SC_COMBO])) return false; if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST) return false; break; case MO_EXTREMITYFIST: // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... // return false; 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 false; } } else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case TK_MISSION: if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case TK_READYCOUNTER: case TK_READYDOWN: case TK_READYSTORM: case TK_READYTURN: case TK_JUMPKICK: if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case TK_TURNKICK: case TK_STORMKICK: case TK_DOWNKICK: case TK_COUNTER: if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) return false; //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 false; //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_id) break; status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER); return false; } if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait. unit_cancel_combo(&sd->bl); return false; } break; //Combo ready. case BD_ADAPTATION: { int time; if(!(sc && sc->data[SC_DANCING])) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } time = 1000*(sc->data[SC_DANCING]->val3>>16); if (skill_get_time( (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV - time < skill_get_time2(skill_id,skill_lv)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } } break; case PR_BENEDICTIO: if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case SL_SMA: if(!(sc && sc->data[SC_SMA])) return false; break; case HT_POWER: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE)) return false; break; case CG_HERMODE: if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex] { int s,range = skill_get_splash(skill_id, skill_lv)+1; int size = range*2+1; for (s=0;s<size*size;s++) { int x = sd->bl.x+(s%size-range); int y = sd->bl.y+(s/size-range); if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } } } break; case PR_REDEMPTIO: case LG_INSPIRATION: { unsigned int exp, exp_needp = 0; switch (skill_id) { case PR_REDEMPTIO: exp_needp = battle_config.exp_cost_redemptio; break; case LG_INSPIRATION: exp_needp = battle_config.exp_cost_inspiration; break; } if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp. return false; } break; } case HP_BASILICA: if( !sc || (sc && !sc->data[SC_BASILICA])) { if( sd ) { // When castbegin, needs 7x7 clear area int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1; int size = range*2+1; for( s=0;s<size*size;s++ ) { int x = sd->bl.x+(s%size-range); int y = sd->bl.y+(s/size-range); if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); return false; } } if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); return false; } } } break; case AM_TWILIGHT2: case AM_TWILIGHT3: if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: if (sc && sc->data[SC_MIRACLE]) break; i = skill_id-SG_SUN_WARM; if (sd->bl.m == sd->feel_map[i].m) break; clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; break; case SG_SUN_COMFORT: case SG_MOON_COMFORT: case SG_STAR_COMFORT: if (sc && sc->data[SC_MIRACLE]) break; i = skill_id-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_id,USESKILL_FAIL_LEVEL,0); return false; 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_id,USESKILL_FAIL_SP_INSUFFICIENT,0); else status_zap(&sd->bl, 0, require.sp); } return false; case GD_BATTLEORDER: case GD_REGENERATION: case GD_RESTORE: if( !map_flag_gvg2(sd->bl.m) && !map[sd->bl.m].flag.battleground ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } case GD_EMERGENCYCALL: case GD_ITEMEMERGENCYCALL: // other checks were already done in skill_isNotOk() if( map[sd->bl.m].flag.battleground ) { if( !(sd->bg_id && sd->bmaster_flag) ) return false; // Not Team Leader on Battleground } else { if( !(sd->status.guild_id && sd->state.gmaster_flag) ) return false; // Not Guild Leader } break; case GS_GLITTERING: if(sd->spiritball >= 10) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case NJ_ISSEN: #ifdef RENEWAL if (status->hp < (status->hp/100)) { #else if (status->hp < 2) { #endif clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } case NJ_BUNSINJYUTSU: if (!(sc && sc->data[SC_NEN])) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case NJ_ZENYNAGE: case KO_MUCHANAGE: if(sd->status.zeny < require.zeny) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); return false; } break; case PF_HPCONVERSION: if (status->sp == status->max_sp) return false; //Unusable when at full SP. break; case AM_CALLHOMUN: //Can't summon if a hom is already out if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80% if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; 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_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0); return false; } } break; /** * Keeping as a note: * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed */ //case AB_LAUDAAGNUS: //case AB_LAUDARAMUS: // if( !sd->status.party_id ) { // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); // return false; // } // break; case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica case WL_COMET: if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0] && sd->special_state.no_gemstone == 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) { //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]); clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } 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_id,USESKILL_FAIL_SUMMON,0); return false; } } break; case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica if( sc ) { int j = 0; for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) if( sc->data[i] ) { j++; } if( j < 4 ) { // Need 4 spheres minimum clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } } else { // no status at all? no spheres present clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case GC_HALLUCINATIONWALK: if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } 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_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0); return false; } break; case RA_WUGMASTERY: if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case RA_WUGSTRIKE: if( !pc_iswug(sd) && !pc_isridingwug(sd) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case RA_WUGRIDER: if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case RA_WUGDASH: if(!pc_isridingwug(sd)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } else { int16 sx = sd->bl.x; int16 sy = sd->bl.y; uint8 dir = (unit_getdir(&sd->bl)) % 8; switch (dir) { case 0: case 8: sy++; break; case 1: sx--; sy++; break; case 2: sx--; break; case 3: sx--; sy--; break; case 4: sy--; break; case 5: sx++; sy--; break; case 6: sx++; break; case 7: sx++; sy++; break; } if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) { return false; } } break; case LG_BANDING: if( sc && sc->data[SC_INSPIRATION] ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case LG_PRESTIGE: if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case LG_RAGEBURST: if( sd->spiritball == 0 ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0); return false; } sd->spiritball_old = require.spiritball = sd->spiritball; break; case LG_SHIELDSPELL: { short index = sd->equip_index[EQI_HAND_L]; struct item_data *shield_data = NULL; if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR) shield_data = sd->inventory_data[index]; if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } break; case LG_RAYOFGENESIS: case LG_HESPERUSLIT: if (sc && sc->data[SC_INSPIRATION]) return true; // Don't check for partner. if (!(sc && sc->data[SC_BANDING])) { clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); return false; } if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3)) return false; // Just fails, no msg here. break; case SR_FALLENEMPIRE: if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) ) return false; break; case SR_CRESCENTELBOW: if( sc && sc->data[SC_CRESCENTELBOW] ) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0); return false; } break; case SR_CURSEDCIRCLE: if (map_flag_gvg(sd->bl.m)) { if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB, MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) { char output[128]; sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill. clif_colormes(sd->fd,color_table[COLOR_RED], output); return false; } } if( sd->spiritball > 0 ) sd->spiritball_old = require.spiritball = sd->spiritball; else { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case SR_GATEOFHELL: if( sd->spiritball > 0 ) sd->spiritball_old = require.spiritball; break; case SC_MANHOLE: case SC_DIMENSIONDOOR: if( sc && sc->data[SC_MAGNETICFIELD] ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case SC_FEINTBOMB: if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case WM_GREAT_ECHO: { int count; count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0); if( count < 1 ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0); return false; } 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_id,USESKILL_FAIL_LEVEL,0); return false; } break; case SO_EL_CONTROL: if( !sd->status.ele_id || !sd->ed ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case RETURN_TO_ELDICASTES: if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case KO_JYUMONJIKIRI: if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield)) return true; else { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case KO_KAHU_ENTEN: case KO_HYOUHU_HUBUKI: case KO_KAZEHU_SEIRAN: case KO_DOHU_KOUKAI: if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0); return false; } break; case KO_KAIHOU: case KO_ZENKAI: if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0); return false; } break; } /* check state required */ switch (require.state) { case ST_HIDDEN: if(!pc_ishiding(sd)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case ST_RIDING: if(!pc_isriding(sd) && !pc_isridingdragon(sd)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case ST_FALCON: if(!pc_isfalcon(sd)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case ST_CART: if(!pc_iscarton(sd)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0); return false; } break; case ST_SHIELD: if(sd->status.shield <= 0) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case ST_RECOV_WEIGHT_RATE: if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case ST_MOVE_ENABLE: if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id) 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_id,USESKILL_FAIL_LEVEL,0); return false; } 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) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR)) break; clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; case ST_RIDINGDRAGON: if( !pc_isridingdragon(sd) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0); return false; } break; case ST_WUG: if( !pc_iswug(sd) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case ST_RIDINGWUG: if( !pc_isridingwug(sd) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case ST_MADO: if( !pc_ismadogear(sd) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); return false; } break; case ST_ELEMENTALSPIRIT: case ST_ELEMENTALSPIRIT2: if(!sd->ed) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0); return false; } break; case ST_PECO: if(!pc_isriding(sd)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; } /* check the status required */ if (require.status_count) { switch (skill_id) { // Being checked later in skill_check_condition_castend() case WZ_SIGHTRASHER: break; default: if (!skill_check_condition_sc_required(sd, skill_id, &require)) return false; break; } } //check if equipped item if (require.eqItem_count) { for (i = 0; i < require.eqItem_count; i++) { uint16 reqeqit = require.eqItem[i]; if (!reqeqit) break; //no required item; get out of here if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) { if (i == require.eqItem_count) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return false; } } else break; // Wearing an applicable item. } } 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_id,USESKILL_FAIL_HP_INSUFFICIENT,0); return false; } if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return false; } if( require.sp > 0 && status->sp < (unsigned int)require.sp) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0); return false; } if( require.zeny > 0 && sd->status.zeny < require.zeny ) { if( !battle_config.skill_zeny2item || pc_search_inventory(sd,battle_config.skill_zeny2item) < 0 ) { // Item Replacement of Zeny for Skills clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); return false; } } if( (require.spiritball > 0 && sd->spiritball < require.spiritball) || (require.spiritball == -1 && sd->spiritball < 1) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball); return false; } return true; } /** * Check skill condition when cast end. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin * @param sd Player who uses skill * @param skill_id ID of used skill * @param skill_lv Level of used skill * @return true: All condition passed, false: Failed */ bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { struct skill_condition require; struct status_data *status; int i; short index[MAX_SKILL_ITEM_REQUIRE]; nullpo_retr(false,sd); if( sd->chatID ) return false; if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. return true; } switch( sd->menuskill_id ) { // Cast start or cast end?? case AM_PHARMACY: switch( skill_id ) { case AM_PHARMACY: case AC_MAKINGARROW: case BS_REPAIRWEAPON: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: return false; } break; case GN_MIX_COOKING: case GN_MAKEBOMB: case GN_S_PHARMACY: case GN_CHANGEMATERIAL: if( sd->menuskill_id != skill_id ) return false; break; } if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus) return true; if( pc_is90overweight(sd) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); return false; } // perform skill-specific checks (and actions) switch( skill_id ) { case PR_BENEDICTIO: skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1); break; case AM_CANNIBALIZE: case AM_SPHEREMINE: { int c=0; int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA }; int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv); int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE; if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); if(c >= maxcount || (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) { //Fails when: exceed max limit. There are other plant types already out. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } } break; } case NC_SILVERSNIPER: case NC_MAGICDECOY: { int c = 0; int maxcount = skill_get_maxcount(skill_id,skill_lv); int mob_class = MOBID_SILVERSNIPER; if( skill_id == NC_MAGICDECOY ) mob_class = MOBID_MAGICDECOY_FIRE; if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) { if( skill_id == NC_MAGICDECOY ) { int j; for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ ) map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c); } else map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c); if( c >= maxcount ) { clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); return false; } } } break; case KO_ZANZOU: { int c = 0; i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c); if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) { clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0); return false; } } break; } status = &sd->battle_status; require = skill_get_requirement(sd,skill_id,skill_lv); if( require.hp > 0 && status->hp <= (unsigned int)require.hp) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); return false; } if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return false; } if( require.ammo ) { //Skill requires stuff equipped in the ammo slot. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) { clif_arrow_fail(sd,0); return false; } else if( sd->status.inventory[i].amount < require.ammo_qty ) { char e_msg[100]; if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0); return false; } else if (require.ammo&(1<<AMMO_KUNAI)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0); return false; } sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s. skill_get_desc(skill_id), require.ammo_qty, itemdb_jname(sd->status.inventory[i].nameid)); clif_colormes(sd->fd,color_table[COLOR_RED],e_msg); return false; } if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message //which is the closest we have to wrong ammo type. [Skotlex] clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return false; } } 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_HOLY_WATER ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required. else if( require.itemid[i] == ITEMID_RED_GEMSTONE ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required. else if( require.itemid[i] == ITEMID_PAINT_BRUSH ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required. else if( require.itemid[i] == ITEMID_ANCILLA ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required. else { char output[CHAT_SIZE_MAX]; //Official is using msgstringtable.txt for each requirement failure //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required. clif_colormes(sd->fd,color_table[COLOR_RED],output); } return false; } } /* check the status required */ if (require.status_count) { switch (skill_id) { case WZ_SIGHTRASHER: if (!skill_check_condition_sc_required(sd, skill_id, &require)) return false; break; default: break; } } return true; } /** Consume skill requirement * @param sd Player who uses the skill * @param skill_id ID of used skill * @param skill_lv Level of used skill * @param type Consume type * type&1: consume the others (before skill was used); * type&2: consume items (after skill was used) */ void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) { struct skill_condition require; int rankFlag = 0; nullpo_retv(sd); if( map_allowed_woe(sd->bl.m) && sd->status.guild_id ) rankFlag = 1; else if( map[sd->bl.m].flag.battleground && sd->bg_id ) rankFlag = 2; require = skill_get_requirement(sd,skill_id,skill_lv); if( type&1 ) { switch( skill_id ) { case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish] case MC_IDENTIFY: require.sp = 0; break; case MO_KITRANSLATION: //Spiritual Bestowment only uses spirit sphere when giving it to someone require.spiritball = 0; //Fall through default: if(sd->state.autocast) require.sp = 0; break; } if(require.hp || require.sp) status_zap(&sd->bl, require.hp, require.sp); if( require.sp ) { if( rankFlag == 1 ) add2limit(sd->status.wstats.sp_used, require.sp, UINT_MAX); else if( rankFlag == 2 ) add2limit(sd->status.bgstats.sp_used, require.sp, UINT_MAX); } if(require.spiritball > 0) pc_delspiritball(sd,require.spiritball,0); else if(require.spiritball == -1) { sd->spiritball_old = sd->spiritball; pc_delspiritball(sd,sd->spiritball,0); } if( rankFlag == 1 ) add2limit(sd->status.wstats.spiritb_used, require.spiritball, UINT_MAX); else if( rankFlag == 2 ) add2limit(sd->status.bgstats.spiritb_used, require.spiritball, UINT_MAX); if(require.zeny > 0 && skill_id != NJ_ZENYNAGE) { int j; if( battle_config.skill_zeny2item && (j = pc_search_inventory(sd,battle_config.skill_zeny2item)) >= 0 ) pc_delitem(sd,j,1,0,0,LOG_TYPE_CONSUME); else { if( sd->status.zeny < require.zeny ) require.zeny = sd->status.zeny; pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL); //@Need proper type } if( rankFlag == 1 ) add2limit(sd->status.wstats.zeny_used, require.zeny, UINT_MAX); else if( rankFlag == 2 ) add2limit(sd->status.bgstats.zeny_used, require.zeny, UINT_MAX); achievement_validate_zeny(sd,ATZ_USE_SKILL,require.zeny); } } if( type&2 ) { struct status_change *sc = &sd->sc; int n,i; if( !sc->count ) sc = NULL; for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) { if( !require.itemid[i] ) continue; if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD ) continue; //Gemstones are checked, but not substracted from inventory. switch( skill_id ){ case SA_SEISMICWEAPON: if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 ) continue; break; case SA_FLAMELAUNCHER: case SA_VOLCANO: if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 ) continue; break; case SA_FROSTWEAPON: case SA_DELUGE: if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 ) continue; break; case SA_LIGHTNINGLOADER: case SA_VIOLENTGALE: if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 ) continue; break; } if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 ) pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME); if( rankFlag ) switch( require.itemid[i] ) { case ITEMID_POISONBOTTLE: if( rankFlag == 1 ) add2limit(sd->status.wstats.poison_bottles, require.amount[i], UINT_MAX); else add2limit(sd->status.bgstats.poison_bottles, require.amount[i], UINT_MAX); break; case ITEMID_YELLOW_GEMSTONE: if( rankFlag == 1 ) add2limit(sd->status.wstats.yellow_gemstones, require.amount[i], UINT_MAX); else add2limit(sd->status.bgstats.yellow_gemstones, require.amount[i], UINT_MAX); break; case ITEMID_RED_GEMSTONE: if( rankFlag == 1 ) add2limit(sd->status.wstats.red_gemstones, require.amount[i], UINT_MAX); else add2limit(sd->status.bgstats.red_gemstones, require.amount[i], UINT_MAX); break; case ITEMID_BLUE_GEMSTONE: if( rankFlag == 1 ) add2limit(sd->status.wstats.blue_gemstones, require.amount[i], UINT_MAX); else add2limit(sd->status.bgstats.blue_gemstones, require.amount[i], UINT_MAX); break; } achievement_validate_item(sd,AT_ITEM_CONSUME,require.itemid[i],require.amount[i]); } } } /** * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change) * @param sd Player's that will be checked * @param skill_id Skill that's being used * @param skill_lv Skill level of used skill * @return skill_condition Struct 'skill_condition' that store the modified skill requirements */ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) { struct skill_condition req; struct status_data *status; struct status_change *sc; int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100; uint16 idx; bool level_dependent = false; memset(&req,0,sizeof(req)); if( !sd ) return req; if( sd->skillitem == skill_id ) return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish] sc = &sd->sc; if( !sc->count ) sc = NULL; //Checks if disabling skill - in which case no SP requirements are necessary if( sc && skill_disable_check(sc,skill_id) ) return req; idx = skill_get_index(skill_id); if( idx == 0 ) // invalid skill id return req; skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL); status = &sd->battle_status; req.hp = skill_db[idx]->require.hp[skill_lv-1]; hp_rate = skill_db[idx]->require.hp_rate[skill_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[idx]->require.sp[skill_lv-1]; if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance) req.sp /= 2; sp_rate = skill_db[idx]->require.sp_rate[skill_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_id); if( i < ARRAYLENGTH(sd->skillusesprate) ) sp_skill_rate_bonus += sd->skillusesprate[i].val; ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id); if( i < ARRAYLENGTH(sd->skillusesp) ) req.sp -= sd->skillusesp[i].val; req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX); if( sc ) { if( sc->data[SC__LAZINESS] ) req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10; if (sc->data[SC_UNLIMITEDHUMMINGVOICE]) req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100; if( sc->data[SC_RECOGNIZEDSPELL] ) req.sp += req.sp / 4; if( sc->data[SC_OFFERTORIUM]) req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100; if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100; } req.zeny = skill_db[idx]->require.zeny[skill_lv-1]; if( sc && sc->data[SC__UNLUCKY] ) { if(sc->data[SC__UNLUCKY]->val1 < 3) req.zeny += sc->data[SC__UNLUCKY]->val1 * 250; else req.zeny += 1000; } req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1]; req.state = skill_db[idx]->require.state; req.mhp = skill_db[idx]->require.mhp[skill_lv-1]; req.weapon = skill_db[idx]->require.weapon; req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1]; if (req.ammo_qty) req.ammo = skill_db[idx]->require.ammo; if (!req.ammo && skill_id && skill_isammotype(sd, skill_id)) { //Assume this skill is using the weapon, therefore it requires arrows. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types. req.ammo_qty = 1; } req.status_count = skill_db[idx]->require.status_count; req.status = skill_db[idx]->require.status; req.eqItem_count = skill_db[idx]->require.eqItem_count; req.eqItem = skill_db[idx]->require.eqItem; switch( skill_id ) { /* Skill level-dependent checks */ case NC_SHAPESHIFT: // NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt case NC_REPAIR: // NOTE: Please make sure Repair_Kit in the last position in skill_require_db.txt req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1]; req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1]; case KO_MAKIBISHI: 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: case WZ_FIREPILLAR: // no gems required at level 1-5 [celest] req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)]; req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)]; level_dependent = true; /* Normal skill requirements and gemstone checks */ default: for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) { // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there. if (!level_dependent) { switch( skill_id ) { case AM_POTIONPITCHER: case CR_SLIMPITCHER: case CR_CULTIVATION: if (i != skill_lv%11 - 1) continue; break; case AM_CALLHOMUN: if (sd->status.hom_id) //Don't delete items when hom is already out. continue; break; case AB_ADORAMUS: if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) ) continue; break; case WL_COMET: if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) ) continue; break; } req.itemid[i] = skill_db[idx]->require.itemid[i]; req.amount[i] = skill_db[idx]->require.amount[i]; if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) { int16 itIndex; if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i])) { if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap req.itemid[i] = ITEMID_TRAP; else req.itemid[i] = ITEMID_TRAP_ALLOY; req.amount[i] = 1; } break; } } // Check requirement for gemstone. if (itemid_isgemstone(req.itemid[i])) { if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP. req.itemid[i] = req.amount[i] = 0; else { if( sd->special_state.no_gemstone ) { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica if( skill_id != SA_ABRACADABRA ) req.itemid[i] = req.amount[i] = 0; else if( --req.amount[i] < 1 ) req.amount[i] = 1; // Hocus Pocus always use at least 1 gem } if(sc && sc->data[SC_INTOABYSS]) { if( skill_id != SA_ABRACADABRA ) req.itemid[i] = req.amount[i] = 0; else if( --req.amount[i] < 1 ) req.amount[i] = 1; // Hocus Pocus always use at least 1 gem } } } // Check requirement for Magic Gear Fuel if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) { if (sd->special_state.no_mado_fuel) { req.itemid[i] = req.amount[i] = 0; } } } break; } // Check for cost reductions due to skills & SCs switch(skill_id) { case MC_MAMMONITE: if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0) req.zeny -= req.zeny*10/100; break; case AL_HOLYLIGHT: if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST) req.sp *= 5; break; case SL_SMA: case SL_STUN: case SL_STIN: { int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA); if(kaina_lv==0 || !sd || 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_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 = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost 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 LG_RAGEBURST: req.spiritball = sd->spiritball?sd->spiritball:1; 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: { int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY); if( spirit_sympathy ) req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100; } break; case SO_PSYCHIC_WAVE: if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) ) req.sp += req.sp / 2; // 1.5x SP cost break; } //Check if player is using the copied skill [Cydh] if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) { uint16 req_opt = skill_db[idx]->copyable.req_opt; if (req_opt&0x0001) req.hp = 0; if (req_opt&0x0002) req.mhp = 0; if (req_opt&0x0004) req.sp = 0; if (req_opt&0x0008) req.hp_rate = 0; if (req_opt&0x0010) req.sp_rate = 0; if (req_opt&0x0020) req.zeny = 0; if (req_opt&0x0040) req.weapon = 0; if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; } if (req_opt&0x0100) req.state = ST_NONE; if (req_opt&0x0200) req.status_count = 0; if (req_opt&0x0400) req.spiritball = 0; if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); } if (req_opt&0x1000) req.eqItem_count = 0; } return req; } /*========================================== * Does cast-time reductions based on dex, item bonuses and config setting *------------------------------------------*/ int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) { double time = skill_get_cast(skill_id, skill_lv); struct map_session_data *sd; nullpo_ret(bl); sd = BL_CAST(BL_PC, bl); #ifndef RENEWAL_CAST { struct status_change *sc = status_get_sc(bl); int reduce_cast_rate = 0; uint8 flag = skill_get_castnodex(skill_id); // Calculate base cast time (reduced by dex) if (!(flag&1)) { int scale = battle_config.castrate_dex_scale - status_get_dex(bl); if (scale > 0) // not instant cast time = time * (float)scale / battle_config.castrate_dex_scale; else return 0; // instant cast } // Calculate cast time reduced by item/card bonuses if (sd) { int i; if (!(flag&4) && sd->castrate != 100) reduce_cast_rate += 100 - sd->castrate; // Skill-specific reductions work regardless of flag for(i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++) { if (sd->skillcastrate[i].id == skill_id) { reduce_cast_rate -= sd->skillcastrate[i].val; break; } } } // These cast time reductions are processed even if the skill fails if (sc && sc->count) { // Magic Strings stacks additively with item bonuses if (!(flag&2) && sc->data[SC_POEMBRAGI]) reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2; // Foresight halves the cast time, it does not stack additively if (sc->data[SC_MEMORIZE]) { if(!(flag&2)) time -= time * 50 / 100; // Foresight counter gets reduced even if the skill is not affected by it if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); } } time = time * (1 - (float)reduce_cast_rate / 100); } #endif // config cast time multiplier if (battle_config.cast_rate != 100) time = time * battle_config.cast_rate / 100; if( sd && sd->state.showcast ) { char output[128]; sprintf(output, "- Casted in [%d] ms. -", (int)time); clif_disp_onlyself(sd, output, strlen(output)); sd->state.showcast = 0; } // return final cast time time = max(time, 0); //ShowInfo("Castime castfix = %f\n",time); return (int)time; } #ifndef RENEWAL_CAST /** * Get the skill cast time for Pre-Re cast * @param bl: The caster * @param time: Cast time before Status Change addition or reduction * @return time: Modified castime after status change addition or reduction */ int skill_castfix_sc(struct block_list *bl, double time, uint8 flag) { struct status_change *sc = status_get_sc(bl); if (time < 0) return 0; if (bl->type == BL_MOB) return (int)time; if (sc && sc->count) { if (!(flag&2)) { 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_IZAYOI]) time -= time * 50 / 100; } if (sc->data[SC_SUFFRAGIUM]) { if(!(flag&2)) time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; //Suffragium ends even if the skill is not affected by it status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); } } time = max(time, 0); //ShowInfo("Castime castfix_sc = %f\n",time); return (int)time; } #else /** * Get the skill cast time for RENEWAL_CAST. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!) * Additive value: * Variable CastTime : time += value * Fixed CastTime : fixed += value * Multipicative value * Variable CastTime : VARCAST_REDUCTION(value) * Fixed CastTime : FIXEDCASTRATE2(value) * @param bl: The caster * @param time: Cast time without reduction * @param skill_id: Skill ID of the casted skill * @param skill_lv: Skill level of the casted skill * @return time: Modified castime after status and bonus addition or reduction */ int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 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, reduce_cast_rate = 0; uint8 i = 0, flag = skill_get_castnodex(skill_id); nullpo_ret(bl); if (time < 0) return 0; if (bl->type == BL_MOB) return (int)time; if (fixed < 0 || !battle_config.default_fixed_castrate) // no fixed cast time fixed = 0; else if (fixed == 0) { fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time } // Additive Variable Cast bonus adjustments by items if (sd && !(flag&4)) { if (sd->bonus.varcastrate != 0) reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate if (sd->bonus.fixcastrate != 0) fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate if (sd->bonus.add_varcast != 0) time += sd->bonus.add_varcast; // bonus bVariableCast if (sd->bonus.add_fixcast != 0) fixed += sd->bonus.add_fixcast; // bonus bFixedCast 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->skillcastrate) && sd->skillcastrate[i].id; i++) { if (sd->skillcastrate[i].id == skill_id) { // bonus2 bVariableCastrate reduce_cast_rate += sd->skillcastrate[i].val; break; } } for (i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++) { if (sd->skillfixcastrate[i].id == skill_id) { // bonus2 bFixedCastrate fixcast_r = max(fixcast_r, sd->skillfixcastrate[i].val); break; } } } // Adjusted by active statuses if (sc && sc->count && !(flag&2)) { // Multiplicative Variable CastTime values if (sc->data[SC_SLOWCAST]) VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2); if (sc->data[SC__LAZINESS]) VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2); 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]) { reduce_cast_rate += 50; if ((--sc->data[SC_MEMORIZE]->val2) <= 0) status_change_end(bl, SC_MEMORIZE, INVALID_TIMER); } if (sc->data[SC_POEMBRAGI]) reduce_cast_rate += 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_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER) VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells. if (sc->data[SC_TELEKINESIS_INTENSE]) VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2); // Multiplicative Fixed CastTime values if (sc->data[SC_SECRAMENT]) fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP) fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5)); if (sc->data[SC_DANCEWITHWUG]) fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4); if (sc->data[SC_HEAT_BARREL]) fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2); // Additive Fixed CastTime values if (sc->data[SC_MANDRAGORA]) fixed += sc->data[SC_MANDRAGORA]->val1 * 500; if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]) fixed -= 1000; if (sc->data[SC_IZAYOI]) fixed = 0; } if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); if (varcast_r < 0) time = time * (1 - (float)min(varcast_r, 100) / 100); // Apply Variable CastTime calculation by INT & DEX if (!(flag&1)) time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale))); time = time * (1 - (float)min(reduce_cast_rate, 100) / 100); time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping return (int)time; } #endif /*========================================== * Does delay reductions based on dex/agi, sc data, item bonuses, ... *------------------------------------------*/ int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) { int delaynodex = skill_get_delaynodex(skill_id); 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: //If delay not specified, it will be 1 - 4*agi - 2*dex if (time == 0) time = 0; 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_gvg3(bl->m) && 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_type(skill_id) == BF_MAGIC && 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; //ShowInfo("Delay delayfix = %d\n",time); if( sd && sd->state.showcastdelay ) { char output[128]; sprintf(output, "Calculated delay is [ %d ] milliseconds for level %d %s...", time, skill_lv, skill_get_desc(skill_id)); clif_disp_onlyself(sd, output, strlen(output)); sd->state.showcastdelay = 0; } return max(time,0); } /*========================================== * Weapon Repair [Celest/DracoRPG] *------------------------------------------*/ void skill_repairweapon(struct map_session_data *sd, int idx) { unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE }; struct item *item; struct map_session_data *target_sd; nullpo_retv(sd); if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed.... return; if( idx == 0xFFFF ) // No item selected ('Cancel' clicked) return; if( idx < 0 || idx >= MAX_INVENTORY ) return; //Invalid index?? item = &target_sd->status.inventory[idx]; if( !item->nameid || !item->attribute ) 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, true))) { clif_item_repaireffect(sd, idx, 1); return; } if ( target_sd->inventory_data[idx]->type == IT_WEAPON ) material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon else material = materials [2]; // Armors consume 1 Steel if ( pc_search_inventory(sd,material) < 0 ) { clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); return; } clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1); item->attribute = 0;/* clear broken state */ clif_equiplist(target_sd); pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME); clif_item_repaireffect(sd,idx,0); if( sd != target_sd ) clif_item_repaireffect(target_sd,idx,0); } /*========================================== * Item Appraisal *------------------------------------------*/ void skill_identify(struct map_session_data *sd, int idx) { int flag=1; nullpo_retv(sd); sd->state.workinprogress = WIP_DISABLE_NONE; 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) { struct item *item; struct item_data *ditem = sd->inventory_data[idx]; item = &sd->status.inventory[idx]; if(item->nameid > 0 && ditem->type == IT_WEAPON) { int i = 0, per; unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON }; if( ditem->flag.no_refine ) { // if the item isn't refinable clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); return; } if( item->refine >= sd->menuskill_val || item->refine >= 10 ) { clif_upgrademessage(sd->fd, 2, item->nameid); return; } if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { clif_upgrademessage(sd->fd, 3, material[ditem->wlv]); return; } per = status_get_refine_chance(ditem->wlv, (int)item->refine); if( sd->class_&JOBL_THIRD ) per += 10; else 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) { int ep=0; 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_delitem(sd,idx,1,3); clif_upgrademessage(sd->fd, 0, item->nameid); clif_inventorylist(sd); clif_refine(sd->fd,0,idx,item->refine); if (ep) pc_equipitem(sd,idx,ep); clif_misceffect(&sd->bl,3); if(item->refine == 10 && item->card[0] == CARD0_FORGE && (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id) { // Fame point system [DracoRPG] switch(ditem->wlv){ case 1: pc_addfame(sd, battle_config.fame_refine_lv1,0); // Success to refine to +10 a lv1 weapon you forged = +1 fame point break; case 2: pc_addfame(sd, battle_config.fame_refine_lv2,0); // Success to refine to +10 a lv2 weapon you forged = +25 fame point break; case 3: pc_addfame(sd, battle_config.fame_refine_lv3,0); // 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_upgrademessage(sd->fd, 1, item->nameid); 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, uint16 skill_id) { uint16 skill_lv; uint16 idx = 0; int maxlv=1,lv; nullpo_ret(sd); skill_lv = sd->menuskill_val; if ((idx = skill_get_index2(skill_id)) == 0) return 0; if (SKILL_CHK_GUILD(skill_id)) return 0; lv = (sd->status.skill[idx].id == skill_id) ? sd->status.skill[idx].lv : 0; if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] if(skill_id==MG_NAPALMBEAT) maxlv=3; else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){ if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE) maxlv = 10; //Soul Linker bonus. [Skotlex] else if(skill_lv==2) maxlv=1; else if(skill_lv==3) maxlv=2; else if(skill_lv>=4) maxlv=3; } else if(skill_id==MG_SOULSTRIKE){ if(skill_lv==5) maxlv=1; else if(skill_lv==6) maxlv=2; else if(skill_lv>=7) maxlv=3; } else if(skill_id==MG_FIREBALL){ if(skill_lv==8) maxlv=1; else if(skill_lv>=9) maxlv=2; } else if(skill_id==MG_FROSTDIVER) maxlv=1; else return 0; if(maxlv > lv) maxlv = lv; sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, skill_get_time(SA_AUTOSPELL,skill_lv)); return 0; } /*========================================== * Sitting skills functions. *------------------------------------------*/ 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; } /*========================================== * Do Forstjoke/Scream effect *------------------------------------------*/ int skill_frostjoke_scream(struct block_list *bl, va_list ap) { struct block_list *src; uint16 skill_id,skill_lv; unsigned int tick; nullpo_ret(bl); nullpo_ret(src = va_arg(ap,struct block_list*)); skill_id = va_arg(ap,int); skill_lv = va_arg(ap,int); if(!skill_lv) return 0; tick = va_arg(ap,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,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10) skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); return 0; } /** * Set map cell flag as skill unit effect * @param src Skill unit * @param skill_id * @param skill_lv * @param cell Cell type cell_t * @param flag 0/1 */ static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag) { int range = skill_get_unit_range(skill_id,skill_lv); int x, y; for( y = src->bl.y - range; y <= src->bl.y + range; ++y ) for( x = src->bl.x - range; x <= src->bl.x + range; ++x ) map_setcell(src->bl.m, x, y, cell, flag); } /** * Do skill attack area (such splash effect) around the 'first' target. * First target will skip skill condition, always receive damage. But, * around it, still need target/condition validation by * battle_check_target and status_check_skilluse * @param bl * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type } */ int skill_attack_area(struct block_list *bl, va_list ap) { struct block_list *src,*dsrc; int atk_type,skill_id,skill_lv,flag,type; 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*); skill_id = va_arg(ap,int); skill_lv = 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. switch (skill_id) { case LG_CANNONSPEAR: return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); default: return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); } } if(battle_check_target(dsrc,bl,type) <= 0 || !status_check_skilluse(NULL, bl, skill_id, 2)) return 0; switch (skill_id) { case WZ_FROSTNOVA: //Skills that don't require the animation to be removed case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_THUNDERBREATH: return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); default: //Area-splash, disable skill animation. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); } } /** * Clear skill unit group * @param bl * @param flag &1 */ int skill_clear_group(struct block_list *bl, int flag) { struct unit_data *ud = NULL; struct skill_unit_group *group[MAX_SKILLUNITGROUP]; int i, count = 0; nullpo_ret(bl); if (!(ud = unit_bl2ud(bl))) 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; i < MAX_SKILLUNITGROUP && ud->skillunit[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: case SC_CHAOSPANIC: if (flag&1) group[count++] = ud->skillunit[i]; break; case SO_CLOUD_KILL: if( flag&4 ) group[count++] = ud->skillunit[i]; break; case SO_WARMER: if( flag&8 ) group[count++] = ud->skillunit[i]; break; default: if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) group[count++] = ud->skillunit[i]; break; } } for (i = 0; i < count; i++) skill_delunitgroup(group[i]); return count; } /** * Returns the first element field found [Skotlex] * @param bl * @return skill_unit_group */ struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { struct unit_data *ud = NULL; int i; nullpo_ret(bl); if (!(ud = unit_bl2ud(bl))) return NULL; for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) { switch (ud->skillunit[i]->skill_id) { case SA_DELUGE: case SA_VOLCANO: case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case NJ_SUITON: case SO_CLOUD_KILL: case SO_WARMER: case SC_CHAOSPANIC: return ud->skillunit[i]; } } return NULL; } /// Graffiti cleaner [Valaris] int skill_graffitiremover(struct block_list *bl, va_list ap) { struct skill_unit *unit = NULL; int remove = va_arg(ap, int); nullpo_retr(0, bl); nullpo_retr(0, ap); if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL) return 0; if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) { if (remove == 1) skill_delunit(unit); return 1; } return 0; } /// Greed effect 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) && !fitem->no_bsgreed) pc_takeitem(sd, fitem); return 0; } /// 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: switch(unit_id) { case UNT_TALKIEBOX: clif_talkiebox(bl,unit->group->valstr); unit->group->val2 = -1; break; case UNT_CLAYMORETRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: if (battle_config.skill_wall_check) map_foreachinshootrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick); else map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick); break; default: if(battle_config.skill_wall_check && !(skill_get_nk(unit->group->skill_id)&NK_NO_DAMAGE)) map_foreachinshootrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick); 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); break; } clif_changetraplook(bl, 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 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) ); break; } return 0; } /** * Rebellion's Bind Trap explosion * @author [Cydh] **/ static int skill_bind_trap(struct block_list *bl, va_list ap) { struct skill_unit *su = NULL; struct block_list *src = NULL; nullpo_ret(bl); nullpo_ret(ap); src = va_arg(ap,struct block_list *); if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group)) return 0; if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id ) return 0; map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick); clif_changetraplook(bl, UNT_USED_TRAPS); su->group->unit_id = UNT_USED_TRAPS; su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500; return 1; } /*========================================== * Check new skill unit cell when overlapping in other skill unit cell. * Catched skill in cell value pushed to *unit pointer. * Set (*alive) to 0 will ends 'new unit' check *------------------------------------------*/ static int skill_cell_overlap(struct block_list *bl, va_list ap) { uint16 skill_id; int *alive; struct skill_unit *unit; skill_id = va_arg(ap,int); alive = va_arg(ap,int *); unit = (struct skill_unit *)bl; if (unit == NULL || unit->group == NULL || (*alive) == 0) return 0; if (unit->group->state.guildaura) /* guild auras are not cancelled! */ return 0; switch (skill_id) { 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; } //It deletes everything except traps and barriers if ((!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP))) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) { skill_delunit(unit); return 1; } break; case HW_GANBANTEIN: case LG_EARTHDRIVE: // Officially songs/dances are removed skill_delunit(unit); return 1; 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 && skill_get_unit_id(unit->group->skill_id, 0) != UNT_DUMMYSKILL) { (*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 WZ_WATERBALL: switch (unit->group->skill_id) { case SA_DELUGE: case NJ_SUITON: //Consumes deluge/suiton skill_delunit(unit); return 1; } break; case WZ_ICEWALL: case HP_BASILICA: case HW_GRAVITATION: //These can't be placed on top of themselves (duration can't be refreshed) if (unit->group->skill_id == skill_id) { (*alive) = 0; return 1; } break; case GN_CRAZYWEED_ATK: if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE) break; if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) { skill_delunit(unit); return 1; } break; case RL_FIRE_RAIN: if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) { skill_delunit(unit); return 1; } break; } if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers (*alive) = 0; return 1; } return 0; } /*========================================== * Splash effect for skill unit 'trap type'. * Chance triggered when damaged, timeout, or char step on it. *------------------------------------------*/ static int skill_trap_splash(struct block_list *bl, va_list ap) { struct block_list *src = va_arg(ap,struct block_list *); struct skill_unit *unit = NULL; int tick = va_arg(ap,int); struct skill_unit_group *sg; struct block_list *ss; //Skill src bl nullpo_ret(src); unit = (struct skill_unit *)src; if (!unit || !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_B_TRAP: if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0) skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1); break; 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(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1)); break; case UNT_GROUNDDRIFT_DARK: if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2)); break; case UNT_GROUNDDRIFT_POISON: if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3)); break; case UNT_GROUNDDRIFT_WATER: if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4)); break; case UNT_GROUNDDRIFT_FIRE: if(skill_attack(skill_get_type(sg->skill_id),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: if (bl->id != ss->id) { if (status_bl_has_mode(bl,MD_STATUS_IMMUNE)) break; if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) { map_moveblock(bl, unit->bl.x, unit->bl.y, tick); clif_fixpos(bl); clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH); } } break; case UNT_MAGENTATRAP: case UNT_COBALTTRAP: case UNT_MAIZETRAP: case UNT_VERDURETRAP: if( bl->type != BL_PC && status_get_class_(bl) != CLASS_BOSS ) sc_start2(ss,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: // For proper skill delay animation when used with Dominion Impulse skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0); skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0); break; case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: if( src->id == bl->id ) break; if( bl->type == BL_SKILL ) { struct skill_unit *su = (struct skill_unit *)bl; if (su && su->group->unit_id == UNT_USED_TRAPS) break; } case UNT_CLUSTERBOMB: if( ss != bl ) skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL); break; case UNT_CLAYMORETRAP: if( src->id == bl->id ) break; if( bl->type == BL_SKILL ) { struct skill_unit *su = (struct skill_unit *)bl; if (!su) return 0; switch(su->group->unit_id) { case UNT_CLAYMORETRAP: case UNT_LANDMINE: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: clif_changetraplook(bl, UNT_USED_TRAPS); su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500; su->group->unit_id = UNT_USED_TRAPS; break; } } default: skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); break; } return 1; } int skill_maelstrom_suction(struct block_list *bl, va_list ap) { uint16 skill_id, skill_lv; struct skill_unit *unit; nullpo_ret(bl); skill_id = va_arg(ap,int); skill_lv = va_arg(ap,int); unit = (struct skill_unit *)bl; if( unit == NULL || unit->group == NULL ) return 0; if( skill_get_inf2(skill_id)&INF2_TRAP ) return 0; if( unit->group->skill_id == SC_MAELSTROM ) { struct block_list *src; if( (src = map_id2bl(unit->group->src_id)) ){ int sp = unit->group->skill_lv * skill_lv; if( src->type == BL_PC ) sp += ((TBL_PC*)src)->status.job_level / 5; status_heal(src, 0, sp/2, 1); } } return 0; } /** * Remove current enchanted element for new element * @param bl Char * @param type New element */ void skill_enchant_elemental_end(struct block_list *bl, int type) { struct status_change *sc; const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS }; int i; nullpo_retv(bl); nullpo_retv(sc= status_get_sc(bl)); if (!sc->count) return; for (i = 0; i < ARRAYLENGTH(scs); i++) if (type != scs[i] && sc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); } /** * Check cloaking condition * @param bl * @param sce * @return True if near wall; False otherwise */ bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce) { 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. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; 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; } /** Check Shadow Form on the target * @param bl: Target * @param damage: Damage amount * @param hit * @return true - in Shadow Form state; false - otherwise */ bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit) { struct status_change *sc; nullpo_retr(false,bl); if (!damage) return false; sc = status_get_sc(bl); if( sc && sc->data[SC__SHADOWFORM] ) { struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2); if( !src || src->m != bl->m ) { status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); return false; } if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) { if( src->type == BL_PC ) ((TBL_PC*)src)->shadowform_id = 0; status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); return false; } status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0); if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) { status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); if( src->type == BL_PC ) ((TBL_PC*)src)->shadowform_id = 0; } return true; } return false; } /** * Check camouflage condition * @param bl * @param sce * @return True if near wall; False otherwise * @TODO: Seems wrong */ bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce) { bool wall = true; if( bl->type == BL_PC ) { //Check for walls. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1}; 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 && sce->val1 < 3 ) //End camouflage. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_calc_bl(bl,SCB_SPEED); } return wall; } /** * Process skill unit visibilty for single BL in area * @param bl * @param ap * @author [Cydh] **/ int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) { struct skill_unit *su = NULL; struct block_list *src = NULL; unsigned int party1 = 0; bool visible = true; nullpo_ret(bl); nullpo_ret((su = va_arg(ap, struct skill_unit*))); nullpo_ret((src = va_arg(ap, struct block_list*))); party1 = va_arg(ap, unsigned int); if (src != bl) { unsigned int party2 = status_get_party_id(bl); if (!party1 || !party2 || party1 != party2) visible = false; } clif_getareachar_skillunit(bl, su, SELF, visible); return 1; } /** * Check for skill unit visibilty in area on * - skill first placement * - skill moved (knocked back, moved dance) * @param su Skill unit * @param target Affected target for this visibility @see enum send_target * @author [Cydh] **/ void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) { nullpo_retv(su); if (!su->hidden) // It's not hidden, just do this! clif_getareachar_skillunit(&su->bl, su, target, true); else { struct block_list *src = battle_get_master(&su->bl); map_foreachinarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE, su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src)); } } /** * Check for skill unit visibilty on single BL on insight/spawn action * @param su Skill unit * @param bl Block list * @author [Cydh] **/ void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) { bool visible = true; struct block_list *src = NULL; nullpo_retv(bl); nullpo_retv(su); nullpo_retv((src = battle_get_master(&su->bl))); if (su->hidden && src != bl) { unsigned int party1 = status_get_party_id(src); unsigned int party2 = status_get_party_id(bl); if (!party1 || !party2 || party1 != party2) visible = false; } clif_getareachar_skillunit(bl, su, SELF, visible); } /** * Initialize new skill unit for skill unit group. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit) * @param group Skill unit group * @param idx * @param x * @param y * @param val1 * @param val2 */ struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden) { 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( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) ) return unit; 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; unit->hidden = hidden; // Stores new skill unit idb_put(skillunit_db, unit->bl.id, unit); map_addiddb(&unit->bl); if(map_addblock(&unit->bl)) return NULL; // 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); break; case SA_LANDPROTECTOR: skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,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; } skill_getareachar_skillunit_visibilty(unit, AREA); return unit; } /** * Remove unit * @param 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: case SC_ESCAPE: { struct block_list* target = map_id2bl(group->val2); enum sc_type type = status_skill2sc(group->skill_id); if( target ) status_change_end(target, type, 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); 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* skillunit_group_db = NULL; /// Skill unit group DB. Key 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(skillunit_group_db, group_id); } static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID /** * Returns a new group_id that isn't being used in skillunit_group_db. * Fatal error if nothing is available. */ static int skill_get_new_group_id(void) { if( skill_unit_group_newid >= MAX_SKILL && 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 ) skill_unit_group_newid = MAX_SKILL; 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); } } /** * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting() * @param src Object that cast the skill * @param count How many 'cells' used that needed. Related with skill layout * @param skill_id ID of used skill * @param skill_lv Skill level of used skill * @param unit_id Unit ID (look at skill_unit_db.txt) * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv) * @param interval Time interval * @return skill_unit_group */ struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval) { struct unit_data* ud = unit_bl2ud( src ); struct skill_unit_group* group; int i; if(!(skill_id && skill_lv)) return 0; nullpo_retr(NULL, src); nullpo_retr(NULL, ud); // Find a free spot to store the new unit group // TODO: Make this flexible maybe by changing this fixed array? 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, tick = gettick(); for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){ unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick); if(x > 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->faction_id = status_get_faction_id(src); group->group_id = skill_get_new_group_id(); group->link_group_id = 0; group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); group->unit_count = count; group->alive_count = 0; group->val1 = 0; group->val2 = 0; group->val3 = 0; group->skill_id = skill_id; group->skill_lv = skill_lv; group->unit_id = unit_id; group->map = src->m; group->limit = limit; group->interval = interval; group->tick = gettick(); group->valstr = NULL; ud->skillunit[i] = group; // Stores this new group to DBMap idb_put(skillunit_group_db, group->group_id, group); return group; } /** * Remove skill unit group * @param group * @param file * @param line * @param *func */ int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func) { struct block_list* src; struct unit_data *ud; short i, j; int link_group_id; 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; } // Removed Usave by eAmod 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 SC from the master when the skill group is deleted i = SC_NONE; switch (group->unit_id) { case UNT_GOSPEL: i = SC_GOSPEL; break; case UNT_BASILICA: i = SC_BASILICA; break; } if (i != SC_NONE) { struct status_change *sc = status_get_sc(src); if (sc && sc->data[i]) { sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex] status_change_end(src, (sc_type)i, 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(skillunit_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; link_group_id = group->link_group_id; group->link_group_id = 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); if(link_group_id) { struct skill_unit_group* group_cur = skill_id2group(link_group_id); if(group_cur) skill_delunitgroup(group_cur); } return 1; } /** * Clear all Skill Unit Group from an Object, example usage when player logged off or dead * @param src */ void skill_clear_unitgroup(struct block_list *src) { struct unit_data *ud; nullpo_retv(src); nullpo_retv((ud = unit_bl2ud(src))); while (ud->skillunit[0]) skill_delunitgroup(ud->skillunit[0]); } /** * Search tickset for skill unit in skill unit group * @param bl Block List for skill_unit * @param group Skill unit group * @param tick * @return skill_unit_group_tickset if found */ struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick) { int i, j = -1, 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; i<MAX_SKILLUNITGROUPTICKSET; i++) { int k = (i+s) % MAX_SKILLUNITGROUPTICKSET; if (set[k].id == id) return &set[k]; else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || 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]; } /*========================================== * Check for validity skill unit that triggered by skill_unit_timer_sub * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl) *------------------------------------------*/ 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 = NULL; unsigned int tick = va_arg(ap,unsigned int); nullpo_ret(unit); if( !unit->alive || bl->prev == NULL ) return 0; nullpo_ret(group = unit->group); if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->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 * Sub function of skill_unit_timer for executing each skill unit from skillunit_db */ static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data); struct skill_unit_group* group = NULL; unsigned int tick = va_arg(ap,unsigned int); bool dissonance; struct block_list* bl = &unit->bl; nullpo_ret(unit); if( !unit->alive ) return 0; nullpo_ret(group = unit->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 doesn't return 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,0,0,0,4,0,0); } 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: case UNT_NETHERWORLD: if( unit->val1 <= 0 ) { // If it was deactivated. skill_delunit(unit); break; } clif_changetraplook(bl,UNT_USED_TRAPS); if (group->unit_id == UNT_REVERBERATION) 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); struct status_change *sc; if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id); status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER); } 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; case UNT_B_TRAP: { struct block_list* src; if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) { struct item item_tmp; memset(&item_tmp, 0, sizeof(item_tmp)); item_tmp.nameid = group->item_id; item_tmp.identify = 1; map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0, 0); } skill_delunit(unit); } break; default: if (group->val2 == 1 && ( group->skill_id == SU_CN_METEOR)) { // Deal damage before expiration break; } skill_delunit(unit); break; } } 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: case UNT_B_TRAP: 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: case UNT_NETHERWORLD: if (unit->val1 <= 0) { clif_changetraplook(bl,UNT_USED_TRAPS); if (group->unit_id == UNT_REVERBERATION) 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 (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall skill_delunitgroup(group); break; } if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached skill_delunit(unit); break; case UNT_SANCTUARY: if (group->val1 <= 0) { skill_delunitgroup(group); } break; default: if (group->skill_id == SU_CN_METEOR) { if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) { // Unit will expire the next interval, start dropping Meteor struct block_list* src; if ((src = map_id2bl(group->src_id)) != NULL) { clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick); group->val2 = 1; } } // No damage until expiration return 0; } 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; else 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; } } else if (group->skill_id == SU_CN_METEOR) { skill_delunit(unit); return 0; } } 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 /*========================================== * flag : * 1 : store that skill_unit in array * 2 : clear that skill_unit * 4 : call_on_left *------------------------------------------*/ 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 = NULL; 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; uint16 skill_id; int i; nullpo_ret(unit); nullpo_ret(target); if( !unit->alive || target->prev == NULL ) return 0; nullpo_ret(group = unit->group); if( flag&1 && ( group->skill_id == PF_SPIDERWEB || 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 = group->skill_id; if( 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); skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update } 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! (skill_id: %hu)\n", skill_id ); } } 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! (skill_id: %hu)\n", skill_id ); } } //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; } /*========================================== * Moves skill unit to map m with coordinates x & y (example when knocked back) * @param bl Skill unit * @param m Map * @param dx * @param dy *------------------------------------------*/ void skill_unit_move_unit(struct block_list *bl, int dx, int dy) { unsigned int tick = gettick(); struct skill_unit *su; if (bl->type != BL_SKILL) return; if (!(su = (struct skill_unit *)bl)) return; if (!su->alive) return; if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE) return; //Ensembles may not be moved around. if (!bl->prev) { bl->x = dx; bl->y = dy; return; } map_moveblock(bl, dx, dy, tick); map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1); skill_getareachar_skillunit_visibilty(su, AREA); return; } /** * Moves skill unit group to map m with coordinates x & y (example when knocked back) * @param group Skill Group * @param m Map * @param dx * @param dy */ void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy) { int i, j; unsigned int tick = gettick(); int *m_flag; struct skill_unit *unit1; struct skill_unit *unit2; if (group == NULL) return; if (group->unit_count <= 0) return; if (group->unit == NULL) return; if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) return; //Ensembles may not be moved around. 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; i < group->unit_count; i++) { unit1 =& group->unit[i]; if (!unit1->alive || unit1->bl.m != m) continue; for(j = 0; j < group->unit_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; i < group->unit_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_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl); 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(; j < group->unit_count; j++) { int dx2, dy2; if(m_flag[j] != 2 || !group->unit[j].alive) continue; //Move to where this cell would had moved. unit2 = &group->unit[j]; dx2 = unit2->bl.x + dx - unit1->bl.x; dy2 = unit2->bl.y + dy - unit1->bl.y; map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl); 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); skill_getareachar_skillunit_visibilty(unit1, AREA); map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1); } } aFree(m_flag); } /** * Checking product requirement in player's inventory. * Checking if player has the item or not, the amount, and the weight limit. * @param sd Player * @param nameid Product requested * @param trigger Trigger criteria to match will 'ItemLv' * @param qty Amount of item will be created * @return 0 If failed or Index+1 of item found on skill_produce_db[] */ short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty) { short i, j; nullpo_ret(sd); if (!nameid || !itemdb_exists(nameid)) return 0; for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) { if (skill_produce_db[i].nameid == nameid) { if ((j = skill_produce_db[i].req_skill) > 0 && pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv) continue; // must iterate again to check other skills that produce it. [malufett] if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j) continue; // special case break; } } if (i >= MAX_SKILL_PRODUCE_DB) return 0; // Cannot carry the produced stuff if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT) return 0; // Matching the requested produce list 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; } } // Check on player's inventory for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) { unsigned short nameid_produce; if (!(nameid_produce = skill_produce_db[i].mat_id[j])) continue; if (skill_produce_db[i].mat_amount[j] == 0) { if (pc_search_inventory(sd,nameid_produce) < 0) return 0; } else { unsigned short idx, amt; for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++) if (sd->status.inventory[idx].nameid == nameid_produce) amt += sd->status.inventory[idx].amount; if (amt < qty * skill_produce_db[i].mat_amount[j]) return 0; } } return i + 1; } /** * Attempt to produce an item * @param sd Player * @param skill_id Skill used * @param nameid Requested product * @param slot1 * @param slot2 * @param slot3 * @param qty Amount of requested item * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere) * @return True is success, False if failed */ bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx) { int slot[3]; int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0; int num = -1; // exclude the recipe struct status_data *status; struct item_data* data; nullpo_ret(sd); status = status_get_status_data(&sd->bl); if( sd->skill_id_old == skill_id ) skill_lv = sd->skill_lv_old; if (produce_idx == -1) { if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) ) return false; idx--; } else idx = produce_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! short j; if (slot[i] <= 0) continue; j = pc_search_inventory(sd,slot[i]); if (j < 0) continue; if (slot[i] == ITEMID_STAR_CRUMB) { pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); sc++; } if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) { static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH }; pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); ele = ele_table[slot[i]-ITEMID_FLAME_HEART]; } } if (skill_id == RK_RUNEMASTERY) { int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id); data = itemdb_search(nameid); if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3; else if (runemastery_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_msg(sd,RUNE_CANT_CREATE); 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 < MAX_PRODUCE_RESOURCE; i++) { short id, x, j; if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id)) continue; num++; x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i]; do { int y = 0; j = pc_search_inventory(sd,id); if (j >= 0) { y = sd->status.inventory[j].amount; if (y > x) y = x; pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE); } else { ShowError("skill_produce_mix: material item error\n"); return false; } 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 ITEMID_IRON: make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50 break; case ITEMID_STEEL: make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55 break; case ITEMID_STAR_CRUMB: make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex] break; default: // Enchanted Stones make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35 break; } break; case ASC_CDP: make_per = (2000 + 40*status->dex + 20*status->luk); break; case AL_HOLYWATER: 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 (hom_is_active(sd->hd)) {//Player got a homun int skill; if ((skill = 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 ITEMID_RED_POTION: case ITEMID_YELLOW_POTION: case ITEMID_WHITE_POTION: make_per += (1+rnd()%100)*10 + 2000; break; case ITEMID_ALCOHOL: make_per += (1+rnd()%100)*10 + 1000; break; case ITEMID_FIRE_BOTTLE: case ITEMID_ACID_BOTTLE: case ITEMID_MAN_EATER_BOTTLE: case ITEMID_MINI_BOTTLE: make_per += (1+rnd()%100)*10; break; case ITEMID_YELLOW_SLIM_POTION: make_per -= (1+rnd()%50)*10; break; case ITEMID_WHITE_SLIM_POTION: case ITEMID_COATING_BOTTLE: make_per -= (1+rnd()%100)*10; break; //Common items, receive no bonus or penalty, listed just because they are commonly produced case ITEMID_BLUE_POTION: case ITEMID_RED_SLIM_POTION: case ITEMID_ANODYNE: case ITEMID_ALOEBERA: default: break; } if (battle_config.pp_rate != 100) make_per = make_per * battle_config.pp_rate / 100; break; case SA_CREATECON: // Elemental Converter Creation make_per = 100000; // should be 100% success rate break; 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; 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; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) { if (skill_changematerial_db[i].nameid == nameid) { make_per = skill_changematerial_db[i].rate * 10; break; } } break; case GN_S_PHARMACY: { int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level) make_per = status->int_ + 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 ITEMID_HP_INCREASE_POTION_SMALL: case ITEMID_SP_INCREASE_POTION_SMALL: case ITEMID_CONCENTRATED_WHITE_POTION_Z: difficulty += 10; break; case ITEMID_BOMB_MUSHROOM_SPORE: case ITEMID_SP_INCREASE_POTION_MEDIUM: difficulty += 15; break; case ITEMID_BANANA_BOMB: case ITEMID_HP_INCREASE_POTION_MEDIUM: case ITEMID_SP_INCREASE_POTION_LARGE: case ITEMID_VITATA500: difficulty += 20; break; case ITEMID_SEED_OF_HORNY_PLANT: case ITEMID_BLOODSUCK_PLANT_SEED: case ITEMID_CONCENTRATED_CEROMAIN_SOUP: difficulty += 30; break; case ITEMID_HP_INCREASE_POTION_LARGE: case ITEMID_CURE_FREE: difficulty += 40; break; } if( make_per >= 400 && make_per > difficulty) qty = 10; else if( make_per >= 300 && make_per > difficulty) qty = 7; else if( make_per >= 100 && make_per > difficulty) qty = 6; else if( make_per >= 1 && make_per > difficulty) qty = 5; else qty = 4; make_per = 10000; } break; case GN_MAKEBOMB: case GN_MIX_COOKING: { int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) make_per = sd->status.job_level / 4 + 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 ITEMID_APPLE_BOMB: difficulty += 5; break; case ITEMID_COCONUT_BOMB: case ITEMID_MELON_BOMB: difficulty += 10; break; case ITEMID_SAVAGE_FULL_ROAST: case ITEMID_COCKTAIL_WARG_BLOOD: case ITEMID_MINOR_STEW: case ITEMID_SIROMA_ICED_TEA: case ITEMID_DROSERA_HERB_SALAD: case ITEMID_PETITE_TAIL_NOODLES: case ITEMID_PINEAPPLE_BOMB: difficulty += 15; break; case ITEMID_BANANA_BOMB: difficulty += 20; break; } if( make_per >= 30 && make_per > difficulty) qty = 10 + rnd()%2; else if( make_per >= 10 && make_per > difficulty) qty = 10; else if( make_per == 10 && make_per > difficulty) qty = 8; else if( (make_per >= 50 || make_per < 30) && make_per < difficulty) ;// Food/Bomb creation fails. else if( make_per >= 30 && make_per < difficulty) qty = 5; if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){ qty = ~qty + 1; make_per = 0; } else make_per = 10000; qty = (skill_lv > 1 ? qty : 1); } break; default: if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) { //Assume Cooking Dish if (sd->menuskill_val >= 15) //Legendary Cooking Set. make_per = 10000; //100% Success else make_per = 1200 * (sd->menuskill_val - 10) + 20 * (sd->status.base_level + 1) + 20 * (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->class_&JOBL_THIRD)?1400: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,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10 else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5 else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3 else if (pc_search_inventory(sd,ITEMID_ANVIL) > 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 (qty > 1 || rnd()%10000 < make_per){ //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: 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, battle_config.fame_forge,0); // 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 (qty == 1 || rnd()%10000 < make_per) { //Success tmp_item.amount++; if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION) continue; if (skill_id != AM_PHARMACY && skill_id != AM_TWILIGHT1 && skill_id != AM_TWILIGHT2 && skill_id != AM_TWILIGHT3) continue; //Add fame as needed. switch(++sd->potion_success_counter) { case 3: fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row break; case 5: fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row break; case 7: fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row break; case 10: fame += battle_config.fame_pharmacy_10; // 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,0); //Visual effects and the like. switch (skill_id) { case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: case ASC_CDP: case GC_CREATENEWPOISON: 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: clif_produceeffect(sd,4,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, add_str("COOK_MASTERY"), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5); } break; } } if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success int j, k = 0, l; bool isStackable = itemdb_isstackable(tmp_item.nameid); for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) { if (skill_changematerial_db[i].nameid == nameid){ for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){ if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){ uint16 total_qty = qty * skill_changematerial_db[i].qty[j]; tmp_item.amount = (isStackable ? total_qty : 1); for (l = 0; l < total_qty; l += tmp_item.amount) { 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,0,0,0,0,0,0); } } k++; } } break; } } if (k) { clif_produceeffect(sd,6,nameid); clif_misceffect(&sd->bl,5); clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS); return true; } } 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,0,0,0,0,0,0); } if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) { clif_produceeffect(sd,6,nameid); clif_misceffect(&sd->bl,5); clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS); } return true; } } //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: case GC_CREATENEWPOISON: 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: clif_produceeffect(sd,5,nameid); clif_misceffect(&sd->bl,6); break; case GN_MIX_COOKING: { struct item tmp_item; const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER}; int rate = rnd()%500; memset(&tmp_item,0,sizeof(tmp_item)); if (rate < 50) i = 4; else if (rate < 100) i = 2+rnd()%1; else if (rate < 250) i = 1; else if (rate < 500) i = 0; tmp_item.nameid = compensation[i]; tmp_item.amount = qty; tmp_item.identify = 1; if ((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,0,0,0,0,0,0); } clif_produceeffect(sd,7,nameid); clif_misceffect(&sd->bl,6); clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL); } break; case GN_MAKEBOMB: case GN_S_PHARMACY: case GN_CHANGEMATERIAL: clif_produceeffect(sd,7,nameid); clif_misceffect(&sd->bl,6); clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL); 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, add_str("COOK_MASTERY"), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 )); } break; } } return false; } /** * Attempt to create arrow by specified material * @param sd Player * @param nameid Item ID of material * @return True if created, False is failed */ bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid) { short i, j, idx = -1; struct item tmp_item; nullpo_ret(sd); if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count) return false; for (i = 0; i < MAX_SKILL_ARROW_DB;i++) { if (nameid == skill_arrow_db[i].nameid) { idx = i; break; } } if (!idx || (j = pc_search_inventory(sd,nameid)) < 0) return false; pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE); for (i = 0; i < MAX_ARROW_RESULT; i++) { char flag = 0; if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0) continue; memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.identify = 1; tmp_item.nameid = skill_arrow_db[idx].cre_id[i]; tmp_item.amount = skill_arrow_db[idx].cre_amount[i]; if (battle_config.produce_item_name_input&0x4) { tmp_item.card[0] = CARD0_CREATE; tmp_item.card[1] = 0; tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId tmp_item.card[3] = GetWord(sd->status.char_id,1); } if ((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,0,0,0,0,0,0); } } return true; } /** * Enchant weapon with poison * @param sd Player * @nameid Item ID of poison type */ int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid) { sc_type type; int chance, i, val4 = 0; //uint16 msg = 1443; //Official is using msgstringtable.txt char output[CHAT_SIZE_MAX]; const char *msg; nullpo_ret(sd); if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) { clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); return 0; } switch( nameid ) { // t_lv used to take duration from skill_get_time2 case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break; case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break; case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break; case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break; case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break; case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break; case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break; case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; 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,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val)); sprintf(output, msg_txt(sd,721), msg); clif_colormes(sd->fd,color_table[COLOR_WHITE],output); /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER clif_msg(sd,msg); #endif*/ return 0; } void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { struct status_change *sc = status_get_sc(bl); // non-offensive and non-magic skills do not affect the status if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC)) return; if (sc && sc->count && sc->data[SC_MAGICPOWER]) { if (sc->data[SC_MAGICPOWER]->val4) { status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER); } else { sc->data[SC_MAGICPOWER]->val4 = 1; status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER)); #ifndef RENEWAL if(bl->type == BL_PC){// update current display. clif_updatestatus(((TBL_PC *)bl),SP_MATK1); clif_updatestatus(((TBL_PC *)bl),SP_MATK2); } #endif } } } int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) { int x, y, i, class_, skill; struct mob_data *md; nullpo_ret(sd); skill = sd->menuskill_val; if( !nameid || !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; // Item picked decides the mob class switch(nameid) { case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break; case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break; case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break; case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break; default: clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0); return 0; } md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE); if( md ) { struct unit_data *ud = unit_bl2ud(&md->bl); md->master_id = sd->bl.id; md->special_state.ai = AI_FAW; if(ud) { ud->skill_id = NC_MAGICDECOY; ud->skill_lv = skill; } 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); } return 0; } // Warlock Spellbooks. [LimitLine/3CeAM] void skill_spellbook(struct map_session_data *sd, unsigned short nameid) { int i, max_preserve, skill_id, point; struct status_change *sc; nullpo_retv(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; } if (!skill_spellbook_count) return; 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; if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB))); clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); return; } 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_FREEZE_SP] ) { if( (sc->data[SC_FREEZE_SP]->val2 + point) > max_preserve ) { clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0); return; } for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] if( !sc->data[i] ){ sc->data[SC_FREEZE_SP]->val2 += point; // increase points sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); break; } } } else { sc_start2(&sd->bl,&sd->bl, SC_FREEZE_SP, 100, 0, point, INVALID_TIMER); sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); } // Reading Spell Book SP cost same as the sealed spell. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id))); } int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { int lv, prob, aslvl = 0; uint16 id, sk_idx = 0; nullpo_ret(sd); if (sd->sc.data[SC_STOP]) { aslvl = sd->sc.data[SC_STOP]->val1; status_change_end(&sd->bl,SC_STOP,INVALID_TIMER); } if (!skill_id || !(sk_idx = skill_get_index(skill_id))) return 0; if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) { clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0); return 0; } lv = (aslvl + 1) / 2; // The level the skill will be autocasted lv = min(lv,sd->status.skill[sk_idx].lv); prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl)); return 0; } int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) { int i; nullpo_ret(sd); nullpo_ret(item_list); if( n <= 0 ) return 1; for( i = 0; i < n; i++ ) { unsigned short nameid; int add_amount, del_amount, idx, product; struct item tmp_item; idx = item_list[i*2+0]-2; del_amount = item_list[i*2+1]; if( skill_lv == 2 ) del_amount -= (del_amount % 10); add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ; if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) { clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; } switch( nameid ) { // Level 1 case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break; case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break; case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break; case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break; // Level 2 case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break; case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break; case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break; case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break; default: clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; } if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) { clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; } if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; } memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = product; tmp_item.amount = add_amount; tmp_item.identify = 1; if( tmp_item.amount ) { unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME); if( flag != 0 ) { clif_additem(sd,0,0,flag); map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0,0); } } } return 0; } int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) { int i, j, k, c, p = 0, amount; unsigned short nameid; 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 && skill_produce_db[i].nameid > 0 ) { 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,ITEM_UNIDENTIFIED); 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,i); return 1; } } } if( p == 0) clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE); 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 = NULL; 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_CLAYMORETRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: if(battle_config.skill_wall_check) map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick); else map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick); break; case UNT_LANDMINE: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLUSTERBOMB: if (battle_config.skill_wall_check && !(skill_get_nk(sg->skill_id)&NK_NO_DAMAGE)) map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); else 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_get(struct map_session_data *sd, int skillid) { int i; nullpo_retr(-1, sd); ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid); return (i >= MAX_SKILLCOOLDOWN) ? -1 : i; } int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) { struct map_session_data *sd = map_id2sd(id); int i = (int)data; if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN) return 0; if (!sd->scd[i] || sd->scd[i]->timer != tid) { ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n"); return 0; } aFree(sd->scd[i]); sd->scd[i] = NULL; return 1; } /** * Flags a singular skill as being blocked from persistent usage. * @param sd the player the skill delay affects * @param skill_id the skill which should be delayed * @param tick the length of time the delay should last * @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 skill_id, int tick) { int i; nullpo_retr(-1, sd); if (!skill_id || tick < 1) return -1; ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id); if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown delete_timer(sd->scd[i]->timer, skill_blockpc_end); aFree(sd->scd[i]); sd->scd[i] = NULL; } ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]); if (i < MAX_SKILLCOOLDOWN) { // Free Slot found CREATE(sd->scd[i], struct skill_cooldown_entry, 1); sd->scd[i]->skill_id = skill_id; sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i); if (battle_config.display_status_timers && tick > 0) clif_skill_cooldown(sd, skill_id, tick); return 1; } else { ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n"); return 0; } } int skill_blockpc_clear(struct map_session_data *sd) { int i; nullpo_ret(sd); for (i = 0; i < MAX_SKILLCOOLDOWN; i++) { if (!sd->scd[i]) continue; delete_timer(sd->scd[i]->timer, skill_blockpc_end); aFree(sd->scd[i]); sd->scd[i] = NULL; } return 1; } 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 >= SKILL_MAX_DB()) return 0; if (hd) hd->blockskill[data] = 0; return 1; } int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn] { uint16 idx = skill_get_index(skill_id); nullpo_retr(-1, hd); if (!idx) return -1; if (tick < 1) { hd->blockskill[idx] = 0; return -1; } hd->blockskill[idx] = 1; return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx); } 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 >= SKILL_MAX_DB() ) return 0; if( md ) md->blockskill[data] = 0; return 1; } int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick) { uint16 idx = skill_get_index(skill_id); nullpo_retr(-1, md); if( !idx ) return -1; if( tick < 1 ) { md->blockskill[idx] = 0; return -1; } md->blockskill[idx] = 1; return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx); } /* * */ 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; } /** * Split the string with ':' as separator and put each value for a skilllv * if no more value found put the latest to fill the array * @param str : string to split * @param val : array of MAX_SKILL_LEVEL to put value into * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL) */ int skill_split_atoi (char *str, int *val) { int i, j, step = 1; for (i=0; i<MAX_SKILL_LEVEL; i++) { if (!str) break; val[i] = atoi(str); str = strchr(str,':'); if (str) *str++=0; } if(i==0) //No data found. return 0; if(i==1) { //Single value, have the whole range have the same value. for (; i < MAX_SKILL_LEVEL; i++) val[i] = val[i-1]; return i; } //Check for linear change with increasing steps until we reach half of the data acquired. for (step = 1; step <= i/2; step++) { int diff = val[i-1] - val[i-step-1]; for(j = i-1; j >= 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<MAX_SKILL_LEVEL; i++) val[i] = val[i-1]; return i; } /* * */ void skill_init_unit_layout (void) { int i,j,pos = 0; memset(skill_unit_layout,0,sizeof(skill_unit_layout)); // standard square layouts go first for (i=0; i<=MAX_SQUARE_LAYOUT; i++) { int size = i*2+1; skill_unit_layout[i].count = size*size; for (j=0; j<size*size; j++) { skill_unit_layout[i].dx[j] = (j%size-i); skill_unit_layout[i].dy[j] = (j/size-i); } } // afterwards add special ones pos = i; for (i = 0; i < SKILL_MAX_DB(); i++) { uint16 skill_id = 0; if (!skill_db[i]) continue; if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1) continue; skill_id = skill_idx2id(i); if( skill_id == 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 (skill_id) { case MG_FIREWALL: case WZ_ICEWALL: case WL_EARTHSTRAIN: case RL_FIRE_RAIN: // 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 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 (;j<MAX_SKILL_LEVEL;j++) skill_db[i]->unit_layout_type[j] = pos; //Skip, this way the check below will fail and continue to the next skill. pos++; } break; case GN_WALLOFTHORN: { static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; skill_unit_layout[pos].count = 16; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } break; default: ShowError("unknown unit layout at skill %d\n",i); break; } } if (!skill_unit_layout[pos].count) continue; for (j=0;j<MAX_SKILL_LEVEL;j++) skill_db[i]->unit_layout_type[j] = pos; pos++; } // firewall and icewall have 8 layouts (direction-dependent) firewall_unit_pos = pos; for (i=0;i<8;i++) { if (i&1) { skill_unit_layout[pos].count = 5; if (i&0x2) { int dx[] = {-1,-1, 0, 0, 1}; int dy[] = { 1, 0, 0,-1,-1}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 1, 1 ,0, 0,-1}; int dy[] = { 1, 0, 0,-1,-1}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } } else { skill_unit_layout[pos].count = 3; if (i%4==0) { int dx[] = {-1, 0, 1}; int dy[] = { 0, 0, 0}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 0, 0, 0}; int dy[] = {-1, 0, 1}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; } icewall_unit_pos = pos; for (i=0;i<8;i++) { skill_unit_layout[pos].count = 5; if (i&1) { if (i&0x2) { int dx[] = {-2,-1, 0, 1, 2}; int dy[] = { 2, 1, 0,-1,-2}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 2, 1 ,0,-1,-2}; int dy[] = { 2, 1, 0,-1,-2}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } } else { if (i%4==0) { int dx[] = {-2,-1, 0, 1, 2}; int dy[] = { 0, 0, 0, 0, 0}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 0, 0, 0, 0, 0}; int dy[] = {-2,-1, 0, 1, 2}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } } pos++; } earthstrain_unit_pos = pos; for( i = 0; i < 8; i++ ) { // For each Direction skill_unit_layout[pos].count = 15; switch( i ) { case 0: case 1: case 3: case 4: case 5: case 7: { int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } break; case 2: case 6: { int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } break; } pos++; } firerain_unit_pos = pos; for( i = 0; i < 8; i++ ) { skill_unit_layout[pos].count = 3; switch( i ) { case 0: case 1: case 3: case 4: case 5: case 7: { static const int dx[] = {-1, 0, 1}; static const int dy[] = { 0, 0, 0}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } break; case 2: case 6: { static const int dx[] = { 0, 0, 0}; static const int dy[] = {-1, 0, 1}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } break; } pos++; } if( pos >= MAX_SKILL_UNIT_LAYOUT ) ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos); } void skill_init_nounit_layout (void) { int i, pos = 0; memset(skill_nounit_layout,0,sizeof(skill_nounit_layout)); overbrand_nounit_pos = pos; for( i = 0; i < 8; i++ ) { if( i&1 ) { skill_nounit_layout[pos].count = 33; if( i&2 ) { if( i&4 ) { // 7 int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1}; int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } else { // 3 int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1}; int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } } else { if( i&4 ) { // 5 int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1}; int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } else { // 1 int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1}; int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } } } else { skill_nounit_layout[pos].count = 21; if( i&2 ) { if( i&4 ) { // 6 int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6}; int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } else { // 2 int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0}; int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } } else { if( i&4 ) { // 4 int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1}; int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } else { // 0 int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1}; int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } } } pos++; } overbrand_brandish_nounit_pos = pos; for( i = 0; i < 8; i++ ) { if( i&1 ) { skill_nounit_layout[pos].count = 74; if( i&2 ) { if( i&4 ) { // 7 int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6, -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5, -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5}; int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } else { // 3 int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5}; int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } } else { if( i&4 ) { // 5 int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5}; int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } else { // 1 int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5}; int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6, -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } } } else { skill_nounit_layout[pos].count = 44; if( i&2 ) { if( i&4 ) { // 6 int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3}; int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } else { // 2 int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0}; int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } } else { if( i&4 ) { // 4 int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5}; int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } else { // 0 int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5}; int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy)); } } } pos++; } if( pos >= MAX_SKILL_UNIT_LAYOUT2 ) ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos); } int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { int inf3 = 0; struct status_change *sc = status_get_sc(bl); if( !sc || !bl || !skill_id ) return 0; // Can do it inf3 = skill_get_inf3(skill_id); switch (type) { case SC_ANKLE: if (skill_id == AL_TELEPORT) return 1; break; case SC_STASIS: if (bl->type == BL_PC && !(inf3&INF3_STASIS_BL)) return 1; // Can't do it. break; case SC_KAGEHUMI: if( inf3&INF3_KAGEHUMI_BL) return 1; case SC_BITE: if (inf3&INF3_BITE_BLOCK) return 1; break; } return 0; } /* Determines whether a skill is currently active or not * Used for purposes of cancelling SP usage when disabling a skill */ int skill_disable_check(struct status_change *sc, uint16 skill_id) { switch( skill_id ) { //HP & SP Consumption Check case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case ST_CHASEWALK: case CR_DEFENDER: case CR_SHRINK: case CR_AUTOGUARD: case ML_DEFENDER: case ML_AUTOGUARD: case PA_GOSPEL: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN: case TK_READYSTORM: case TK_READYTURN: case TK_RUN: case SG_FUSION: case KO_YAMIKUMO: case RA_WUGDASH: case RA_CAMOUFLAGE: case SU_HIDE: if( sc->data[status_skill2sc(skill_id)] ) return 1; break; // These 2 skills contain a master and are not correctly pulled using skill2sc case NC_NEUTRALBARRIER: if( sc->data[SC_NEUTRALBARRIER_MASTER] ) return 1; break; case NC_STEALTHFIELD: if( sc->data[SC_STEALTHFIELD_MASTER] ) return 1; break; } return 0; } int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) { int type = 0; switch( skill_id ) { case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break; case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break; case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break; case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break; } type += skill_lv - 1; return type; } /** * Check before do `unit_movepos` call * @param check_flag Flags: 1:Check for BG map, 2:Check for GVG map on WOE, 4:Check for GVG map * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved. **/ static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) { nullpo_retr(false, bl); if (check_flag&1 && map[bl->m].flag.battleground) return false; if (check_flag&2 && map_flag_gvg(bl->m)) return false; if (check_flag&4 && map_flag_gvg2(bl->m)) return false; return unit_movepos(bl, dst_x, dst_y, easy, checkpath); } // // Extended Vending System // int skill_vending(struct map_session_data *sd, int nameid) { struct item_data *item; char output[256]; nullpo_ret(sd); if ( !pc_can_give_items(sd) ) { clif_skill_fail(sd,MC_VENDING,USESKILL_FAIL_LEVEL,0); return 0; } if( (item = itemdb_exists(nameid)) == NULL ) { clif_skill_fail(sd,MC_VENDING,USESKILL_FAIL_LEVEL,0); return 0; } sd->state.prevend = 1; sd->vend_coin = nameid; clif_openvendingreq(sd,sd->menuskill_val+2); sprintf(output,msg_txt(sd,763),item->jname); clif_displaymessage(sd->fd,output); return 0; } /*========================================== * 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 uint16 skill_id = atoi(split[0]); uint16 idx = skill_get_index2(skill_id); if (!idx) { if (SKILL_MAX_DB() >= MAX_SKILL) { ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL); return false; } idx = skill_db_create(skill_id); } skill_split_atoi(split[1],skill_db[idx]->range); skill_db[idx]->hit = atoi(split[2]); skill_db[idx]->inf = atoi(split[3]); skill_split_atoi(split[4],skill_db[idx]->element); skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0); skill_split_atoi(split[6],skill_db[idx]->splash); skill_db[idx]->max = atoi(split[7]); skill_split_atoi(split[8],skill_db[idx]->num); if( strcmpi(split[9],"yes") == 0 ) skill_db[idx]->castcancel = true; else skill_db[idx]->castcancel = false; skill_db[idx]->cast_def_rate = atoi(split[10]); skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0); skill_split_atoi(split[12],skill_db[idx]->maxcount); if( strcmpi(split[13],"weapon") == 0 ) skill_db[idx]->skill_type = BF_WEAPON; else if( strcmpi(split[13],"magic") == 0 ) skill_db[idx]->skill_type = BF_MAGIC; else if( strcmpi(split[13],"misc") == 0 ) skill_db[idx]->skill_type = BF_MISC; else skill_db[idx]->skill_type = 0; skill_split_atoi(split[14],skill_db[idx]->blewcount); skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0); safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name)); safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc)); strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id); return true; } /** * Split string to int by constant value (const.txt) or atoi() * @param *str: String input * @param *val: Temporary storage * @param *delim: Delimiter (for multiple value support) * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped * @param max: Maximum number that can be allocated * @return count: Number of success */ uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) { uint8 i = 0; char *p = strtok(str, delim); while (p != NULL) { int n = min_value; trim(p); if (ISDIGIT(p[0])) // If using numeric n = atoi(p); else if (!script_get_constant(p, &n)) { // If using constant value ShowError("skill_split_atoi2: Invalid value: '%s'\n", p); p = strtok(NULL, delim); continue; } if (n > min_value) { val[i] = n; i++; if (i >= max) break; } p = strtok(NULL, delim); } return i; } /// Clear status data from skill requirement static void skill_destroy_requirement(uint16 idx) { if (skill_db[idx]->require.status_count) aFree(skill_db[idx]->require.status); skill_db[idx]->require.status = NULL; skill_db[idx]->require.status_count = 0; if (skill_db[idx]->require.eqItem_count) aFree(skill_db[idx]->require.eqItem); skill_db[idx]->require.eqItem = NULL; skill_db[idx]->require.eqItem_count = 0; } /** * Read skill requirement from skill_require_db.txt * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment */ static bool skill_parse_row_requiredb(char* split[], int columns, int current) { char* p; uint16 idx, i; idx = skill_db_isset(atoi(split[0]), __FUNCTION__); skill_split_atoi(split[1],skill_db[idx]->require.hp); skill_split_atoi(split[2],skill_db[idx]->require.mhp); skill_split_atoi(split[3],skill_db[idx]->require.sp); skill_split_atoi(split[4],skill_db[idx]->require.hp_rate); skill_split_atoi(split[5],skill_db[idx]->require.sp_rate); skill_split_atoi(split[6],skill_db[idx]->require.zeny); //Witch weapon type are required, see doc/item_db for weapon types (View column) p = split[7]; while (p) { int l = atoi(p); if( l == 99 ) { // Any weapon skill_db[idx]->require.weapon = 0; break; } else skill_db[idx]->require.weapon |= 1<<l; p = strchr(p,':'); if(!p) break; p++; } //Ammo type that required, see doc/item_db for ammo types (View column) p = split[8]; while (p) { int l = atoi(p); if( l == 99 ) { // Any ammo type skill_db[idx]->require.ammo = AMMO_TYPE_ALL; break; } else if( l ) // 0 stands for no requirement skill_db[idx]->require.ammo |= 1<<l; p = strchr(p,':'); if( !p ) break; p++; } skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty); if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN; else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING; else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON; else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART; else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD; else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE; else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE; else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER; else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON; else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG; else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG; else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO; else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT; else if( strcmpi(split[10],"elementalspirit2") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT2; else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO; else skill_db[idx]->require.state = ST_NONE; // Unknown or no state //Status requirements //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE. trim(split[11]); if (split[11][0] != '\0' || atoi(split[11])) { int require[MAX_SKILL_STATUS_REQUIRE]; if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) { CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count); for (i = 0; i < skill_db[idx]->require.status_count; i++){ //todo add a check if possible here skill_db[idx]->require.status[i] = (sc_type)require[i]; } } } skill_split_atoi(split[12],skill_db[idx]->require.spiritball); for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) { uint16 itemid = atoi(split[13 + 2 * i]); if (itemid > 0 && !itemdb_exists(itemid) ) { ShowError("skill_parse_row_requiredb: Invalid item (in ITEM_REQUIRE list) %d for skill %d.\n", itemid, atoi(split[0])); return false; } skill_db[idx]->require.itemid[i] = itemid; skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]); } //Equipped Item requirements. trim(split[33]); if (split[33][0] != '\0' || atoi(split[33])) { int require[MAX_SKILL_EQUIP_REQUIRE]; if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) { CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count); for (i = 0; i < skill_db[idx]->require.eqItem_count; i++){ if (require[i] > 0 && !itemdb_exists(require[i])) { ShowError("skill_parse_row_requiredb: Invalid item (in EQUIP_REQUIRE list) %d for skill %d.\n", require[i], atoi(split[0])); aFree(skill_db[idx]->require.eqItem); //don't need to retain this skill_db[idx]->require.eqItem_count = 0; return false; } skill_db[idx]->require.eqItem[i] = require[i]; } } } return true; } /** Reads skill cast db * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast} */ static bool skill_parse_row_castdb(char* split[], int columns, int current) { uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__); skill_split_atoi(split[1],skill_db[idx]->cast); skill_split_atoi(split[2],skill_db[idx]->delay); skill_split_atoi(split[3],skill_db[idx]->walkdelay); skill_split_atoi(split[4],skill_db[idx]->upkeep_time); skill_split_atoi(split[5],skill_db[idx]->upkeep_time2); skill_split_atoi(split[6],skill_db[idx]->cooldown); #ifdef RENEWAL_CAST skill_split_atoi(split[7],skill_db[idx]->fixed_cast); #endif return true; } /** Reads skill cast no dex db * Structure: SkillID,Cast,Delay (optional) */ static bool skill_parse_row_castnodexdb(char* split[], int columns, int current) { uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__); skill_db[idx]->castnodex = atoi(split[1]); if( split[2] ) // optional column skill_db[idx]->delaynodex = atoi(split[2]); return true; } /** Reads skill no cast db * Structure: SkillID,Flag */ static bool skill_parse_row_nocastdb(char* split[], int columns, int current) { uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__); skill_db[idx]->nocast |= atoi(split[1]); return true; } static bool skill_parse_row_blockdb(char* split[], int columns, int current) {// SkillID,Flag int i = atoi(split[0]); i = skill_get_index(i); if( !i ) // invalid skill id return false; skill_db[i]->blocked = (bool)atoi(split[1]); return true; } /** Reads skill unit db * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag */ static bool skill_parse_row_unitdb(char* split[], int columns, int current) { uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__); skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16); skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16); skill_split_atoi(split[3],skill_db[idx]->unit_layout_type); skill_split_atoi(split[4],skill_db[idx]->unit_range); skill_db[idx]->unit_interval = atoi(split[5]); if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY; else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY; else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY; else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD; else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD; else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL; else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY; else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF; else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD; else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE; else skill_db[idx]->unit_target = strtol(split[6],NULL,16); skill_db[idx]->unit_flag = strtol(split[7],NULL,16); if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy) skill_db[idx]->unit_target = BCT_NOENEMY; //By default, target just characters. skill_db[idx]->unit_target |= BL_CHAR; if (skill_db[idx]->unit_flag&UF_NOPC) skill_db[idx]->unit_target &= ~BL_PC; if (skill_db[idx]->unit_flag&UF_NOMOB) skill_db[idx]->unit_target &= ~BL_MOB; if (skill_db[idx]->unit_flag&UF_SKILL) skill_db[idx]->unit_target |= BL_SKILL; return true; } /** Reads Produce db * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,... */ static bool skill_parse_row_producedb(char* split[], int columns, int current) { unsigned short x, y; unsigned short id = atoi(split[0]); unsigned short nameid = 0; bool found = false; if (id >= ARRAYLENGTH(skill_produce_db)) { ShowError("skill_parse_row_producedb: Maximum db entries reached.\n"); return false; } // Clear previous data, for importing support memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id])); // Import just for clearing/disabling from original data if (!(nameid = atoi(split[1]))) { //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id); return true; } if (!itemdb_exists(nameid)) { ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid); return false; } skill_produce_db[id].nameid = nameid; skill_produce_db[id].itemlv = atoi(split[2]); skill_produce_db[id].req_skill = atoi(split[3]); skill_produce_db[id].req_skill_lv = atoi(split[4]); for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) { skill_produce_db[id].mat_id[y] = atoi(split[x]); skill_produce_db[id].mat_amount[y] = atoi(split[x+1]); } if (!found) skill_produce_count++; return true; } /** Reads create arrow db * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5 */ static bool skill_parse_row_createarrowdb(char* split[], int columns, int current) { unsigned short x, y, i, material_id = atoi(split[0]); if (!(itemdb_exists(material_id))) { ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id); return false; } //search if we override something, (if not i=last idx) ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id); if (i >= ARRAYLENGTH(skill_arrow_db)) { ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n"); return false; } // Import just for clearing/disabling from original data if (atoi(split[1]) == 0) { memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i])); //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id); return true; } skill_arrow_db[i].nameid = material_id; for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) { skill_arrow_db[i].cre_id[y] = atoi(split[x]); skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]); } if (i == skill_arrow_count) skill_arrow_count++; return true; } /** Reads Spell book db * Structure: SkillID,PreservePoints,RequiredBook */ static bool skill_parse_row_spellbookdb(char* split[], int columns, int current) { unsigned short skill_id = atoi(split[0]), points = atoi(split[1]), nameid = atoi(split[2]); if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id); if (!skill_get_inf(skill_id)) ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id)); else { unsigned short i; ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id); if (i >= ARRAYLENGTH(skill_spellbook_db)) { ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n"); return false; } // Import just for clearing/disabling from original data if (points == 0) { memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i])); //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id); return true; } skill_spellbook_db[i].skill_id = skill_id; skill_spellbook_db[i].point = points; skill_spellbook_db[i].nameid = nameid; if (i == skill_spellbook_count) skill_spellbook_count++; return true; } return false; } /** Reads improvise db * Structure: SkillID,Rate */ static bool skill_parse_row_improvisedb(char* split[], int columns, int current) { unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i; if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) { ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id); return false; } if ( !skill_get_inf(skill_id) ) { ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id)); return false; } ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id); if (i >= ARRAYLENGTH(skill_improvise_db)) { ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB); return false; } // Import just for clearing/disabling from original data if (per == 0) { memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i])); //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id); return true; } skill_improvise_db[i].skill_id = skill_id; skill_improvise_db[i].per = per; // Still need confirm it. if (i == skill_improvise_count) skill_improvise_count++; return true; } /** Reads Magic mushroom db * Structure: SkillID */ static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) { unsigned short i, skill_id = atoi(split[0]); bool rem = (atoi(split[1]) == 1 ? true : false); if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) { ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id); return false; } if (!skill_get_inf(skill_id)) { ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id)); return false; } ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id); if (i >= ARRAYLENGTH(skill_magicmushroom_db)) { ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n"); return false; } // Import just for clearing/disabling from original data if (rem) { memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i])); //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id); return true; } skill_magicmushroom_db[i].skill_id = skill_id; if (i == skill_magicmushroom_count) skill_magicmushroom_count++; return true; } /** Reads db of copyable skill * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}} * SkillID,Option{,JobAllowed{,RequirementRemoved}} */ static bool skill_parse_row_copyabledb(char* split[], int column, int current) { int16 id = 0; uint8 option = 0; trim(split[0]); if (ISDIGIT(split[0][0])) id = atoi(split[0]); else id = skill_name2id(split[0]); id = skill_db_isset(id, __FUNCTION__); if ((option = atoi(split[1])) > 3) { ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]); return false; } // Import just for clearing/disabling from original data if (option == 0) { memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable)); //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]); return true; } skill_db[id]->copyable.option = option; skill_db[id]->copyable.joballowed = 63; if (atoi(split[2])) skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63); skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1); return true; } /** Reads additional range for distance checking from NPC [Cydh] * Structure: SkillName,AdditionalRange{,NPC Type} * SkillID,AdditionalRange{,NPC Type} */ static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current) { uint16 id = 0; trim(split[0]); if (ISDIGIT(split[0][0])) id = atoi(split[0]); else id = skill_name2id(split[0]); id = skill_db_isset(id, __FUNCTION__); skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0); skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15; return true; } /** Reads skill chance by Abracadabra/Hocus Pocus spell * Structure: SkillID,DummyName,RatePerLvl */ static bool skill_parse_row_abradb(char* split[], int columns, int current) { unsigned short i, skill_id = atoi(split[0]); if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) { ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id); return false; } if (!skill_get_inf(skill_id)) { ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id)); return false; } ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id); if (i >= ARRAYLENGTH(skill_abra_db)) { ShowError("skill_parse_row_abradb: Maximum db entries reached.\n"); return false; } // Import just for clearing/disabling from original data if (strcmp(split[1],"clear") == 0) { memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i])); //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id); return true; } skill_abra_db[i].skill_id = skill_id; safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname skill_split_atoi(split[2],skill_abra_db[i].per); if (i == skill_abra_count) skill_abra_count++; return true; } /** Reads change material db * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5 */ static bool skill_parse_row_changematerialdb(char* split[], int columns, int current) { uint16 id = atoi(split[0]), nameid = atoi(split[1]); short rate = atoi(split[2]); bool found = false; int x, y; if (id >= MAX_SKILL_CHANGEMATERIAL_DB) { ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB); return false; } // Clear previous data, for importing support if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) { found = true; memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id])); } // Import just for clearing/disabling from original data // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements. if (nameid == 0) { memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id])); //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id); return true; } // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) { if (skill_produce_db[x].nameid == nameid) if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL ) break; } if (x >= MAX_SKILL_PRODUCE_DB) { ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid); return false; } skill_changematerial_db[id].nameid = nameid; skill_changematerial_db[id].rate = rate; for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) { skill_changematerial_db[id].qty[y] = atoi(split[x]); skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]); } if (!found) skill_changematerial_count++; return true; } #ifdef ADJUST_SKILL_DAMAGE /** * Reads skill damage adjustment * @author [Lilith] */ static bool skill_parse_row_skilldamage(char* split[], int columns, int current) { uint16 id = 0; trim(split[0]); if (ISDIGIT(split[0][0])) id = atoi(split[0]); else id = skill_name2id(split[0]); id = skill_db_isset(id, __FUNCTION__); memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage)); skill_db[id]->damage.caster |= atoi(split[1]); skill_db[id]->damage.map |= atoi(split[2]); skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX); if (split[3]) skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX); if (split[4]) skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX); if (split[5]) skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX); return true; } #endif /** * Init dummy skill db also init Skill DB allocation * @param skill_id * @return Skill Index **/ static uint16 skill_db_create(uint16 skill_id) { if (skill_num >= MAX_SKILL) { ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL); return 0; } if (!skill_num) CREATE(skill_db, struct s_skill_db *, 1); else RECREATE(skill_db, struct s_skill_db *, skill_num+1); CREATE(skill_db[skill_num], struct s_skill_db, 1); if (skill_id > 0) { safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name)); safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc)); } skill_db[skill_num]->nameid = skill_id; skilldb_id2idx[skill_id] = skill_num; return skill_next_idx(); } static void skill_db_destroy(void) { uint16 i; for (i = 0; i < SKILL_MAX_DB(); i++) { if (skill_db[i]) { skill_destroy_requirement(i); aFree(skill_db[i]); } skill_db[i] = NULL; } skill_num = 0; aFree(skill_db); skill_db = NULL; } /*=============================== * 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) { int i; const char* dbsubpath[] = { "", "/"DBIMPORT, //add other path here }; db_clear(skilldb_name2id); for(i = 0; i < (UINT16_MAX+1); i++) skilldb_id2idx[i] = 0; skill_db_destroy(); skill_db_create(0); 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_changematerial_db,0,sizeof(skill_changematerial_db)); skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count = skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0; for(i=0; i<ARRAYLENGTH(dbsubpath); i++){ int n1 = strlen(db_path)+strlen(dbsubpath[i])+1; int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1; char* dbsubpath1 = (char*)aMalloc(n1+1); char* dbsubpath2 = (char*)aMalloc(n2+1); if (i == 0) { safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]); safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]); } else { safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]); safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]); } sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i); sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i); sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i); sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i); sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i); sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i); sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i); sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i); sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i); sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i); sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i); sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i); sv_readdb(dbsubpath1, "skill_block_db.txt" , ',', 2, 2, -1, skill_parse_row_blockdb, i); sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i); sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i); sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i); #ifdef ADJUST_SKILL_DAMAGE sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i); #endif aFree(dbsubpath1); aFree(dbsubpath2); } skill_init_unit_layout(); skill_init_nounit_layout(); } void skill_reload (void) { struct s_mapiterator *iter; struct map_session_data *sd; skill_readdb(); initChangeTables(); // Re-init Status Change tables /* 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) ) { pc_validate_skill(sd); clif_skillinfoblock(sd); } mapit_free(iter); } /*========================================== * *------------------------------------------*/ void do_init_skill(void) { skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0); skill_readdb(); skillunit_group_db = idb_alloc(DB_OPT_BASE); skillunit_db = idb_alloc(DB_OPT_BASE); bowling_db = idb_alloc(DB_OPT_BASE); skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_CACHE_OPTIONS); skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_CACHE_OPTIONS); ers_chunk_size(skill_unit_ers, 150); ers_chunk_size(skill_timer_ers, 150); 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); } void do_final_skill(void) { db_destroy(skilldb_name2id); db_destroy(skillunit_group_db); db_destroy(skillunit_db); db_destroy(bowling_db); skill_db_destroy(); ers_destroy(skill_unit_ers); ers_destroy(skill_timer_ers); }
  6. Hello everyone, It seems like the magic reflect does not only reflect damage but also cast the spell . (different from pre-re , so we also tried to switch off renewal_cast but it didn't matter) We tried a lot of stuff around skill.c & renewal.h but it seems like it doesn't work ... maybe it's something around this in skill.c : // Checks if 'bl' should reflect back a spell cast by 'src'. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted) // In case of success returns type of reflection, otherwise 0 // 1 - Regular reflection (Maya) // 2 - SL_KAITE reflection 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]) { // Kyomu doesn't reflect // Item-based reflection - Bypasses Boss check if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return) return 1; } // Magic Mirror reflection - Bypasses Boss check if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2) return 1; if( status_get_class_(src) == CLASS_BOSS ) return 1; // status-based reflection if( !sc || sc->count == 0 ) return 1; // Kaite reflection - Does not bypass Boss check 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. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it. clif_specialeffect(bl, 438, AREA); if( --sc->data[SC_KAITE]->val2 <= 0 ) status_change_end(bl, SC_KAITE, INVALID_TIMER); return 1; } return 0; } If anyone can help, feel free to coment ! we still trying btw .. Regards
  7. Hi guys, a friend of me is trying to change party size by changing : in src/common/mmo.h #define MAX_PARTY 12 and here is the crash log : [Error]: intif: party info : data size error (char_id=0 party_id=3 packet_len=840 expected_len=2040) The serveur doesn't crash but somehow we can't go higher than 12 members. Regards.
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