RumbleRO Posted January 21, 2024 Group: Members Topic Count: 10 Topics Per Day: 0.01 Content Count: 27 Reputation: 2 Joined: 09/02/22 Last Seen: 7 hours ago Share Posted January 21, 2024 Hi everyone! I seem to have a bug on tarot high priest card. It does not dispel. It happened when I added extended pvp script. Any idea what went wrong. Thanks! Quote Link to comment Share on other sites More sharing options...
0 RumbleRO Posted January 24, 2024 Group: Members Topic Count: 10 Topics Per Day: 0.01 Content Count: 27 Reputation: 2 Joined: 09/02/22 Last Seen: 7 hours ago Author Share Posted January 24, 2024 (edited) // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "skill.hpp" #include <array> #include <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "../common/cbasetypes.hpp" #include "../common/ers.hpp" #include "../common/malloc.hpp" #include "../common/nullpo.hpp" #include "../common/random.hpp" #include "../common/showmsg.hpp" #include "../common/strlib.hpp" #include "../common/timer.hpp" #include "../common/utilities.hpp" #include "../common/utils.hpp" #include "achievement.hpp" #include "battle.hpp" #include "battleground.hpp" #include "chrif.hpp" #include "clif.hpp" #include "date.hpp" #include "elemental.hpp" #include "guild.hpp" #include "homunculus.hpp" #include "intif.hpp" #include "itemdb.hpp" #include "log.hpp" #include "map.hpp" #include "mercenary.hpp" #include "mob.hpp" #include "npc.hpp" #include "party.hpp" #include "path.hpp" #include "pc.hpp" #include "pc_groups.hpp" #include "pet.hpp" #include "script.hpp" #include "status.hpp" #include "unit.hpp" using namespace rathena; #define SKILLUNITTIMER_INTERVAL 100 #define TIMERSKILL_INTERVAL 150 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* /** * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574) */ DBMap* skillusave_db = NULL; // char_id -> struct skill_usave struct skill_usave { uint16 skill_id, skill_lv; }; struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; static unsigned short skill_produce_count; AbraDatabase abra_db; ReadingSpellbookDatabase reading_spellbook_db; SkillArrowDatabase skill_arrow_db; #define MAX_SKILL_CHANGEMATERIAL_DB 75 #define MAX_SKILL_CHANGEMATERIAL_SET 3 struct s_skill_changematerial_db { t_itemid 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; MagicMushroomDatabase magic_mushroom_db; struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; int firewall_unit_pos; int icewall_unit_pos; int earthstrain_unit_pos; int firerain_unit_pos; int wallofthorn_unit_pos; struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2]; static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW //Early declaration bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv); 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(map_session_data *sd, unsigned short skill_id, struct s_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; } /** * Get skill id from name * @param name * @return Skill ID of the skill, or 0 if not found. **/ uint16 skill_name2id(const char* name) { if (name == nullptr) return 0; for (const auto &it : skill_db) { if (strcmpi(it.second->name, name) == 0) return it.first; } return 0; } /** * Get Skill name * @param skill_id * @return AEGIS Skill name **/ const char* skill_get_name( uint16 skill_id ) { return skill_db.find(skill_id)->name; } /** * Get Skill name * @param skill_id * @return English Skill name **/ const char* skill_get_desc( uint16 skill_id ) { return skill_db.find(skill_id)->desc; } static bool skill_check(uint16 id) { if (id == 0 || skill_get_index(id) == 0) return false; return true; } #define skill_get(id, var) do {\ if (!skill_check(id))\ return 0;\ return var;\ } while(0) #define skill_get_lv(id, lv, arrvar) do {\ if (!skill_check(id))\ return 0;\ int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\ if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\ int a__ = arrvar[lv_idx - 2];\ int b__ = arrvar[lv_idx - 1];\ int c__ = arrvar[lv_idx];\ return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\ }\ return arrvar[lv_idx];\ } while(0) // Skill DB e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; } int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); } int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); } int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); } int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); } int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); } int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); } int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); } int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); } int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); } int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); } int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); } int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); } int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); } int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); } int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); } int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); } int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); } int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); } int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); } int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); } int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); } int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); } int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); } int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); } int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); } int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); } int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); } int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); } #ifdef RENEWAL_CAST int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); } #endif // Skill requirements int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); } int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); } int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); } int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); } int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); } int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); } int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); } int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); } int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); } int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); } int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); } int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); } int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); } int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); } sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; } 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; } bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) { if( skill_id == 0 ){ return false; } std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); if (!skill) return false; for (const auto &nkit : nk) { if (skill->nk[nkit]) return true; } return false; } bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) { if( skill_id == 0 ){ return false; } std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); if (!skill) return false; for (const auto &inf2it : inf2) { if (skill->inf2[inf2it]) return true; } return false; } bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) { if( skill_id == 0 ){ return false; } std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); if (!skill) return false; for (const auto &unitit : unit) { if (skill->unit_flag[unitit]) return true; } return false; } int skill_tree_get_max(uint16 skill_id, int b_class) { auto skill = skill_tree_db.get_skill_data(b_class, skill_id); if (skill != nullptr) return skill->max_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); std::shared_ptr<s_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,std::shared_ptr<s_skill_unit_group> sg,t_tick tick); static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick); int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick 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); e_cast_type skill_get_casttype (uint16 skill_id) { std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); if( skill == nullptr ){ return CAST_DAMAGE; } if (skill->inf&(INF_GROUND_SKILL)) return CAST_GROUND; if (skill->inf&INF_SUPPORT_SKILL) return CAST_NODAMAGE; if (skill->inf&INF_SELF_SKILL) { if(skill->inf2[INF2_NOTARGETSELF]) return CAST_DAMAGE; //Combo skill. return CAST_NODAMAGE; } if (skill->nk[NK_NODAMAGE]) 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) { if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) return 9; //Mobs have a range of 9 regardless of skill used. int32 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 } std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2; if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){ if( bl->type == BL_PC ) { if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE); // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen] if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE); } else range += battle_config.mob_eye_range_bonus; } if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){ if( bl->type == BL_PC ) { if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP)); if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS); if(inf2[INF2_ALTERRANGERESEARCHTRAP]) { int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 }; range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)]; } } } 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; case NPC_MAXPAIN_ATK: return NPC_MAXPAIN; case SU_CN_METEOR2: return SU_CN_METEOR; case SU_SV_ROOTTWIST_ATK: return SU_SV_ROOTTWIST; case SU_LUNATICCARROTBEAT2: return SU_LUNATICCARROTBEAT; case NPC_REVERBERATION_ATK: return NPC_REVERBERATION; case NPC_MAGMA_ERUPTION_DOTDAMAGE: return NPC_MAGMA_ERUPTION; case NPC_DANCINGBLADE_ATK: return NPC_DANCINGBLADE; case DK_SERVANTWEAPON_ATK: return DK_SERVANTWEAPON; case DK_HACKANDSLASHER_ATK: return DK_HACKANDSLASHER; case AG_DESTRUCTIVE_HURRICANE_CLIMAX: return AG_DESTRUCTIVE_HURRICANE; case AG_VIOLENT_QUAKE_ATK: return AG_VIOLENT_QUAKE; case AG_ALL_BLOOM_ATK: case AG_ALL_BLOOM_ATK2: return AG_ALL_BLOOM; case AG_CRYSTAL_IMPACT_ATK: return AG_CRYSTAL_IMPACT; case AG_ASTRAL_STRIKE_ATK: return AG_ASTRAL_STRIKE; case AG_CRIMSON_ARROW_ATK: return AG_CRIMSON_ARROW; case CD_ARBITRIUM_ATK: return CD_ARBITRIUM; case ABC_CHAIN_REACTION_SHOT_ATK: return ABC_CHAIN_REACTION_SHOT; case ABC_FROM_THE_ABYSS_ATK: return ABC_FROM_THE_ABYSS; case BO_ACIDIFIED_ZONE_WATER_ATK: return BO_ACIDIFIED_ZONE_WATER; case BO_ACIDIFIED_ZONE_GROUND_ATK: return BO_ACIDIFIED_ZONE_GROUND; case BO_ACIDIFIED_ZONE_WIND_ATK: return BO_ACIDIFIED_ZONE_WIND; case BO_ACIDIFIED_ZONE_FIRE_ATK: return BO_ACIDIFIED_ZONE_FIRE; case TR_ROSEBLOSSOM_ATK: return TR_ROSEBLOSSOM; case EM_ELEMENTAL_BUSTER_FIRE: case EM_ELEMENTAL_BUSTER_WATER: case EM_ELEMENTAL_BUSTER_WIND: case EM_ELEMENTAL_BUSTER_GROUND: case EM_ELEMENTAL_BUSTER_POISON: return EM_ELEMENTAL_BUSTER; } return skill_id; } /** * Check skill unit maxcount * @param src: Caster to check against * @param x: X location of skill * @param y: Y location of skill * @param skill_id: Skill used * @param skill_lv: Skill level used * @param type: Type of unit to check against for battle_config checks * @param display_failure: Display skill failure message * @return True on skill cast success or false on failure */ bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) { if (!src) return false; struct unit_data *ud = unit_bl2ud(src); map_session_data *sd = map_id2sd(src->id); int maxcount = 0; std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) { if (sd && display_failure) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return false; } if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) { if (sd && display_failure) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return false; } if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) { unit_skillunit_maxcount(*ud, skill_id, maxcount); if (maxcount == 0) { if (sd && display_failure) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return false; } } return true; } /** * Calculates heal value of skill's effect * @param src: Unit casting heal * @param target: Target of src * @param skill_id: Skill ID used * @param skill_lv: Skill Level used * @param heal: True if it's the heal part or false if it's the damage part of the skill * @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; #ifdef RENEWAL int hp_bonus = 0; double global_bonus = 1; #endif map_session_data *sd = BL_CAST(BL_PC, src); map_session_data *tsd = BL_CAST(BL_PC, target); status_change *sc, *tsc; sc = status_get_sc(src); tsc = status_get_sc(target); switch( skill_id ) { #ifndef RENEWAL case BA_APPLEIDUN: hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery if (sd) hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON); break; #endif 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: #ifdef RENEWAL hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30; if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0)) hp_bonus += skill * 2; #else hp = ((status_get_lv(src) + status_get_int(src)) / * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8)); hp = (hp * (17 + 3 * skill_lv)) / 10; #endif break; case SU_FRESHSHRIMP: hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6; break; case SU_BUNCHOFSHRIMP: hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15; break; case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill? case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech] //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10; hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30; #ifdef RENEWAL if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0)) hp_bonus += skill * 2; #endif 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)) #ifdef RENEWAL hp_bonus += skill * 2; #else hp += hp * skill * 2 / 100; #endif else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0) #ifdef RENEWAL hp_bonus += skill * 2; #else hp += hp * skill * 2 / 100; #endif if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0) hp *= 2; break; } if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND ) hp >>= 1; if (sd) { if (pc_checkskill(sd, SU_POWEROFSEA) > 0) { #ifdef RENEWAL hp_bonus += 10; #else hp += hp * 10 / 100; #endif if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20) #ifdef RENEWAL hp_bonus += 20; #else hp += hp * 20 / 100; #endif } if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0) #ifdef RENEWAL hp_bonus += 2 * skill; #else hp += hp * skill * 2 / 100; #endif if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0) #ifdef RENEWAL hp_bonus += 3 * skill; #else hp += hp * skill * 3 / 100; #endif if (skill = pc_skillheal_bonus(sd, skill_id)) #ifdef RENEWAL hp_bonus += skill; #else hp += hp * skill / 100; #endif } if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id))) #ifdef RENEWAL hp_bonus += skill; #else hp += hp * skill / 100; #endif if (sc && sc->count) { if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL || skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM )) #ifdef RENEWAL hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2; #else hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100; #endif if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) #ifdef RENEWAL hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1; #else hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100; #endif #ifdef RENEWAL if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM) hp_bonus += sc->getSCE(SC_MEDIALE)->val2; #endif } if (tsc && tsc->count) { if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) { if (tsc->getSCE(SC_INCHEALRATE)) #ifdef RENEWAL hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish] #else hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100; #endif if (tsc->getSCE(SC_GLASTHEIM_HEAL)) #ifdef RENEWAL hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2; #else hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100; #endif if (tsc->getSCE(SC_ANCILLA)) #ifdef RENEWAL hp_bonus += tsc->getSCE(SC_ANCILLA)->val1; #else hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100; if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) hp += hp / 10; #endif #ifdef RENEWAL if (tsc->getSCE(SC_ASSUMPTIO)) hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2; #endif if (tsc->getSCE(SC_VITALIZE_POTION)) #ifdef RENEWAL hp_bonus += 10; #else hp += hp * 10 / 100; #endif } } #ifdef RENEWAL if (hp_bonus) hp += hp * hp_bonus / 100; // 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 = status_base_matk_min(src, status, status_get_lv(src)); max = status_base_matk_max(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->getSCE(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; } } // Global multipliers are applied after the MATK is applied if (tsc && tsc->count) { if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) { if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) global_bonus *= 1.1f; } } if (skill_id == AB_HIGHNESSHEAL) global_bonus *= 2 + 0.3f * (skill_lv - 1); else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech] global_bonus *= 1 + 0.15f + 0.05f * skill_lv; #endif if (heal && tsc && tsc->count) { uint8 penalty = 0; if (tsc->getSCE(SC_CRITICALWOUND)) penalty += tsc->getSCE(SC_CRITICALWOUND)->val2; if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1) penalty += 20; if (tsc->getSCE(SC_NORECOVER_STATE)) penalty = 100; if (penalty > 0) { #ifdef RENEWAL penalty = cap_value(penalty, 1, 100); global_bonus *= (100 - penalty) / 100.f; #else hp -= hp * penalty / 100; #endif } } #ifdef RENEWAL hp = (int)(hp * global_bonus); // Final heal increased by HPlus. // Is this the right place for this??? [Rytech] if ( sd && status_get_hplus(src) > 0 ) hp += hp * status_get_hplus(src) / 100; return (heal) ? max(1, hp) : hp; #else return hp; #endif } /** * 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_db.yml [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 */ int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) { uint16 skill_idx = skill_get_index(skill_id); if (!skill_idx) return 0; // 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; s_skill_copyable copyable = skill_db.find(skill_id)->copyable; //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE)) return 1; //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1) return 2; return 0; } /** * Check if the skill is ok to cast and when. * Done before skill_check_condition_castbegin, 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, map_session_data *sd) { nullpo_retr(1,sd); 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] struct map_data *mapdata = map_getmapdata(sd->bl.m); if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass 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 mapflag restrictions * 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 && !sd->skillitem_keep_requirement && !sd->state.abra_flag) return false; uint32 skill_nocast = skill_get_nocast(skill_id); // Check skill restrictions [Celest] if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) || (skill_nocast&2 && mapdata->flag[MF_PVP]) || (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) || (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) || (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){ clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area return true; } if( sd->sc.getSCE(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) { case AL_WARP: case RETURN_TO_ELDICASTES: case ALL_GUARDIAN_RECALL: case ECLAGE_RECALL: case ALL_PRONTERA_RECALL: if(mapdata->flag[MF_NOWARP]) { clif_skill_teleportmessage(sd,0); return true; } return false; case AL_TELEPORT: case NPC_FATALMENACE: case SC_DIMENSIONDOOR: case ALL_ODINS_RECALL: case WE_CALLALLFAMILY: if(mapdata->flag[MF_NOTELEPORT]) { 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 (mapdata->flag[MF_NOMEMO]) { clif_skill_teleportmessage(sd,1); return true; } break; case MC_VENDING: if (map_getmapflag(sd->bl.m, MF_NOVENDING)) { clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map" clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return true; } if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKNOVENDING)) { clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell." clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return true; } 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; } break; case ALL_BUYING_STORE: if( map_getmapflag(sd->bl.m, MF_NOBUYINGSTORE) ) { clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map" clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return true; } if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOBUYINGSTORE) ) { clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell." clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return true; } 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; } break; case MC_IDENTIFY: return false; // always allowed case WZ_ICEWALL: // noicewall flag [Valaris] if (mapdata->flag[MF_NOICEWALL]) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return true; } break; case GC_DARKILLUSION: if( mapdata_flag_gvg2(mapdata) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return true; } break; case GD_EMERGENCYCALL: case GD_ITEMEMERGENCYCALL: if ( !(battle_config.emergency_call&((is_agit_start())?2:1)) || !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) || (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE])) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return true; } break; case WM_SIRCLEOFNATURE: case WM_SOUND_OF_DESTRUCTION: case WM_LULLABY_DEEPSLEEP: case WM_GLOOMYDAY: case WM_SATURDAY_NIGHT_FEVER: if( !mapdata_flag_vs(mapdata) ) { 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 hd: Homunculus who casted * @param skill_id: Skill ID casted * @param skill_lv: Skill level casted * @return true: Skill cannot be used, false: otherwise */ bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv) { map_session_data *sd = NULL; status_change *sc; int8 spiritball = 0; nullpo_retr(true, hd); spiritball = skill_get_spiritball(skill_id, skill_lv); sd = hd->master; sc = status_get_sc(&hd->bl); if (!sd) return true; if (sc && !sc->count) sc = NULL; if (util::vector_exists(hd->blockskill, skill_id)) return true; switch(skill_id) { case HFLI_SBR44: if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0); return true; } break; case HVAN_EXPLOSION: if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0); return true; } break; case MH_LIGHT_OF_REGENE: // Must be cordial if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0); return true; } break; case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus if (sc && sc->getSCE(SC_ANGRIFFS_MODUS)) return true; break; case MH_ANGRIFFS_MODUS: if (sc && sc->getSCE(SC_GOLDENE_FERSE)) return true; break; case MH_TINDER_BREAKER: // Must be in grappling mode if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1); return true; } break; case MH_SONIC_CRAW: // Must be in fighting mode if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0); return true; } break; case MH_SILVERVEIN_RUSH: if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0); return true; } if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW); return true; } break; case MH_MIDNIGHT_FRENZY: if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0); return true; } if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH); return true; } break; case MH_CBC: if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0); return true; } if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER); return true; } break; case MH_EQC: if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0); return true; } if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC); return true; } break; } if (spiritball) { if (hd->homunculus.spiritball < spiritball) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball); return true; } hom_delspiritball(hd, spiritball, 1); } //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, s_mercenary_data *md) { nullpo_retr(1, md); if (util::vector_exists(md->blockskill, skill_id)) 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) { if (!src) return false; if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL)) return false; //if self skill if (skill_get_inf(skill_id)&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) != 0; } 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 } /** 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, t_tick tick) { map_session_data *sd, *dstsd; struct mob_data *md, *dstmd; struct status_data *sstatus, *tstatus; status_change *sc, *tsc; int skill; int rate; nullpo_ret(src); nullpo_ret(bl); if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss. return 0; sd = BL_CAST(BL_PC, src); md = BL_CAST(BL_MOB, src); dstsd = BL_CAST(BL_PC, bl); dstmd = BL_CAST(BL_MOB, bl); sc = status_get_sc(src); tsc = status_get_sc(bl); sstatus = status_get_status_data(src); tstatus = status_get_status_data(bl); // 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->getSCE(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->getSCE(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->getSCE(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->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka] rate = 20; if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) { rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100; status_change_end(src, SC_SKILLRATE_UP); } 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; 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 != GN_HELLS_PLANT_ATK #ifndef RENEWAL && skill_id != ASC_BREAKER #endif ) { // Trigger status effects for (const auto &it : sd->addeff) { rate = it.rate; if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG] rate += it.arrow_rate; if( !rate ) continue; if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) { // Trigger has attack type consideration. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) || (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) || (it.flag&ATF_MISC && attack_type&BF_MISC)) ; else continue; } if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { // Trigger has range consideration. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) || (it.flag&ATF_SHORT && !(attack_type&BF_SHORT))) continue; //Range Failed. } if (it.flag&ATF_TARGET) status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100); if (it.flag&ATF_SELF) status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100); } } // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy. if (sc != nullptr) { status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON); unit_data *ud = unit_bl2ud(bl); if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) { unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1)); } } if( skill_id ) { // Trigger status effects on skills for (const auto &it : sd->addeff_onskill) { if (skill_id != it.skill_id || !it.rate) continue; if (it.target&ATF_TARGET) status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100); if (it.target&ATF_SELF) status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100); } //"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)); #ifdef RENEWAL if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY)) #else if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY)) #endif clif_emotion(bl,ET_HUK); } } } 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) { if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER) rate = 5; else 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 if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) { rate = sstatus->luk * 10 / 3 + 1; if (pc_isfalcon(sd)) rate = rate / 3; if (rnd() % 1000 <= rate) skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0); } // Automatic trigger of Hawk Rush if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) { rate = sstatus->con * 10 / 3 + 1; rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100; if (rnd() % 1000 <= rate) skill_castend_damage_id(src, bl, WH_HAWKRUSH, 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) { struct status_change_entry *sce; // Enchant Poison gives a chance to poison attacked enemies if((sce=sc->getSCE(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->getSCE(SC_EDP))) sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, skill_get_time2(ASC_EDP,sce->val1)); if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2) skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0); } } 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(skill_id,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 AS_GRIMTOOTH: if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE)) sc_start(src,bl,SC_QUAGMIRE,100,0,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 NPC_STORMGUST2: if (skill_lv == 1) sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv)); else if (skill_lv == 2) sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv)); else sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv)); 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: #ifdef RENEWAL sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); #else sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv)); #endif break; case WZ_HEAVENDRIVE: status_change_end(bl, SC_SV_ROOTTWIST); 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)); #ifdef RENEWAL if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY)) #else if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY)) #endif clif_emotion(bl,ET_HUK); break; case AM_DEMONSTRATION: #ifdef RENEWAL skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY); #else skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY); #endif break; case CR_SHIELDCHARGE: sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)); break; #ifndef RENEWAL 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; #endif 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, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used 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: status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE); break; case DC_UGLYDANCE: rate = 5+5*skill_lv; if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON))) rate += 5+skill; #ifdef RENEWAL status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role? #else status_zap(bl, 0, rate); #endif 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_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv)); break; case NPC_CURSEATTACK: sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_SLEEPATTACK: sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_BLINDATTACK: sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_POISON: sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_SILENCEATTACK: sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_STUNATTACK: sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_BLEEDING: sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_BLEEDING2: sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_CHANGEUNDEAD: sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv)); break; case NPC_ACIDBREATH: sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_ICEBREATH: sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_ICEBREATH2: sc_start(src,bl,SC_FREEZE,100,skill_lv,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_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: { uint16 basetime = skill_get_time(skill_id, skill_lv); uint16 mintime = 30 * (status_get_lv(src) + 100); if (status_get_class_(bl) == CLASS_BOSS) basetime /= 5; basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2; sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime); } break; case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //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->getSCE(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 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->getSCE(SC_PRESERVE) ) { status_change_end(bl, SC_SPIRIT); status_change_end(bl, SC_ADRENALINE2); status_change_end(bl, SC_KAITE); status_change_end(bl, SC_KAAHI); status_change_end(bl, SC_ONEHAND); status_change_end(bl, SC_ASPDPOTION2); // New soul links confirmed to not dispell with this skill // but thats likely a bug since soul links can't stack and // soul cutter skill works on them. So ill add this here for now. [Rytech] status_change_end(bl, SC_SOULGOLEM); status_change_end(bl, SC_SOULSHADOW); status_change_end(bl, SC_SOULFALCON); status_change_end(bl, SC_SOULFAIRY); } 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_HUMAN || tstatus->race == RC_PLAYER_DORAM) 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: skill_strip_equip(src, bl, 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_HELLJUDGEMENT2: switch(rnd()%6) { case 0: sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case 1: sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case 2: sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case 3: sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case 4: sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; default: sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; } break; case NPC_CRITICALWOUND: sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_FIRESTORM: sc_start(src,bl,SC_BURNT,100,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 NPC_DRAGONBREATH: if (skill_lv > 5) sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv)); else sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,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_COMET: sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000); break; case NPC_COMET: sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv)); break; case NPC_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); status_change_end(bl, SC_ASSUMPTIO); status_change_end(bl, SC_STEELBODY); status_change_end(bl, SC_GT_CHANGE); status_change_end(bl, SC_GT_REVITALIZE); status_change_end(bl, SC_AUTOGUARD); status_change_end(bl, SC_REFLECTDAMAGE); status_change_end(bl, SC_DEFENDER); status_change_end(bl, SC_PRESTIGE); status_change_end(bl, SC_BANDING); status_change_end(bl, SC_MILLENNIUMSHIELD); } break; case NC_FLAMELAUNCHER: sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(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->getSCE(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)); break; case GC_WEAPONCRUSH: skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); 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: sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv)); break; case NPC_RAYOFGENESIS: if (skill_lv < sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv)); else sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv)); break; case LG_HESPERUSLIT: if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(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_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)); sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); status_change_end(bl, SC_SV_ROOTTWIST); 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->getSCE(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 SO_POISON_BUSTER: sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); break; case GN_SPORE_EXPLOSION: sc_start(src, bl, SC_SPORE_EXPLOSION, 100, 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: { uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4); 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, duration); sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000); break; } } sd->itemid = 0; } break; case GN_HELLS_PLANT_ATK: sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(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: sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv)); break; case EL_ROCK_CRUSHER_ATK: sc_start(src,bl,SC_ROCK_CRUSHER_ATK,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 SP_SOULEXPLOSION: case KO_SETSUDAN: // Remove soul link when hit. status_change_end(bl, SC_SPIRIT); status_change_end(bl, SC_SOULGOLEM); status_change_end(bl, SC_SOULSHADOW); status_change_end(bl, SC_SOULFALCON); status_change_end(bl, SC_SOULFAIRY); 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_EQC: { struct homun_data *hd = BL_CAST(BL_HOM, src); if (hd) { sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv); status_change_end(bl, SC_TINDER_BREAKER2); } } break; case MH_STAHL_HORN: sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); break; case MH_NEEDLE_OF_PARALYZE: sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, 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 NPC_MAGMA_ERUPTION: case NC_MAGMA_ERUPTION: // Stun effect from 'slam' sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case NC_MAGMA_ERUPTION_DOTDAMAGE: // 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 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,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv)); break; case RL_SLUGSHOT: sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case RL_BANISHING_BUSTER: { if (!tsc || !tsc->count) break; if (status_isimmune(bl)) break; if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } uint16 n = skill_lv; for (const auto &it : status_db) { sc_type status = static_cast<sc_type>(it.first); if (n <= 0) break; if (!tsc->getSCE(status)) continue; if (it.second->flag[SCF_NOBANISHINGBUSTER]) continue; switch (status) { 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 (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0) continue; //If in song area don't end it, even if config enabled break; case SC_ASSUMPTIO: if( bl->type == BL_MOB ) continue; break; } if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER ) tsc->getSCE(status)->val2 = 0; status_change_end(bl,status); 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 a headgear by minimum chance 5%/10%/15%/20%/25% skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula break; case RL_AM_BLAST: sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case SU_SCRATCH: sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv)); 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_METEOR2: 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_LUNATICCARROTBEAT2: sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case SJ_FULLMOONKICK: sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); break; case SJ_STAREMPEROR: sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); break; case SP_CURSEEXPLOSION: status_change_end(bl, SC_SOULCURSE); break; case SP_SHA: sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case DK_SERVANT_W_PHANTOM: sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); break; case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1) skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION); break; case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL); break; case IQ_OLEUM_SANCTUM: sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case IQ_FIRST_BRAND: sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case IQ_SECOND_FLAME: case IQ_SECOND_FAITH: case IQ_SECOND_JUDGEMENT: sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case IQ_THIRD_PUNISH: case IQ_THIRD_FLAME_BOMB: case IQ_THIRD_CONSECRATION: status_change_end(bl, SC_SECOND_BRAND); break; case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL); break; case SHC_FATAL_SHADOW_CROW: sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) ); break; case ABC_UNLUCKY_RUSH: sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); break; case ABC_CHAIN_REACTION_SHOT: skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL); break; case WH_DEEPBLINDTRAP:// Need official success chances for all 4 Windhawk traps. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 50, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case WH_SOLIDTRAP: sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case WH_SWIFTTRAP: sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 50, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case WH_FLAMETRAP: sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv)); case WM_METALICSOUND: case WM_REVERBERATION: case TR_RHYTHMSHOOTING: case TR_METALIC_FURY: status_change_end(bl, SC_SOUNDBLEND); break; case EM_DIAMOND_STORM: sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case EM_LIGHTNING_LAND: sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case EM_VENOM_SWAMP: sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case EM_CONFLAGRATION: sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case EM_TERRA_DRIVE: sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, 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 && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC) { //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 || util::vector_exists(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_NODAMAGE)) { rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL]; rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL]; } if (attack_type&BF_WEAPON) { rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL]; rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL]; rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.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; #ifndef RENEWAL if( sc ) { if(sc->getSCE(SC_OVERTHRUST)) rate += 10; if(sc->getSCE(SC_MAXOVERTHRUST)) rate += 10; } #endif 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) { if (sc->getSCE(SC_MELTDOWN)) rate += sc->getSCE(SC_MELTDOWN)->val2; if (sc->getSCE(SC_WEAPONBREAKER)) rate += sc->getSCE(SC_WEAPONBREAKER)->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->getSCE(SC_MELTDOWN) ) rate += sc->getSCE(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->mdef_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->getSCE(SC_WILD_STORM_OPTION) ) skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2; else if( sc->getSCE(SC_UPHEAVAL_OPTION) ) skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3; else if( sc->getSCE(SC_TROPIC_OPTION) ) skill = sc->getSCE(SC_TROPIC_OPTION)->val3; else if( sc->getSCE(SC_CHILLY_AIR_OPTION) ) skill = sc->getSCE(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 = i64max(tick + rate, ud->canact_tick); if ( battle_config.display_status_timers ) clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0); } } } } // Autospell when attacking if( sd && !status_isdead(bl) && !sd->autospell.empty() ) { for (const auto &it : sd->autospell) { if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK && ((it.battle_flag)&attack_type)&BF_RANGEMASK && ((it.battle_flag)&attack_type)&BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled skill = it.id; sd->state.autocast = 1; if ( skill_isNotOk(skill, sd) ) { sd->state.autocast = 0; continue; } sd->state.autocast = 0; uint16 autospl_skill_lv = it.lv ? it.lv : 1; if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL) autospl_skill_lv = rnd_value( 1, autospl_skill_lv ); rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2; if (rnd()%1000 >= rate) continue; block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src; e_cast_type type = skill_get_casttype(skill); if (type == CAST_GROUND) { if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false)) continue; } if (battle_config.autospell_check_range && !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true))) continue; if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding. type = CAST_GROUND; #ifndef RENEWAL // else if (skill == AS_SONICBLOW) // pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. #endif sd->state.autocast = 1; skill_consume_requirement(sd,skill,autospl_skill_lv,1); #ifndef RENEWAL skill_toggle_magicpower(src, skill); #endif 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] unit_data *ud = unit_bl2ud(src); if (ud) { int delay = skill_delayfix(src, skill, autospl_skill_lv); if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){ ud->canact_tick = i64max(tick + delay, ud->canact_tick); if ( battle_config.display_status_timers && sd ) clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0); } } } } // Check for player and pet autobonuses when attacking if (sd != nullptr) { // Player if (!sd->autobonus.empty()) { for (auto &it : sd->autobonus) { if (it == nullptr) continue; if (rnd_value(0, 1000) >= it->rate) continue; if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK && ((it->atk_type) & attack_type) & BF_RANGEMASK && ((it->atk_type) & attack_type) & BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled pc_exeautobonus(*sd, &sd->autobonus, it); } } // Pet if (sd->pd != nullptr && !sd->pd->autobonus.empty()) { for (auto &it : sd->pd->autobonus) { if (it == nullptr) continue; if (rnd_value(0, 1000) >= it->rate) continue; if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK && ((it->atk_type) & attack_type) & BF_RANGEMASK && ((it->atk_type) & attack_type) & BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled pet_exeautobonus(*sd, &sd->pd->autobonus, it); } } } //Polymorph if(sd && sd->bonus.classchange && attack_type&BF_WEAPON && dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && (rnd()%10000 < sd->bonus.classchange)) { int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0); if (class_ != 0 && mobdb_checkid(class_)) mob_class_change(dstmd,class_); } if (sd && sc) { struct status_change_entry *sce; if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10) skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0); } return 0; } int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) { if( sd == nullptr || !skill_id ) return 0; for (auto &it : sd->autospell3) { if (it.trigger_skill != skill_id) continue; if (it.lock) continue; // autospell already being executed uint16 skill = it.id; sd->state.autocast = 1; //set this to bypass sd->canskill_tick check if( skill_isNotOk(skill, sd) ) { sd->state.autocast = 0; continue; } sd->state.autocast = 0; // DANGER DANGER: here force target actually means use yourself as target! block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl; if( tbl == nullptr ){ continue; // No target } if( rnd()%1000 >= it.rate ) continue; uint16 skill_lv = it.lv ? it.lv : 1; if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL) skill_lv = rnd_value( 1, skill_lv ); //random skill_lv e_cast_type type = skill_get_casttype(skill); if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false)) continue; if (battle_config.autospell_check_range && !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true))) continue; sd->state.autocast = 1; it.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; } it.lock = false; sd->state.autocast = 0; } // Check for player and pet autobonuses when being attacked by skill_id if (sd != nullptr) { // Player if (!sd->autobonus3.empty()) { for (auto &it : sd->autobonus3) { if (it == nullptr) continue; if (rnd_value(0, 1000) >= it->rate) continue; if (it->atk_type != skill_id) continue; pc_exeautobonus(*sd, &sd->autobonus3, it); } } // Pet if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) { for (auto &it : sd->pd->autobonus3) { if (it == nullptr) continue; if (rnd_value(0, 1000) >= it->rate) continue; if (it->atk_type != skill_id) continue; pet_exeautobonus(*sd, &sd->pd->autobonus3, it); } } } 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, t_tick tick) { int rate; map_session_data *sd=NULL; 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_WEAPONMASK) { //Counter effects. for (const auto &it : dstsd->addeff_atked) { rate = it.rate; if (attack_type&BF_LONG) rate += it.arrow_rate; if (rate == 0) continue; if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) { // Trigger has attack type consideration. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) || (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) || (it.flag&ATF_MISC && attack_type&BF_MISC)) ; else continue; } if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) || (it.flag&ATF_SHORT && !(attack_type&BF_SHORT))) continue; //Range Failed. } if (it.flag&ATF_TARGET && src != bl) status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100); if (it.flag&ATF_SELF && !status_isdead(bl)) status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100); } } 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] if(src->type == BL_HOM){ struct homun_data *hd = (struct homun_data *)src; if (hd != nullptr) { hd->homunculus.intimacy = 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: { status_change *sc = status_get_sc(src); if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) { for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ ) pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3); } } break; case SP_SPA: sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case SP_SHA: sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case SP_SWHOO: sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; } if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 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->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL]; hp += sd->bonus.hp_gain_value; } if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) { sp += sd->bonus.long_sp_gain_value; hp += sd->bonus.long_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) status_change *sc = NULL; if( ( sc = status_get_sc(src) ) ) { if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD && sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL) sc->getSCE(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); } } if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) { status_change *sc = status_get_sc(bl); if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG)) skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0); } // Trigger counter-spells to retaliate against damage causing skills. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) { for (const auto &it : dstsd->autospell2) { if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK && ((it.battle_flag)&attack_type)&BF_RANGEMASK && ((it.battle_flag)&attack_type)&BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1; if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL) autospl_skill_lv = rnd_value( 1, autospl_skill_lv ); int autospl_rate = it.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; block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl; e_cast_type type = skill_get_casttype(autospl_skill_id); if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false)) continue; if (!battle_check_range(bl, 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] unit_data *ud = unit_bl2ud(bl); if (ud) { int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv); if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){ ud->canact_tick = i64max(tick + delay, ud->canact_tick); if ( battle_config.display_status_timers && dstsd ) clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0); } } } } // Check for player and pet autobonuses when attacked if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) { // Player if (!dstsd->autobonus2.empty()) { for (auto &it : dstsd->autobonus2) { if (it == nullptr) continue; if (rnd_value(0, 1000) >= it->rate) continue; if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK && ((it->atk_type) & attack_type) & BF_RANGEMASK && ((it->atk_type) & attack_type) & BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled pc_exeautobonus(*dstsd, &dstsd->autobonus2, it); } } // Pet if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) { for (auto &it : dstsd->pd->autobonus2) { if (it == nullptr) continue; if (rnd_value(0, 1000) >= it->rate) continue; if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK && ((it->atk_type) & attack_type) & BF_RANGEMASK && ((it->atk_type) & attack_type) & BF_SKILLMASK)) continue; // one or more trigger conditions were not fulfilled pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it); } } } 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) { status_change *src_sc = status_get_sc(src); // Grant player skills/items the ability to "break" non-player equipment. // WS_MELTDOWN is exempt from this check. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN))) return 0; const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR }; const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP }; const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP }; 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 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: case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral] case W_DOUBLE_DA: case W_DOUBLE_SA: 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 < 6; i++) { if (where&where_list[i]) { if (sc && sc->count && sc->getSCE(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_db.getSkill(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->inventory.u.items_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; case EQI_ACC_L: flag = (where&EQP_ACC_L); break; case EQI_ACC_R: flag = (where&EQP_ACC_R); break; case EQI_SHADOW_ARMOR: flag = (where&EQP_SHADOW_ARMOR); break; case EQI_SHADOW_WEAPON: flag = (where&EQP_SHADOW_WEAPON); break; case EQI_SHADOW_SHIELD: flag = (where&EQP_SHADOW_SHIELD); break; case EQI_SHADOW_SHOES: flag = (where&EQP_SHADOW_SHOES); break; case EQI_SHADOW_ACC_R: flag = (where&EQP_SHADOW_ACC_R); break; case EQI_SHADOW_ACC_L: flag = (where&EQP_SHADOW_ACC_L); break; default: continue; } if (flag) { sd->inventory.u.items_inventory[j].attribute = 1; pc_unequipitem(sd, j, 3); } } clif_equiplist(sd); } return where; //Return list of pieces broken. } /** * Strip equipment from a target * @param src: Source of call * @param target: Target to strip * @param skill_id: Skill used * @param skill_lv: Skill level used * @return True on successful strip or false otherwise */ bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) { nullpo_retr(false, src); nullpo_retr(false, target); status_change *tsc = status_get_sc(target); if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind] return false; const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR }; const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP }; const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP }; struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target); int rate, time, location, mod = 100; switch (skill_id) { // Rate case RG_STRIPWEAPON: case RG_STRIPARMOR: case RG_STRIPSHIELD: case RG_STRIPHELM: case GC_WEAPONCRUSH: rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex); mod = 1000; break; case ST_FULLSTRIP: { int min_rate = 50 + 20 * skill_lv; rate = min_rate + 2 * (sstatus->dex - tstatus->dex); rate = max(min_rate, rate); mod = 1000; break; } case GS_DISARM: rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv)); rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target); break; case WL_EARTHSTRAIN: { int job_lv = 0; if (src->type == BL_PC) job_lv = ((TBL_PC*)src)->status.job_level; rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10; break; } case SC_STRIPACCESSARY: rate = 12 + 2 * skill_lv; break; case ABC_STRIP_SHADOW: rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex); mod = 1000; break; default: return false; } if (rnd()%mod >= rate) return false; switch (skill_id) { // Duration case SC_STRIPACCESSARY: case GS_DISARM: time = skill_get_time(skill_id, skill_lv); break; case WL_EARTHSTRAIN: case RG_STRIPWEAPON: case RG_STRIPARMOR: case RG_STRIPSHIELD: case RG_STRIPHELM: case GC_WEAPONCRUSH: case ST_FULLSTRIP: case ABC_STRIP_SHADOW: if (skill_id == WL_EARTHSTRAIN) time = skill_get_time2(skill_id, skill_lv); else time = skill_get_time(skill_id, skill_lv); if (target->type == BL_PC) time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex)); else { time += 15000; time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex)); } break; } switch (skill_id) { // Location case GC_WEAPONCRUSH: case RG_STRIPWEAPON: case GS_DISARM: location = EQP_WEAPON; break; case RG_STRIPARMOR: location = EQP_ARMOR; break; case RG_STRIPSHIELD: location = EQP_SHIELD; break; case RG_STRIPHELM: location = EQP_HELM; break; case ST_FULLSTRIP: location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM; break; case SC_STRIPACCESSARY: location = EQP_ACC; break; case ABC_STRIP_SHADOW: location = EQP_SHADOW_GEAR; break; } for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) { if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i])) location &=~ pos[i]; } if (!location) return false; for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) { if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time)) location &=~ pos[i]; } return location ? true : false; } /** * 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 BLOWN_DONT_SEND_PACKET - position update packets must not be sent BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback These flags "return 'count' instead of 0 if target is cannot be knocked back": BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback' BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal) * @return Number of knocked back cells done */ short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag) { int dx = 0, dy = 0; uint8 checkflag = 0; status_change *tsc = status_get_sc(target); enum e_unit_blown reason = UB_KNOCKABLE; 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&BLOWN_IGNORE_NO_KNOCKBACK)) 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 UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip) case UB_TARGET_TRAP: 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 < { // Take the reversed 'direction' and reverse it dx = -dirx[dir]; dy = -diry[dir]; } if (tsc) { if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it. status_change_end(target, SC_SU_STOOP); if (tsc->getSCE(SC_ROLLINGCUTTER)) status_change_end(target, SC_ROLLINGCUTTER); if (tsc->getSCE(SC_CRESCIVEBOLT)) status_change_end(target, SC_CRESCIVEBOLT); if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move. return 0; } 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) { status_change *sc = status_get_sc(bl); map_session_data* sd = BL_CAST(BL_PC, bl); // Deadly Projection null's all magic reflection. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE)) return 0; if (!sc || !sc->getSCE(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->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2) return 1; if( status_get_class_(src) == CLASS_BOSS ) return 0; // status-based reflection if( !sc || sc->count == 0 ) return 0; // Kaite reflection - Does not bypass Boss check if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80) #ifdef RENEWAL && type // Does not reflect AoE #endif ) { // 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, EF_ATTACKENERGY2, AREA); if( --sc->getSCE(SC_KAITE)->val2 <= 0 ) status_change_end(bl, SC_KAITE); return 2; } 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 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_toggle_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, t_tick tick){ t_tick 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); status_change *sc = status_get_sc(src); if(sc == NULL) return; //End previous combo state after skill is invoked if ((sce = sc->getSCE(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); } } //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.getSCE(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; case SJ_PROMINENCEKICK: if (pc_checkskill(sd, SJ_SOLARBURST) > 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 = i64max(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.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE)) return; else { uint16 idx; uint8 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,skill_id)) { 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 { status_change *tsc = status_get_sc(bl); //Already did SC check //Skill level copied depends on Reproduce skill that used lv = (tsc) ? tsc->getSCE(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, t_tick 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 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 NPC_STORMGUST2: 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; case HT_PHANTASMIC: // issue #1378 if (status_get_hp(target) - damage <= 0) return; break; } // Blown-specific handling switch( skill_id ) { 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, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < 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,BLOWN_NONE) < 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; default: skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE); 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, BLOWN_NONE); } 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, t_tick tick, int flag) { struct Damage dmg; struct status_data *sstatus, *tstatus; status_change *sc, *tsc; map_session_data *sd, *tsd; int64 damage; bool rmdamage = false;//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_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM))) 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->getSCE(SC_TRICKDEAD)) return 0; #ifndef RENEWAL //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast) return 0; #endif 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 = true; 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->getSCE(SC_SPIRIT) && tsc->getSCE(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->getSCE(SC_SPIRIT)->val3 = skill_id; tsc->getSCE(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); if (s_ele == ELE_WEAPON) // the skill takes the weapon's element s_ele = sstatus->rhw.ele; else if (s_ele == ELE_ENDOWED) //Use status element s_ele = status_get_attack_sc_element(src,status_get_sc(src)); else if( s_ele == ELE_RANDOM) //Use random element s_ele = rnd()%ELE_ALL; dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl)); if( tsc && tsc->getSCE(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); //Reduction: 6% + 6% every 20% dmg.damage -= dmg.damage * (6 * (1+per)) / 100; } if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) { dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100; dmg.damage = i64max(dmg.damage, 1); } } #endif } if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) { int sp = skill_get_sp(skill_id,skill_lv); #ifndef RENEWAL clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1); #endif dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex] sp = sp * tsc->getSCE(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->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) { dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; } } damage = dmg.damage + dmg.damage2; if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) { auto * sce = tsc->getSCE(SC_MAXPAIN); sce->val3 = (int)damage; sce->val2 = 0; if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag); } 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) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) ) damage = 1; if( damage && tsc && tsc->getSCE(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_SINGLE); } } //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) { status_change *sc_cur = status_get_sc(src); if (sc_cur && !sc_cur->getSCE(SC_SMA)) sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv)); } break; case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation. pc_addservantball( *sd ); break; case KN_PIERCE: case LK_SPIRALPIERCE: case RK_HUNDREDSPEAR: case DK_MADNESS_CRUSHER: if (sc && sc->getSCE(SC_CHARGINGPIERCE)) { if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) { if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1)); else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends. clif_specialeffect(bl, 1767, AREA); status_change_end(src, SC_CHARGINGPIERCE_COUNT); } } else // No count status detected? Start charge count at 1. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1)); } 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(src,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 SR_EARTHSHAKER: dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE); break; case WL_SOULEXPANSION: case WL_COMET: case NPC_COMET: case KO_MUCHANAGE: #ifndef RENEWAL case NJ_HUUMA: #endif 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_SINGLE); break; case WL_TETRAVORTEX_FIRE: dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH); 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_SINGLE); break; case NPC_EARTHQUAKE: dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE); break; case NPC_DARKPIERCING: 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_HELLS_PLANT_ATK: case SU_SV_ROOTTWIST_ATK: 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_SINGLE); 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 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_S_STORM: dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH); break; case SU_LUNATICCARROTBEAT: case SU_LUNATICCARROTBEAT2: case SP_CURSEEXPLOSION: case SP_SPA: case SP_SHA: if (dmg.div_ < 2) type = DMG_SPLASH; if (!(flag&SD_ANIMATION)) clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1); // Fall through case WM_REVERBERATION: dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type); break; case SJ_FALLINGSTAR_ATK: case SJ_FALLINGSTAR_ATK2: dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT); break; case SJ_NOVAEXPLOSING: dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE); break; case DK_HACKANDSLASHER_ATK: dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type); break; case AG_STORM_CANNON: case AG_CRIMSON_ARROW: dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH); break; case TR_ROSEBLOSSOM_ATK: case ABC_FROM_THE_ABYSS_ATK: dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); break; case TR_SOUNDBLEND: if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech] dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); else dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type); break; case AB_DUPLELIGHT_MELEE: case AB_DUPLELIGHT_MAGIC: dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */ default: if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit. 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_ISTRAP)) { // 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; } } 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); break; } map_freeblock_lock(); if (bl->type == BL_PC && skill_id && skill_db.find(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->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION)) #ifndef RENEWAL || skill_id == HW_GRAVITATION #endif || 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); } else { // Trigger monster skill condition for damage skills with no amotion. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) { if (damage > 0) mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag); if (skill_id > 0) mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16)); } } // Trigger monster skill condition for damage skills. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) { if (damage > 0) mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage); if (skill_id > 0) mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage); } if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING #ifndef RENEWAL && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION #endif ) { if (tsc->getSCE(SC_DEVOTION)) { struct status_change_entry *sce = tsc->getSCE(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) ) { int64 devotion_damage = damage; // Needed to check the devotion master for Rebound Shield status. status_change *d_sc = status_get_sc(d_bl); if (d_sc && d_sc->getSCE(SC_REBOUND_S)) devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100; if (!rmdamage) { clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false); status_fix_damage(NULL, d_bl, devotion_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, devotion_damage, 0, DMG_NORMAL, 0, false); status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0); } } else { status_change_end(bl, SC_DEVOTION); if (!dmg.amotion) status_fix_damage(src, bl, damage, dmg.dmotion, 0); } } if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) { struct status_change_entry *sce = tsc->getSCE(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_STATUSIMMUNE)) { 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 == NPC_FATALMENACE ) { int16 x = skill_area_temp[4], y = skill_area_temp[5]; map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1); skill_addtimerskill(bl,tick + 800,bl->id,x,y,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 (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2) status_heal(src, 0, 0, 1, 0); if( damage > 0 ) { // Post-damage effects switch( skill_id ) { case GC_VENOMPRESSURE: { status_change *ssc = status_get_sc(src); if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) { sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1)); status_change_end(src,SC_POISONINGWEAPON); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } } break; } if( sd ) skill_onskillusage(sd, bl, skill_id, tick); } if (!(flag&2)) { switch (skill_id) { case MG_COLDBOLT: case MG_FIREBOLT: case MG_LIGHTNINGBOLT: if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(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); break; case SU_BITE: case SU_SCRATCH: case SU_SV_STEMSPEAR: case SU_SCAROFTAROU: case SU_PICKYPECK: if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30) skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2); break; case ABC_DEFT_STAB: if (skill_area_temp[1] == bl->id && rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech] skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2); break; case ABC_FRENZY_SHOT: if (rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech] skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2); break; } } map_freeblock_unlock(); if ((flag&0x1000000) && rmdamage) 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, t_tick, int); int skill_area_sub(struct block_list *bl, va_list ap) { struct block_list *src; uint16 skill_id,skill_lv; int flag; t_tick 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,t_tick); 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_SINGLE); 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: #ifndef RENEWAL case HP_BASILICA: #endif 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 NPC_REVERBERATION: case GN_THORNS_TRAP: 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_ISTRAP) && 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_foreachinallarea(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; #ifndef RENEWAL if( skill_id == HP_BASILICA && bl->type == BL_PC ) return 0; #endif 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_DISABLENEARNPC * @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_DISABLENEARNPC is using skill splash value [Cydh] if (isNearNPC) range = skill_get_splash(skill_id,skill_lv); //While checking INF2_DISABLENEARNPC 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: 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; } } uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range; //Check the additional range [Cydh] if (isNearNPC && skill_npc_range > 0) range += skill_npc_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&battle_config.skill_nofootset) type = BL_CHAR; else if(bl->type == BL_MOB) type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting else return 0; //Don't check } 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_foreachinallarea(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_foreachinallarea(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, uint16 skill_id, uint16 skill_lv, int type) { struct status_data *status; map_session_data *sd = NULL; int i, hp, sp, hp_rate, sp_rate, state, mhp; t_itemid itemid[MAX_SKILL_ITEM_REQUIRE]; int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)]; nullpo_retr(0, 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); skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL); std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); if (skill == nullptr) return 0; // Requirements for( i = 0; i < ARRAYLENGTH(itemid); i++ ) { itemid[i] = skill->require.itemid[i]; amount[i] = skill->require.amount[i]; } hp = skill->require.hp[skill_lv - 1]; sp = skill->require.sp[skill_lv - 1]; hp_rate = skill->require.hp_rate[skill_lv - 1]; sp_rate = skill->require.sp_rate[skill_lv - 1]; state = skill->require.state; if ((mhp = skill->require.mhp[skill_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( !(type&2) ) { if( hp > 0 && status->hp <= (unsigned int)hp ) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0); return 0; } if( sp > 0 && status->sp <= (unsigned int)sp ) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0); return 0; } } if( !type ) switch( state ) { case ST_MOVE_ENABLE: if( !unit_can_move(bl) ) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return 0; } break; } if( !(type&1) ) return 1; // Check item existences for( i = 0; i < ARRAYLENGTH(itemid); i++ ) { index[i] = -1; if( itemid[i] == 0 ) continue; // No item index[i] = pc_search_inventory(sd, itemid[i]); if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] ) { clif_skill_fail(sd, skill_id, 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, t_tick 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; } } } return 1; } /*========================================== * *------------------------------------------*/ static TIMER_FUNC(skill_timerskill){ 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 == NPC_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_SINGLE); map_foreachinallrange(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 NPC_DANCINGBLADE_ATK: if (src->type != BL_PC) continue; 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_foreachinallarea(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, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1)); break; } sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv)); break; case PR_STRECOVERY: sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv)); break; case BS_HAMMERFALL: sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv)); break; case MER_LEXDIVINA: sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv)); 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 = i64max(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 { status_change *sc = status_get_sc(src); if(sc) { if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD && sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id) sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check. } } break; case NPC_DANCINGBLADE_ATK: skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); if (skl->type < 4) { struct block_list *nbl = NULL; nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id); skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0); } break; case WL_CHAINLIGHTNING_ATK: { #ifndef RENEWAL skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified #endif skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target 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. splash_target(src), target->id); // Search for a new Target around current one... if( nbl == NULL ) skl->x++; else skl->x = 0; skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0); } } 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_LEVEL|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]; sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500)))); } } } break; case NPC_REVERBERATION_ATK: skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION); break; case NPC_FATALMENACE: unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT); break; case SR_WINDMILL: if( target->type == BL_PC ) { map_session_data *tsd = NULL; if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) { pc_setsit(tsd); skill_sit(tsd, true); clif_sitting(&tsd->bl); } } break; case SR_KNUCKLEARROW: skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); break; case CH_PALMSTRIKE: { status_change* tsc = status_get_sc(target); 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, BLOWN_NONE); 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: 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 SU_SV_ROOTTWIST_ATK: { status_change *tsc = status_get_sc(target); if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) { if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag); skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag); } } break; case NPC_PULSESTRIKE2: skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; case ABC_DEFT_STAB: case ABC_FRENZY_SHOT: skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag); 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 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 RL_FIRE_RAIN: { int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv); if (rnd() % 100 < (15 + 5 * skl->skill_lv)) map_foreachinallarea(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 NPC_MAGMA_ERUPTION: 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, t_tick 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: if (src->type != BL_PC) break; 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) { skill_unit *su = (skill_unit*)bl; nullpo_ret(su); if (bl->type != BL_SKILL) return 0; std::shared_ptr<s_skill_unit_group> sg = su->group; if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) { map_foreachinallrange(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_ISTRAP)) { //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 reveal 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_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL); } /*========================================== [Playtester] * Process tarot card's effects * @param src: Source of the tarot card effect * @param target: Target of the tartor card effect * @param skill_id: ID of the skill used * @param skill_lv: Level of the skill used * @param tick: Processing tick time * @return Card number *------------------------------------------*/ static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick) { int card = 0; if (battle_config.tarotcard_equal_chance) { //eAthena equal chances card = rnd() % 14 + 1; } else { //Official chances int rate = rnd() % 100; if (rate < 10) card = 1; // THE FOOL else if (rate < 20) card = 2; // THE MAGICIAN else if (rate < 30) card = 3; // THE HIGH PRIESTESS else if (rate < 37) card = 4; // THE CHARIOT else if (rate < 47) card = 5; // STRENGTH else if (rate < 62) card = 6; // THE LOVERS else if (rate < 63) card = 7; // WHEEL OF FORTUNE else if (rate < 69) card = 8; // THE HANGED MAN else if (rate < 74) card = 9; // DEATH else if (rate < 82) card = 10; // TEMPERANCE else if (rate < 83) card = 11; // THE DEVIL else if (rate < 85) card = 12; // THE TOWER else if (rate < 90) card = 13; // THE STAR else card = 14; // THE SUN } switch (card) { case 1: // THE FOOL - heals SP to 0 { status_percent_damage(src, target, 0, 100, false); break; } case 2: // THE MAGICIAN - matk halved { sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv)); break; } case 3: // THE HIGH PRIESTESS - all buffs removed { status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT); break; } case 4: // THE CHARIOT - 1000 damage, random armor destroyed { status_fix_damage(src, target, 1000, 0, skill_id); clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false); if (!status_isdead(target)) { unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM }; skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY); } break; } case 5: // STRENGTH - atk halved { sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv)); break; } case 6: // THE LOVERS - 2000HP heal, random teleported { status_heal(target, 2000, 0, 0); if (!map_flag_vs(target->m)) unit_warp(target, -1, -1, -1, CLR_TELEPORT); break; } case 7: // WHEEL OF FORTUNE - random 2 other effects { // Recursive call skill_tarotcard(src, target, skill_id, skill_lv, tick); skill_tarotcard(src, target, skill_id, skill_lv, tick); break; } case 8: // THE HANGED MAN - stop, freeze or stoned { enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONEWAIT }; uint8 rand_eff = rnd() % 3; int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1)); if (sc[rand_eff] == SC_STONEWAIT) sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1)); else sc_start(src, target, sc[rand_eff], 100, skill_lv, time); break; } case 9: // DEATH - curse, coma and poison { status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE); sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1)); sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1)); break; } case 10: // TEMPERANCE - confusion { sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); break; } case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed { status_fix_damage(src, target, 6666, 0, skill_id); clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false); sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv)); sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv)); sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1)); break; } case 12: // THE TOWER - 4444 damage { status_fix_damage(src, target, 4444, 0, skill_id); clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false); break; } case 13: // THE STAR - stun { sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1)); break; } default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects { #ifdef RENEWAL //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); #endif sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv)); sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv)); sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv)); sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv)); sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv)); return 14; //To make sure a valid number is returned } } return card; } /*========================================== * * *------------------------------------------*/ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag) { map_session_data *sd = NULL; struct status_data *tstatus; 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_id != AG_DEADLY_PROJECTION && 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 = skill_get_sc(skill_id); if(sct != SC_NONE) status_change_end(bl, sct); 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_CHANGEUNDEAD: case NPC_ARMORBRAKE: case NPC_HELMBRAKE: case NPC_SHIELDBRAKE: case NPC_BLINDATTACK: case NPC_SILENCEATTACK: case NPC_STUNATTACK: case NPC_PETRIFYATTACK: case NPC_CURSEATTACK: case NPC_SLEEPATTACK: #ifdef RENEWAL case CR_ACIDDEMONSTRATION: #endif case LK_AURABLADE: case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: 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: case ASC_BREAKER: case HFLI_MOON: //[orn] case HFLI_SBR44: //[orn] case NPC_BLEEDING: case NPC_BLEEDING2: case NPC_CRITICALWOUND: case NPC_HELLPOWER: case RK_SONICWAVE: case AB_DUPLELIGHT_MELEE: case RA_AIMEDBOLT: case NC_BOOSTKNUCKLE: case NC_PILEBUNKER: case NC_AXEBOOMERANG: case NC_POWERSWING: case NPC_MAGMA_ERUPTION: case NC_MAGMA_ERUPTION: case GC_WEAPONCRUSH: case GC_VENOMPRESSURE: case SC_TRIANGLESHOT: case SC_FEINTBOMB: case LG_BANISHINGPOINT: case LG_SHIELDPRESS: case LG_RAGEBURST: case LG_HESPERUSLIT: case SR_DRAGONCOMBO: 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 RL_MASS_SPIRAL: case RL_BANISHING_BUSTER: case RL_SLUGSHOT: case RL_AM_BLAST: case DK_SERVANTWEAPON_ATK: case BO_ACIDIFIED_ZONE_WATER_ATK: case BO_ACIDIFIED_ZONE_GROUND_ATK: case BO_ACIDIFIED_ZONE_WIND_ATK: case BO_ACIDIFIED_ZONE_FIRE_ATK: case ABC_CHAIN_REACTION_SHOT_ATK: case ABR_BATTLE_BUSTER: case ABR_DUAL_CANNON_FIRE: case ABR_INFINITY_BUSTER: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case IG_SHIELD_SHOOTING: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case DK_DRAGONIC_AURA: case DK_STORMSLASH: case IG_GRAND_JUDGEMENT: case CD_EFFLIGO: case ABC_FRENZY_SHOT: case WH_HAWKRUSH: case WH_HAWKBOOMERANG: case TR_ROSEBLOSSOM: case TR_RHYTHMSHOOTING: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); if (skill_id == DK_DRAGONIC_AURA) sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv)); else if (skill_id == IG_GRAND_JUDGEMENT) sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case SHC_ETERNAL_SLASH: if( sc && sc->getSCE(SC_E_SLASH_COUNT) ) sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv)); else sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv)); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; case SHC_SHADOW_STAB: if (sc && (sc->getSCE(SC_CLOAKING) || sc->getSCE(SC_CLOAKINGEXCEED))) flag |= 2;// Flag to deal 2 hits. status_change_end(src, SC_CLOAKING); status_change_end(src, SC_CLOAKINGEXCEED); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; case WH_CRESCIVE_BOLT: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); if( sc && sc->getSCE(SC_CRESCIVEBOLT) ) sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv)); else sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv)); break; case ABC_UNLUCKY_RUSH: // Jump to the target before attacking. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1)) skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; case MO_TRIPLEATTACK: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); break; case LK_HEADCRUSH: if (status_get_class_(bl) == CLASS_BOSS) { if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; case LK_JOINTBEAT: flag = 1 << rnd() % 6; if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK) flag = BREAK_NECK; // Target should always receive double damage if neck is already broken if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag)) status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE); break; case MO_COMBOFINISH: if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(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); #ifdef RENEWAL int dist = skill_get_blewcount(skill_id, skill_lv); #else unsigned int dist = distance_bl(src, bl); #endif uint8 dir = map_calc_dir(bl, src->x, src->y); // teleport to target (if not on WoE grounds) if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1)) skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //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)) { #ifdef RENEWAL if (map_getmapdata(src->m)->flag[MF_PVP]) dist += 2; // Knockback is 4 on PvP maps #endif skill_blown(src, bl, dist, dir, BLOWN_NONE); } //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: 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; #ifndef RENEWAL case SN_SHARPSHOOTING: flag |= 2; // Flag for specific mob damage formula #endif case MA_SHARPSHOOTING: case NJ_KAMAITACHI: case NPC_DARKPIERCING: case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_ICEBREATH2: case NPC_THUNDERBREATH: case AG_STORM_CANNON: case AG_CRIMSON_ARROW: skill_area_temp[1] = bl->id; if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW) clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); 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))) { #ifndef RENEWAL if (skill_id == SN_SHARPSHOOTING) flag &= ~2; // Only targets in the splash area are affected #endif //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 == AG_CRIMSON_ARROW) skill_attack(skill_get_type(AG_CRIMSON_ARROW_ATK), src, src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION); break; case MO_INVESTIGATE: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); status_change_end(src, SC_BLADESTOP); break; case RG_BACKSTAP: { if (!check_distance_bl(src, bl, 0)) { #ifdef RENEWAL uint8 dir = map_calc_dir(src, bl->x, bl->y); short x, y; if (dir > 0 && dir < 4) x = -1; else if (dir > 4) x = 1; else x = 0; if (dir > 2 && dir < 6) y = -1; else if (dir == 7 || dir < 2) y = 1; else y = 0; if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation. #else uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl); if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) { #endif status_change_end(src, SC_HIDING); dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest] unit_setdir(bl,dir); #ifdef RENEWAL clif_blown(src); #endif skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); } 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) { for (int 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); break; case MO_CHAINCOMBO: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); status_change_end(src, SC_BLADESTOP); 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); #ifdef RENEWAL if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5) flag |= 1; // Give +100% damage increase #endif 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); status_change_end(src, SC_BLADESTOP); #ifdef RENEWAL sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv)); #endif } else { status_set_hp(src, 1, 0); status_change_end(src, SC_NEN); status_change_end(src, SC_HIDING); } 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_getmapflag(src->m, MF_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_PLAYER_DORAM || 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); break; case SU_SVG_SPIRIT: skill_area_temp[1] = bl->id; map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y, skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src), skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); break; //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: #ifdef RENEWAL case SN_SHARPSHOOTING: #endif case HW_NAPALMVULCAN: case NJ_HUUMA: case ASC_METEORASSAULT: case GS_SPREADATTACK: case NPC_PULSESTRIKE: case NPC_PULSESTRIKE2: case NPC_HELLJUDGEMENT: case NPC_HELLJUDGEMENT2: case NPC_VAMPIRE_GIFT: case NPC_MAXPAIN_ATK: case NPC_JACKFROST: case NPC_REVERBERATION_ATK: case NPC_ARROWSTORM: case NPC_IGNITIONBREAK: case RK_IGNITIONBREAK: case RK_HUNDREDSPEAR: case AB_JUDEX: case AB_ADORAMUS: case WL_SOULEXPANSION: case WL_CRIMSONROCK: case WL_JACKFROST: case RA_ARROWSTORM: case RA_WUGDASH: case NC_VULCANARM: case NC_COLDSLOWER: case NC_SELFDESTRUCTION: case NC_AXETORNADO: case GC_ROLLINGCUTTER: case GC_COUNTERSLASH: case LG_CANNONSPEAR: case LG_OVERBRAND: case LG_MOONSLASHER: case LG_RAYOFGENESIS: case NPC_RAYOFGENESIS: case LG_EARTHDRIVE: case SR_RAMPAGEBLASTER: case SR_SKYNETBLOW: case SR_WINDMILL: case SR_RIDEINLIGHTNING: case SO_VARETYR_SPEAR: case SO_POISON_BUSTER: case GN_CART_TORNADO: case GN_CARTCANNON: case GN_SPORE_EXPLOSION: case GN_DEMONIC_FIRE: case GN_FIRE_EXPANSION_ACID: case GN_HELLS_PLANT_ATK: case KO_HAPPOKUNAI: case KO_HUUMARANKA: case KO_MUCHANAGE: case KO_BAKURETSU: case GN_ILLUSIONDOPING: case RL_FIREDANCE: case RL_S_STORM: case RL_R_TRIP: case MH_XENO_SLASHER: case NC_ARMSCANNON: case SU_SCRATCH: case SU_LUNATICCARROTBEAT: case SU_LUNATICCARROTBEAT2: case SJ_FULLMOONKICK: case SJ_NEWMOONKICK: case SJ_SOLARBURST: case SJ_PROMINENCEKICK: case SJ_STAREMPEROR: case SJ_FALLINGSTAR_ATK2: case SP_CURSEEXPLOSION: case SP_SHA: case SP_SWHOO: case DK_SERVANT_W_PHANTOM: case DK_SERVANT_W_DEMOL: case DK_MADNESS_CRUSHER: case AG_DESTRUCTIVE_HURRICANE: case AG_SOUL_VC_STRIKE: case AG_CRYSTAL_IMPACT: case AG_CRYSTAL_IMPACT_ATK: case AG_ROCK_DOWN: case AG_FROZEN_SLASH: case IQ_OLEUM_SANCTUM: case IQ_MASSIVE_F_BLASTER: case IQ_EXPOSION_BLASTER: case IQ_FIRST_BRAND: case IQ_SECOND_FLAME: case IQ_SECOND_FAITH: case IQ_SECOND_JUDGEMENT: case IQ_THIRD_PUNISH: case IQ_THIRD_FLAME_BOMB: case IQ_THIRD_CONSECRATION: case IG_OVERSLASH: case CD_ARBITRIUM_ATK: case CD_PETITIO: case CD_FRAMEN: case SHC_DANCING_KNIFE: case SHC_SAVAGE_IMPACT: case SHC_IMPACT_CRATER: case SHC_FATAL_SHADOW_CROW: case MT_AXE_STOMP: case MT_RUSH_QUAKE: case MT_A_MACHINE: case ABC_ABYSS_DAGGER: case ABC_CHAIN_REACTION_SHOT: case ABC_DEFT_STAB: case WH_GALESTORM: case BO_ACIDIFIED_ZONE_WATER: case BO_ACIDIFIED_ZONE_GROUND: case BO_ACIDIFIED_ZONE_WIND: case BO_ACIDIFIED_ZONE_FIRE: case TR_ROSEBLOSSOM_ATK: case TR_METALIC_FURY: case ABC_FROM_THE_ABYSS_ATK: case EM_ELEMENTAL_BUSTER_FIRE: case EM_ELEMENTAL_BUSTER_WATER: case EM_ELEMENTAL_BUSTER_WIND: case EM_ELEMENTAL_BUSTER_GROUND: case EM_ELEMENTAL_BUSTER_POISON: case EM_EL_FLAMEROCK: case EM_EL_AGE_OF_ICE: case EM_EL_STORM_WIND: case EM_EL_AVALANCHE: case EM_EL_DEADLY_POISON: if( flag&1 ) {//Recursive invocation int sflag = skill_area_temp[0] & 0xFFF; int heal = 0; std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2; if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING]) break; // Under Hovering characters are immune to select trap and ground target skills. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) break; // No damage should happen if the target is on Land Protector // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id)) break; // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted. if (skill_id == ABC_DEFT_STAB && flag&2) sflag |= 2; 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 && !inf2[INF2_ISNPC] ) sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) break; heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); switch (skill_id) { case NPC_VAMPIRE_GIFT: if (heal > 0) { clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1); status_heal(src, heal, 0, 0); } break; #ifdef RENEWAL case SN_SHARPSHOOTING: status_change_end(src, SC_CAMOUFLAGE); break; #endif case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.) skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION); break; } } else { int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv); skill_area_temp[0] = 0; skill_area_temp[1] = bl->id; skill_area_temp[2] = 0; if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10); clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); break; } if (skill_id == SP_SWHOO) status_change_end(src, SC_USE_SKILL_SP_SPA); switch ( skill_id ) { case LG_EARTHDRIVE: case GN_CARTCANNON: case SU_SCRATCH: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; #ifdef RENEWAL case NJ_HUUMA: #endif 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_SINGLE); break; case NPC_REVERBERATION_ATK: case NC_ARMSCANNON: 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 SU_LUNATICCARROTBEAT: if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0) skill_id = SU_LUNATICCARROTBEAT2; break; case DK_SERVANT_W_PHANTOM: case MT_RUSH_QUAKE: // Jump to the target before attacking. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1)) skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants. break; case SHC_SAVAGE_IMPACT: case SHC_FATAL_SHADOW_CROW: { uint8 dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location // Move the player 1 cell near the target, between the target and the player if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1)) clif_blown(src); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants. break; } case AG_CRYSTAL_IMPACT_ATK: if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5) splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE. break; case AG_ROCK_DOWN: case IQ_FIRST_BRAND: case IQ_SECOND_FLAME: case IQ_SECOND_FAITH: case IQ_SECOND_JUDGEMENT: case CD_PETITIO: case CD_FRAMEN: case ABC_DEFT_STAB: case ABC_CHAIN_REACTION_SHOT: case EM_EL_FLAMEROCK: case EM_EL_AGE_OF_ICE: case EM_EL_STORM_WIND: case EM_EL_AVALANCHE: case EM_EL_DEADLY_POISON: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); break; case IQ_THIRD_PUNISH: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if (sd) { uint8 limit = 5; if (sc && sc->getSCE(SC_RAISINGDRAGON)) limit += sc->getSCE(SC_RAISINGDRAGON)->val1; for (uint8 i = 0; i < limit; i++) pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit); } break; case IQ_THIRD_FLAME_BOMB: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if (sd && sd->spiritball / 5 > 1) skill_area_temp[0] = sd->spiritball / 5 - 1; break; case IQ_THIRD_CONSECRATION: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0); break; case IG_OVERSLASH: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); break; case WH_GALESTORM:// Give AP if 3 or more targets are hit. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3) status_heal(src, 0, 0, 10, 0); break; case BO_ACIDIFIED_ZONE_WATER: case BO_ACIDIFIED_ZONE_GROUND: case BO_ACIDIFIED_ZONE_WIND: case BO_ACIDIFIED_ZONE_FIRE: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if (bl->type == BL_PC)// Place single cell AoE if hitting a player. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0); break; case TR_METALIC_FURY: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if (tsc && tsc->getSCE(SC_SOUNDBLEND)) skill_area_temp[0] = 1 + rnd()%4; 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_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); // recursive invocation of skill_castend_damage_id() with flag|1 map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); if (skill_id == RA_ARROWSTORM) status_change_end(src, SC_CAMOUFLAGE); if( skill_id == AS_SPLASHER ) { map_freeblock_unlock(); // Don't consume a second gemstone. return 0; } } break; case DK_HACKANDSLASHER: case DK_HACKANDSLASHER_ATK: if (flag & 1) { skill_addtimerskill(src, tick + (200 + status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); } else { skill_area_temp[0] = 0; skill_area_temp[1] = bl->id; skill_area_temp[2] = 0; clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); map_foreachinrange(skill_area_sub, bl, skill_get_splash(DK_HACKANDSLASHER_ATK, skill_lv), BL_CHAR|BL_SKILL, src, DK_HACKANDSLASHER_ATK, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); } 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 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; #ifdef RENEWAL case KN_BRANDISHSPEAR: skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); break; #else case KN_BRANDISHSPEAR: #endif 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; #ifdef RENEWAL case KN_BOWLINGBASH: if (flag & 1) { skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]); skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE); } else { skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count); 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; #else case KN_BOWLINGBASH: #endif 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,BLOWN_NONE); int count; // 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)) && (count = map_foreachinallarea(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_foreachinallarea(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|count:count); 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); } 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,BLOWN_NONE); } 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,BLOWN_NONE); 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_foreachinallrange(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 AL_HOLYLIGHT: status_change_end(bl, SC_P_ALTER); case MG_SOULSTRIKE: case NPC_DARKSTRIKE: case MG_COLDBOLT: case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case WZ_EARTHSPIKE: case AL_HEAL: case NPC_DARKTHUNDER: case NPC_FIRESTORM: case PR_ASPERSIO: case MG_FROSTDIVER: case WZ_SIGHTBLASTER: case WZ_SIGHTRASHER: #ifdef RENEWAL case PA_PRESSURE: #endif case NJ_KOUENKA: case NJ_HYOUSENSOU: case NJ_HUUJIN: case AB_HIGHNESSHEAL: case AB_DUPLELIGHT_MAGIC: case WM_METALICSOUND: case KO_KAIHOU: case MH_ERASER_CUTTER: case AG_ASTRAL_STRIKE: case AG_ASTRAL_STRIKE_ATK: case AG_DESTRUCTIVE_HURRICANE_CLIMAX: case CD_ARBITRIUM: skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break; case IG_JUDGEMENT_CROSS: case TR_SOUNDBLEND: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); break; case AG_DEADLY_PROJECTION: sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv)); 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,SC_MAGICALATTACK,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 SJ_NOVAEXPLOSING: skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag); // We can end Dimension here since the cooldown code is processed before this point. if (sc && sc->getSCE(SC_DIMENSION)) status_change_end(src, SC_DIMENSION); else // Dimension not active? Activate the 2 second skill block penalty. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case SP_SOULEXPLOSION: if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder // if the cooldown still happens after it fails. Need a confirm. [Rytech] if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag); break; case SL_SMA: status_change_end(src, SC_SMA); case SL_STIN: case SL_STUN: case SP_SPA: 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,ET_ANGER); if (rnd() % 2 == 0) break; // 50% chance case SN_FALCONASSAULT: #ifndef RENEWAL case PA_PRESSURE: case CR_ACIDDEMONSTRATION: #endif case TF_THROWSTONE: case NPC_SMOKING: case GS_FLING: case NJ_ZENYNAGE: case GN_THORNS_TRAP: case RL_B_TRAP: skill_attack(skill_get_type(skill_id),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); status_change_end(src, SC_HIDING); } break; #endif case RK_DRAGONBREATH_WATER: case RK_DRAGONBREATH: case NPC_DRAGONBREATH: if( tsc && tsc->getSCE(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: if( tsc && tsc->getSCE(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_gvg2(src->m) && !map_getmapflag(src->m, MF_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); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; case RK_PHANTOMTHRUST: case NPC_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),BLOWN_NONE); 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_WINDCUTTER: case RK_STORMBLAST: 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); map_foreachinallrange(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_CROSSRIPPERSLASHER: if( sd && !(sc && sc->getSCE(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); } break; case GC_CROSSIMPACT: { uint8 dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) { clif_blown(src); skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); } else { if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); } break; } case GC_PHANTOMMENACE: if (flag&1) { // Only Hits Invisible Targets if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) { status_change_end(bl, SC_CLOAKINGEXCEED); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); } if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt. } break; case GC_DARKCROW: skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss 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_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag); break; case WL_TETRAVORTEX: if (sd == nullptr) { // Monster usage uint8 i = 0; const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 }, { WL_TETRAVORTEX_WIND, 4 }, { WL_TETRAVORTEX_WATER, 2 }, { WL_TETRAVORTEX_GROUND, 8 } }; for (const auto &skill : tetra_skills) { if (skill_lv > 5) { skill_area_temp[0] = i; skill_area_temp[1] = skill[1]; map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id); } else skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag); i++; } } else if (sc) { // No SC? No spheres int i, k = 0; if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior) status_change_end(src, SC_SPHERE_1); for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less if (sc->getSCE(static_cast<sc_type>(i)) == nullptr) continue; uint16 subskill = 0; switch (sc->getSCE(static_cast<sc_type>(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; } if (skill_lv > 5) { skill_area_temp[0] = abs(i - SC_SPHERE_5); skill_area_temp[1] = k; map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id); } else skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag); status_change_end(src, static_cast<sc_type>(i)); } } break; case WL_RELEASE: if (sc == nullptr) break; if (sd) { int i; #ifndef RENEWAL skill_toggle_magicpower(src, skill_id); // No hit will be amplified #endif if (skill_lv == 1) { // SpellBook if (sc->getSCE(SC_FREEZE_SP) == nullptr) break; bool found_spell = false; for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released if (sc->getSCE(i) != nullptr) { found_spell = true; break; } } if (!found_spell) break; // Now extract the data from the preserved spell uint16 pres_skill_id = sc->getSCE(i)->val1; uint16 pres_skill_lv = sc->getSCE(i)->val2; uint16 point = sc->getSCE(i)->val3; status_change_end(src, static_cast<sc_type>(i)); if( sc->getSCE(SC_FREEZE_SP)->val2 > point ) sc->getSCE(SC_FREEZE_SP)->val2 -= point; else // Last spell to be released status_change_end(src, SC_FREEZE_SP); 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 = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick); clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0); int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv); if( cooldown > 0 ) skill_blockpc_start(sd, pres_skill_id, cooldown); } else { // Summoned Balls for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { if (sc->getSCE(static_cast<sc_type>(i)) == nullptr) continue; int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(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 + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL); status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball } clif_skill_nodamage(src, bl, skill_id, 0, 1); } } break; case WL_FROSTMISTY: // Causes Freezing status through walls. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(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: if (flag & 1) { skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag); skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2); } 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 | SD_SPLASH | 1, skill_castend_damage_id); } 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->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) { status_change_end(bl, SC_CLOAKINGEXCEED); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); } if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt. } else { skill_unit *su = BL_CAST(BL_SKILL, bl); std::shared_ptr<s_skill_unit_group> sg; if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) { 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); } skill_delunit(su); } } break; case NC_INFRAREDSCAN: if( flag&1 ) { status_change_end(bl, SC_HIDING); status_change_end(bl, SC_CLOAKING); status_change_end(bl, SC_CLOAKINGEXCEED); status_change_end(bl, SC_CAMOUFLAGE); status_change_end(bl, SC_NEWMOON); if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM); sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv)); } else { clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE); map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id); } break; case SC_FATALMENACE: if( flag&1 ) skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); else { map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE); } break; case NPC_FATALMENACE: // todo should it teleport the target ? 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_SINGLE); } break; case LG_PINPOINTATTACK: if (skill_check_unit_movepos(5, 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 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, BLOWN_NONE); // 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); status_change_end(bl, SC_SYMPHONYOFLOVER); status_change_end(bl, SC_MOONLITSERENADE); status_change_end(bl, SC_RUSHWINDMILL); status_change_end(bl, SC_ECHOSONG); status_change_end(bl, SC_HARMONIZE); status_change_end(bl, SC_NETHERWORLD); status_change_end(bl, SC_VOICEOFSIREN); status_change_end(bl, SC_DEEPSLEEP); status_change_end(bl, SC_SIRCLEOFNATURE); status_change_end(bl, SC_GLOOMYDAY); status_change_end(bl, SC_GLOOMYDAY_SK); status_change_end(bl, SC_SONGOFMANA); status_change_end(bl, SC_DANCEWITHWUG); status_change_end(bl, SC_SATURDAYNIGHTFEVER); status_change_end(bl, SC_LERADSDEW); status_change_end(bl, SC_MELODYOFSINK); status_change_end(bl, SC_BEYONDOFWARCRY); status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE); 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); if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM); } 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); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE); } break; case SR_TIGERCANNON: if (flag & 1) { skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); } else if (sd) { if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO)) flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo 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 WM_REVERBERATION: 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); map_foreachinallrange(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); battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk } break; case NPC_POISON_BUSTER: if( tsc && tsc->getSCE(SC_POISON) ) { skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); status_change_end(bl, SC_POISON); } else if( sd ) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); 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_SINGLE); 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_SINGLE); 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_SINGLE); 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_SINGLE); 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 ) { s_elemental_data *ele = BL_CAST(BL_ELEM,src); status_change *tsc_ele = status_get_sc(&ele->bl); sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON; 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_SINGLE); if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) { status_change_end(battle_get_master(src),type); status_change_end(src,type2); } 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: case MH_MIDNIGHT_FRENZY: case MH_SILVERVEIN_RUSH: skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); break; case MH_TINDER_BREAKER: case MH_CBC: case MH_EQC: { TBL_HOM *hd = BL_CAST(BL_HOM,src); int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula sc_type type; if( skill_id == MH_TINDER_BREAKER ){ type = SC_TINDER_BREAKER2; if( 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); } }else if( skill_id == MH_CBC ){ type = SC_CBC; }else if( skill_id == MH_EQC ){ type = SC_EQC; } clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration)); 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->getSCE(SC_H_MINE) && tsc->getSCE(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->getSCE(SC_H_MINE)->val3 = 1; // Mark the SC end because not expired status_change_end(bl, SC_H_MINE); 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_QD_SHOT: if (skill_area_temp[1] == bl->id) break; if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER)) skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); break; case RL_D_TAIL: case RL_HAMMER_OF_GOD: if (flag&1) skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION); else { if (sd && tsc && tsc->getSCE(SC_C_MARKER)) { int i; ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id); if (i < MAX_SKILL_CRIMSON_MARKER) flag |= 8; } if (skill_id == RL_HAMMER_OF_GOD) clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick()); 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|SD_SPLASH|1, skill_castend_damage_id); } break; case SU_SCAROFTAROU: sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect? skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); break; case SU_SV_STEMSPEAR: if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1)); skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); break; case 0:/* no skill - basic/normal attack */ if(sd) { if (flag & 3){ if (bl->id != skill_area_temp[1]) skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag); } else { skill_area_temp[1] = bl->id; map_foreachinallrange(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; case SJ_FALLINGSTAR_ATK: if (sd) { // If a player used the skill it will search for targets marked by that player. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player. int8 i = 0; ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id); if (i < MAX_STELLAR_MARKS) { skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0); } } } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0); } break; case SJ_FLASHKICK: { map_session_data *tsd = BL_CAST(BL_PC, bl); struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl); // Only players and monsters can be tagged....I think??? [Rytech] // Lets only allow players and monsters to use this skill for safety reasons. if ((!tsd && !tmd) || !sd && !md) { if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); break; } // Check if the target is already tagged by another source. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters. // Can't tag a player that was already tagged from another source. if (sd) clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0); map_freeblock_unlock(); return 1; } if (sd) { // Tagging the target. int i; ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id); if (i == MAX_STELLAR_MARKS) { ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0); if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); map_freeblock_unlock(); return 1; } } // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag. // Note: Not sure if it works like this in official but you can't mark on something you can't // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech] if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target. sd->stellar_mark[i] = bl->id; // Val4 flags if the status was applied by a player or a monster. // This will be important for other skills that work together with this one. // 1 = Player, 2 = Monster. // Note: Because the attacker's ID and the slot number is handled here, we have to // apply the status here. We can't pass this data to skill_additional_effect. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv)); } } else if (md) { // Monsters can't track with this skill. Just give the status. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv)); } } break; case NPC_VENOMIMPRESS: if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag)) sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv)); 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->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER); 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; } /** * Give a song's buff/debuff or damage to all targets around * @param target: Target * @param ap: Argument list * @return 1 on success or 0 otherwise */ static int skill_apply_songs(struct block_list* target, va_list ap) { int flag = va_arg(ap, int); struct block_list* src = va_arg(ap, struct block_list*); uint16 skill_id = static_cast<uint16>(va_arg(ap, int)); uint16 skill_lv = static_cast<uint16>(va_arg(ap, int)); t_tick tick = va_arg(ap, t_tick); if (flag & BCT_WOS && src == target) return 0; if (battle_check_target(src, target, flag) > 0) { switch (skill_id) { // Attack type songs case BA_DISSONANCE: skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0); return 1; case DC_UGLYDANCE: case BD_LULLABY: return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick); default: // Buff/Debuff type songs if (skill_id == CG_HERMODE && src->id != target->id) status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); } } return 0; } /** * Calculate a song's bonus values * @param src: Caster * @param skill_id: Song skill ID * @param skill_lv: Song skill level * @param tick: Timer tick * @return Number of targets or 0 otherwise */ static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick) { nullpo_ret(src); if (src->type != BL_PC) { ShowWarning("skill_castend_song: Expected player type for src!\n"); return 0; } if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) { ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id); return 0; } map_session_data* sd = BL_CAST(BL_PC, src); int flag = BCT_PARTY; switch (skill_id) { case BD_ROKISWEIL: flag = BCT_ENEMY | BCT_WOS; break; case BD_LULLABY: case BD_ETERNALCHAOS: case BA_DISSONANCE: case DC_UGLYDANCE: case DC_DONTFORGETME: flag = BCT_ENEMY; break; case CG_HERMODE: flag |= BCT_GUILD; break; } clif_skill_nodamage(src, src, skill_id, skill_lv, 1); sd->skill_id_dance = skill_id; sd->skill_lv_dance = skill_lv; if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1); return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick); } /** * 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, t_tick tick, int flag) { map_session_data *sd, *dstsd; struct mob_data *md, *dstmd; struct homun_data *hd; s_mercenary_data *mer; struct status_data *sstatus, *tstatus; status_change *tsc; struct status_change_entry *tsce; 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: case WE_ONEFOREVER: break; default: return 1; } } tstatus = status_get_status_data(bl); sstatus = status_get_status_data(src); //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] switch (skill_id) { case HLIF_HEAL: //[orn] if (bl->type != BL_HOM) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ; break ; } case AL_HEAL: case ALL_RESURRECTION: case PR_ASPERSIO: 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)) return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0); } type = skill_get_sc(skill_id); tsc = status_get_sc(bl); tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):NULL; if (src!=bl && type > SC_NONE && CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > 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); if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))) heal = 0; if( tsc && tsc->count ) { if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal if (--tsc->getSCE(SC_KAITE)->val2 <= 0) status_change_end(bl, SC_KAITE); 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->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER)) heal = 0; //Needed so that it actually displays 0 when healing. } if (skill_id == AL_HEAL) status_change_end(bl, SC_BITESCAR); clif_skill_nodamage (src, bl, skill_id, heal, 1); if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL ) heal = ~heal + 1; t_exp heal_get_jobexp = status_heal(bl,heal,0,0); if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; if (heal_get_jobexp <= 0) heal_get_jobexp = 1; pc_gainexp (sd, bl, 0, heal_get_jobexp, 0); } } break; case CD_REPARATIO: { if (bl->type != BL_PC) { // Only works on players. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } int heal_amount = 0; if (!status_isimmune(bl)) heal_amount = tstatus->max_hp; clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1); status_heal(bl, heal_amount, 0, 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; } #ifndef RENEWAL skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty... if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty //If total penalty is 1% => reduced 0.2% penalty per each revived player pc_lostexp(sd, u64min(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_sp(src, 0, 0); #endif status_set_hp(src, 1, 0); break; } else if (status_isdead(bl) && flag&1) { //Revive skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. skill_lv = 3; //Resurrection level 3 is used } else //Invalid target, skip resurrection. break; case ALL_RESURRECTION: if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))) { //No reviving in WoE grounds! clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if (!status_isdead(bl)) break; { int per = 0, sper = 0; if (tsc && tsc->getSCE(SC_HELLPOWER)) { clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1); break; } if (map_getmapflag(bl->m, MF_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) { t_exp 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 = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.); if (exp < 1) exp = 1; } if(jlv > 0 && pc_nextjobexp(dstsd)) { jexp = (t_exp)(dstsd->status.job_exp * lv * 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_foreachinallrange(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 SP_SOULCURSE: if (flag&1) sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); 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, bl, skill_id, skill_lv, 1); } break; case PR_LEXDIVINA: case MER_LEXDIVINA: if (tsce) status_change_end(bl, type); 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 (abra_db.empty()) { clif_skill_nodamage (src, bl, skill_id, skill_lv, 1); break; } else { int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3; do { auto abra_spell = abra_db.random(); abra_skill_id = abra_spell->skill_id; abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id)); if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){ break; } } while (checked++ < checked_max); 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; sd->skillitem_keep_requirement = false; 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,ET_QUESTION); case SA_GRAVITY: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case SA_CLASSCHANGE: case SA_MONOCELL: if (dstmd) { int class_; if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0)); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); mob_class_change(dstmd,class_); if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) { 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->getSCE(i)) status_change_end(bl, (sc_type)i); for (i = 0; i < ARRAYLENGTH(scs); i++) if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]); } } break; case SA_DEATH: if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) { 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 && pet_db.find(dstmd->mob_id)) { 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: { if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) ) {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map_freeblock_unlock(); return 1; } status_change* sc = status_get_sc(src); if( sc && tsc ) { if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(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->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id && tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id ) { status_change_end(src, SC_MARIONETTE); status_change_end(bl, SC_MARIONETTE2); } 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 && dstsd->status.weapon == W_FIST) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; } #ifdef RENEWAL 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 // 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 (dstsd){ short index = dstsd->equip_index[EQI_HAND_R]; if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON) pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh] } if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } #endif 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_start(src, bl, type, 100, 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: case SU_GROOMING: case SU_CHATTERING: 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. #ifdef RENEWAL sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,skill_id,0,skill_get_time2(skill_id, skill_lv)); #else sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv)); #endif 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 PR_BENEDICTIO: if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON) 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 AL_INCAGI: case AL_BLESSING: case MER_INCAGI: case MER_BLESSING: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) { if (tstatus->hp > 1) skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); break; } sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); break; case CR_REFLECTSHIELD: case MS_REFLECTSHIELD: if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); break; } case PR_SLOWPOISON: case PR_LEXAETERNA: #ifndef RENEWAL case PR_IMPOSITIO: case PR_SUFFRAGIUM: #endif case LK_BERSERK: case MS_BERSERK: case KN_TWOHANDQUICKEN: case KN_ONEHAND: case MER_QUICKEN: case CR_SPEARQUICKEN: case AS_POISONREACT: #ifndef RENEWAL case MC_LOUD: #endif case MG_ENERGYCOAT: case MO_EXPLOSIONSPIRITS: case MO_STEELBODY: case MO_BLADESTOP: case LK_AURABLADE: case LK_PARRYING: case MS_PARRYING: case LK_CONCENTRATION: #ifdef RENEWAL case HP_BASILICA: #endif case WS_CARTBOOST: case SN_SIGHT: case WS_MELTDOWN: case WS_OVERTHRUSTMAX: case ST_REJECTSWORD: case HW_MAGICPOWER: case PF_MEMORIZE: case PA_SACRIFICE: #ifndef RENEWAL case ASC_EDP: #endif case PF_DOUBLECASTING: case SG_SUN_COMFORT: case SG_MOON_COMFORT: case SG_STAR_COMFORT: case GS_MADNESSCANCEL: case GS_ADJUSTMENT: case GS_INCREASING: #ifdef RENEWAL case GS_MAGICALBULLET: #endif case NJ_KASUMIKIRI: case NJ_UTSUSEMI: case NJ_NEN: case NPC_DEFENDER: case NPC_MAGICMIRROR: case ST_PRESERVE: case NPC_KEEPING: case NPC_WEAPONBRAKER: case NPC_BARRIER: case NPC_INVINCIBLE: case NPC_INVINCIBLEOFF: case MER_INVINCIBLEOFF2: case RK_DEATHBOUND: 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 LG_INSPIRATION: case SR_CRESCENTELBOW: case SR_LIGHTNINGWALK: case GN_CARTBOOST: case GN_BLOOD_SUCKER: case GN_HELLS_PLANT: 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: case NPC_MAXPAIN: case SP_SOULREAPER: case SJ_LIGHTOFMOON: case SJ_LIGHTOFSTAR: case SJ_FALLINGSTAR: case SJ_LIGHTOFSUN: case SJ_BOOKOFDIMENSION: case NPC_HALLUCINATIONWALK: case DK_CHARGINGPIERCE: case DK_VIGOR: case AG_CLIMAX: case IQ_POWERFUL_FAITH: case IQ_FIRM_FAITH: case IQ_SINCERE_FAITH: case IQ_FIRST_FAITH_POWER: case IQ_JUDGE: case IQ_THIRD_EXOR_FLAME: case IG_REBOUND_SHIELD: case IG_HOLY_SHIELD: case CD_ARGUTUS_VITA: case CD_ARGUTUS_TELUM: case CD_PRESENS_ACIES: case CD_RELIGIO: case CD_BENEDICTUM: case SHC_SHADOW_EXCEED: case SHC_POTENT_VENOM: case SHC_ENCHANTING_SHADOW: case MT_D_MACHINE: case ABC_ABYSS_SLAYER: case WH_WIND_SIGN: case WH_CALAMITYGALE: case BO_RESEARCHREPORT: case TR_MYSTIC_SYMPHONY: case TR_KVASIR_SONATA: case EM_SPELL_ENCHANTING: 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; #ifdef RENEWAL // EDP also give +25% WATK poison pseudo element to user. case ASC_EDP: 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_start4(src,src,SC_SUB_WEAPONPROPERTY,100,5,25,skill_id,0,skill_get_time2(skill_id, skill_lv)); break; #endif case LG_SHIELDSPELL: if (skill_lv == 1) type = SC_SHIELDSPELL_HP; else if (skill_lv == 2) type = SC_SHIELDSPELL_SP; else type = SC_SHIELDSPELL_ATK; 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 DK_SERVANTWEAPON: case ABC_FROM_THE_ABYSS: 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))); break; case TR_SOUNDBLEND: skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0); 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))); break; case AG_VIOLENT_QUAKE: case AG_ALL_BLOOM: sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); break; case AG_DESTRUCTIVE_HURRICANE: case AG_CRYSTAL_IMPACT: if (flag&1) { // Buff from Crystal Impact with level 1 Climax. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); } else { uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv); status_change *sc = status_get_sc(src); if (sc && sc->getSCE(SC_CLIMAX)) climax_lv = sc->getSCE(SC_CLIMAX)->val1; if (climax_lv == 5) { // Adjusts splash AoE size depending on skill. if (skill_id == AG_DESTRUCTIVE_HURRICANE) splash_size = 9; // 19x19 else if(skill_id == AG_CRYSTAL_IMPACT) splash_size = AREA_SIZE; // 29x29 - Entire screen. } skill_area_temp[1] = 0; clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id); else { if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1); map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id); } } break; case CD_MEDIALE_VOTUM: case CD_DILECTIO_HEAL: if (flag & 1) { if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) { int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1); clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 ); status_heal(bl, heal_amount, 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 | 3, skill_castend_nodamage_id); } else { if (skill_id == CD_MEDIALE_VOTUM) 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 { // Dilectio Heal clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1); } } break; case CD_COMPETENTIA: if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) { int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100; int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100; clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 ); status_heal(bl, hp_amount, 0, 0); clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 ); status_heal(bl, 0, sp_amount, 0); 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 BO_ADVANCE_PROTECTION: if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 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 EM_ACTIVITY_BURN: if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) { uint8 ap_burn[5] = { 20, 30, 50, 60, 70 }; clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id); } else clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); break; case EM_INCREASING_ACTIVITY: if (bl->type == BL_PC) { clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); status_heal(bl, 0, 0, 20 + 5 * skill_lv, 0); } else clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); break; case SJ_GRAVITYCONTROL: { int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2; if (bl->type == BL_PC) fall_damage += dstsd->weight / 10 - tstatus->def; else // Monster's don't have weight. Put something in its place. fall_damage += 50 * status_get_lv(src) - tstatus->def; fall_damage = max(1, fall_damage); clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv))); } break; case NPC_HALLUCINATION: case NPC_HELLPOWER: 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 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 = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level; } 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: sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc break; case NJ_BUNSINJYUTSU: status_change_end(bl, SC_BUNSINJYUTSU); // 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); 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_foreachinallrange(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: if( 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 ); }else{ clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 ); if( sd != nullptr ){ clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 ); } } 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) { 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; } int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0); 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(TKMISSIONID_VAR), 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_foreachinallrange( 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_STATUSIMMUNE) || 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( 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.getSCE(type) && dstsd->sc.getSCE(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.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER 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 SP_SOULUNITY: { int8 count = min(5 + skill_lv, MAX_UNITED_SOULS); if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) { if (!dstsd || !sd) { // Only put player's souls in unity. if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); break; } if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source. if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); map_freeblock_unlock(); return 1; } if (sd) { // Unite player's soul with caster's soul. i = 0; ARR_FIND(0, count, i, sd->united_soul[i] == bl->id); if (i == count) { ARR_FIND(0, count, i, sd->united_soul[i] == 0); if(i == count) { // No more free slots? Fail the skill. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); map_freeblock_unlock(); return 1; } } sd->united_soul[i] = bl->id; } clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 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 DK_SERVANT_W_SIGN: // Max allowed targets to be marked. // Only players and monsters can be marked....I think??? [Rytech] // Lets only allow players and monsters to use this skill for safety reasons. if ((!dstsd && !dstmd) || !sd && !md) { if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); break; } // Check if the target is already marked by another source. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) { if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); map_freeblock_unlock(); return 1; } // Mark the target. if( sd ){ int8 count = MAX_SERVANT_SIGN; ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id); if (i == count) { ARR_FIND(0, count, i, sd->servant_sign[i] == 0); if (i == count) { // Max number of targets marked. Fail the skill. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); map_freeblock_unlock(); return 1; } // Add the ID of the marked target to the player's sign list. sd->servant_sign[i] = bl->id; } clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv)); } else if (md) // Monster's cant track with this skill. Just give the status. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv))); break; case MO_CALLSPIRITS: if(sd) { int limit = skill_lv; if( sd->sc.getSCE(SC_RAISINGDRAGON) ) limit += sd->sc.getSCE(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.getSCE(SC_RAISINGDRAGON) ) limit += sd->sc.getSCE(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 s_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,BLOWN_NONE); 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 && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies ((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_STATUSIMMUNE) && 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); } else { if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } 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); break; //List of self skills that give damage around caster case ASC_METEORASSAULT: case GS_SPREADATTACK: case RK_WINDCUTTER: case RK_STORMBLAST: case NC_AXETORNADO: case GC_COUNTERSLASH: case SR_SKYNETBLOW: case SR_RAMPAGEBLASTER: case SR_HOWLINGOFLION: case LG_CANNONSPEAR: case LG_OVERBRAND: case NPC_RAYOFGENESIS: case LG_RAYOFGENESIS: case KO_HAPPOKUNAI: case RL_FIREDANCE: case RL_R_TRIP: case SJ_FULLMOONKICK: case SJ_NEWMOONKICK: case SJ_SOLARBURST: case SJ_STAREMPEROR: case SJ_FALLINGSTAR_ATK: case DK_SERVANT_W_DEMOL: case AG_FROZEN_SLASH: case IQ_OLEUM_SANCTUM: case IQ_MASSIVE_F_BLASTER: case IQ_EXPOSION_BLASTER: case SHC_IMPACT_CRATER: case MT_AXE_STOMP: case ABC_ABYSS_DAGGER: { status_change *sc = status_get_sc(src); int starget = BL_CHAR|BL_SKILL; if (skill_id == SR_HOWLINGOFLION) starget = splash_target(src); if (skill_id == SJ_NEWMOONKICK) { if (tsce) { status_change_end(bl, type); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); break; } else sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); } if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) { if (sd) { // Remove old shields if any exist. pc_delspiritball(sd, sd->spiritball, 0); sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1)); sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1)); } status_change_end(src, SC_DIMENSION); } if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER) sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); skill_area_temp[1] = 0; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); 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 == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || 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_SINGLE); } break; case SHC_DANCING_KNIFE: if (flag & 1) { skill_area_temp[1] = 0; // Note: doesn't force player to stand before attacking 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_LEVEL | SD_SPLASH, skill_castend_damage_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 MT_A_MACHINE: if (flag & 1) { skill_area_temp[1] = 0; if (sd && pc_issit(sd)) { // Force player to stand before attacking pc_setstand(sd, true); skill_sit(sd, false); } 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_LEVEL | SD_SPLASH, skill_castend_damage_id); } else { if (dstsd) { int lv = abs( status_get_lv( src ) - status_get_lv( bl ) ); if (lv > battle_config.attack_machine_level_difference) { if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); 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 EM_ELEMENTAL_BUSTER: { if (sd == nullptr) break; if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); map_freeblock_unlock(); return 0; } uint16 buster_element; switch (sd->ed->elemental.class_) { case ELEMENTALID_ARDOR: buster_element = EM_ELEMENTAL_BUSTER_FIRE; break; case ELEMENTALID_DILUVIO: buster_element = EM_ELEMENTAL_BUSTER_WATER; break; case ELEMENTALID_PROCELLA: buster_element = EM_ELEMENTAL_BUSTER_WIND; break; case ELEMENTALID_TERREMOTUS: buster_element = EM_ELEMENTAL_BUSTER_GROUND; break; case ELEMENTALID_SERPENS: buster_element = EM_ELEMENTAL_BUSTER_POISON; break; } skill_area_temp[1] = 0; clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id); } break; case NPC_IGNITIONBREAK: case RK_IGNITIONBREAK: skill_area_temp[1] = 0; #if PACKETVER >= 20180207 clif_skill_nodamage(src,bl,skill_id,skill_lv,1); #else clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE); #endif 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 SR_TIGERCANNON: 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_VAMPIRE_GIFT: case NPC_HELLJUDGEMENT: case NPC_HELLJUDGEMENT2: case NPC_PULSESTRIKE: case LG_MOONSLASHER: skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag); break; #ifdef RENEWAL case KN_BRANDISHSPEAR: 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), 0, splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0, skill_castend_damage_id); break; #else case KN_BRANDISHSPEAR: #endif 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); 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) && !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); if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) { struct homun_data *hd = (struct homun_data *)src; if (hd != nullptr) { hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION); if (hd->master) clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100); } } break; case AL_ANGELUS: #ifdef RENEWAL case PR_SUFFRAGIUM: case PR_IMPOSITIO: #endif case PR_MAGNIFICAT: case PR_GLORIA: if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { // Animations don't play when outside visible range if (check_distance_bl(src, bl, AREA_SIZE)) clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1); 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; #ifdef RENEWAL case MC_LOUD: #endif case SN_WINDWALK: case CASH_BLESSING: case CASH_INCAGI: case CASH_ASSUMPTIO: case WM_FRIGG_SONG: case NV_HELPANGEL: case IG_GUARDIAN_SHIELD: case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech] 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) { if (skill_id == IG_ULTIMATE_SACRIFICE) status_set_hp(src, 1, 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); } break; case MER_MAGNIFICAT: if( mer != NULL ) { clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); else if( mer->master && !(flag&1) ) clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); } break; case BS_ADRENALINE: case BS_ADRENALINE2: case BS_WEAPONPERFECT: case BS_OVERTHRUST: if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { 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: case SJ_LUNARSTANCE: case SJ_STARSTANCE: case SJ_UNIVERSESTANCE: case SJ_SUNSTANCE: case SP_SOULCOLLECT: case IG_GUARD_STANCE: case IG_ATTACK_STANCE: if( tsce ) { clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type)); map_freeblock_unlock(); return 0; } if( skill_id == SP_SOULCOLLECT ){ clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv))); }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 SL_KAITE: case SL_KAAHI: case SL_KAIZEL: case SL_KAUPE: case SP_KAUTE: if (sd) { if (!dstsd || !( (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(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 || (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY)) )) { 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; } } if (skill_id == SP_KAUTE) { if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) { if (sd) clif_skill_fail(sd,skill_id, USESKILL_FAIL,0); break; } clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2); } 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 SM_AUTOBERSERK: case MER_AUTOBERSERK: if( tsce ) i = status_change_end(bl, type); 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)); //Hide skill-scream animation. 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)); 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); 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 CG_SPECIALSINGER: if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) { clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); status_change_end(bl, SC_ENSEMBLEFATIGUE); } break; case BD_ADAPTATION: #ifdef RENEWAL 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)); #else if(tsc && tsc->getSCE(SC_DANCING)){ clif_skill_nodamage(src,bl,skill_id,skill_lv,1); status_change_end(bl, SC_DANCING); } #endif 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_get_desc(skill_id)); 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,70,7,skill_get_time(skill_id,skill_lv))); #ifdef RENEWAL sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate #endif break; case DC_WINKCHARM: if( dstsd ) { clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv))); #ifdef RENEWAL sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration #endif } else if( dstmd ) { if( status_get_lv(src) > status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL) && !status_has_mode(tstatus,MD_STATUSIMMUNE) ) clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, 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; #ifdef RENEWAL 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: skill_castend_song(src, skill_id, skill_lv, tick); break; #endif 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: { if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } if(status_isimmune(bl) || !tsc) break; int32 brate = 0; if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION)) brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3; if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(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); status_change_end(bl, SC_BLIND); status_change_end(bl, SC_CONFUSION); status_change_end(bl, SC_BITESCAR); 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); status_change_end(bl, SC_DPOISON); break; case PR_STRECOVERY: if(status_isimmune(bl)) { clif_skill_nodamage(src,bl,skill_id,skill_lv,0); break; } if (tsc) { status_change_end(bl, SC_FREEZE); status_change_end(bl, SC_STONEWAIT); status_change_end(bl, SC_STONE); status_change_end(bl, SC_SLEEP); status_change_end(bl, SC_STUN); status_change_end(bl, SC_WHITEIMPRISON); status_change_end(bl, SC_STASIS); status_change_end(bl, SC_NETHERWORLD); } 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); status_change_end(bl, SC_BLIND); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_COMPRESS: status_change_end(bl, SC_BLEEDING); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_MENTALCURE: status_change_end(bl, SC_CONFUSION); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_RECUPERATE: status_change_end(bl, SC_POISON); status_change_end(bl, SC_DPOISON); status_change_end(bl, SC_SILENCE); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_REGAIN: status_change_end(bl, SC_SLEEP); status_change_end(bl, SC_STUN); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; case MER_TENDER: status_change_end(bl, SC_FREEZE); status_change_end(bl, SC_STONE); 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 s_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) { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] if ( !pc_can_give_items(sd) ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else { sd->state.prevend = 1; sd->state.workinprogress = WIP_DISABLE_ALL; sd->vend_skill_lv = skill_lv; ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0); if (i < MAX_CART) { // Save the cart before opening the vending UI sd->state.pending_vending_ui = true; intif_storage_save(sd, &sd->cart); } else{ // Instantly open the vending UI sd->state.pending_vending_ui = false; clif_openvendingreq(sd,2+skill_lv); } } } break; case AL_TELEPORT: case ALL_ODINS_RECALL: if(sd) { if (map_getmapflag(bl->m, MF_NOTELEPORT) && 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) { sd->hd->blockskill.clear(); sd->hd->blockskill.shrink_to_fit(); } 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, mapindex_name2id( 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, "Random" ); else clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map ); } 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); } } break; case ASC_CDP: if(sd) { if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle. clif_skill_nodamage(src,bl,skill_id,skill_lv,1); else clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0); } break; case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case RG_STRIPHELM: case ST_FULLSTRIP: case GC_WEAPONCRUSH: case SC_STRIPACCESSARY: case ABC_STRIP_SHADOW: { bool i; //Special message when trying to use strip on FCP [Jobbie] if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD)) { clif_gospel_info(sd, 0x28); break; } if ( sd && tsc && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ROGUE && rand()%100 < 10 && ( skill_id == RG_STRIPWEAPON && tsc->getSCE(SC_CP_WEAPON) || skill_id == RG_STRIPSHIELD && tsc->getSCE(SC_CP_SHIELD) || skill_id == RG_STRIPARMOR && tsc->getSCE(SC_CP_ARMOR) || skill_id == RG_STRIPHELM && tsc->getSCE(SC_CP_HELM) ) ) { int item_id = 7139; // Glistening Coat int ii; ARR_FIND( 0, MAX_INVENTORY, ii, sd->inventory.u.items_inventory[ii].nameid == item_id ); if ( ii < MAX_INVENTORY ) { pc_delitem( sd, ii, 1, 0, 0, LOG_TYPE_CONSUME); switch ( skill_id ) { case RG_STRIPWEAPON: status_change_end( bl, SC_CP_WEAPON, INVALID_TIMER ); sc_start(NULL,bl,SC_STRIPWEAPON,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case RG_STRIPSHIELD: status_change_end( bl, SC_CP_SHIELD, INVALID_TIMER ); sc_start(NULL,bl,SC_STRIPSHIELD,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case RG_STRIPARMOR: status_change_end( bl, SC_CP_ARMOR, INVALID_TIMER ); sc_start(NULL,bl,SC_STRIPARMOR,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case RG_STRIPHELM: status_change_end( bl, SC_CP_HELM, INVALID_TIMER ); sc_start(NULL,bl,SC_STRIPHELM,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; } clif_skill_nodamage( src, bl, skill_id, skill_lv, i ); break; } } if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (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 s_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->inventory.u.items_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.getSCE(SC_SPIRIT) && sd->sc.getSCE(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, sd->itemgrouphealrate))) { hp += hp * bonus / 100; } if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){ 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; } // Final heal increased by HPlus. // Is this the right place for this??? [Rytech] // Can HPlus also affect SP recovery??? if (sd && sstatus->hplus > 0) { hp += hp * sstatus->hplus / 100; sp += sp * sstatus->hplus / 100; } if (tsc && tsc->count) { uint8 penalty = 0; if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) { hp += hp / 10; sp += sp / 10; } if (tsc->getSCE(SC_CRITICALWOUND)) penalty += tsc->getSCE(SC_CRITICALWOUND)->val2; if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3) penalty += 20; if (tsc->getSCE(SC_NORECOVER_STATE)) penalty = 100; if (penalty > 0) { hp -= hp * penalty / 100; sp -= sp * penalty / 100; } } #ifdef RENEWAL if (bl->type == BL_HOM) hp *= 3; // Heal effectiveness is 3x for Homunculus #endif 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->getSCE(SC_EXTREMITYFIST2)) sp = 0; #endif if (tsc->getSCE(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}; enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skill_id - AM_CP_WEAPON)); 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; } status_change_end(bl, scid, INVALID_TIMER); 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->inventory.u.items_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->getSCE(SC_SPIRIT) && tsc->getSCE(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; //Statuses that can't be Dispelled for (const auto &it : status_db) { sc_type status = static_cast<sc_type>(it.first); if (!tsc->getSCE(status)) continue; if (it.second->flag[SCF_NODISPELL]) continue; switch (status) { // 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 (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0) continue; //If in song area don't end it, even if config enabled break; case SC_ASSUMPTIO: if( bl->type == BL_MOB ) continue; break; } if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER) tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. status_change_end(bl, status); } break; } //Affect all targets on splash area. map_foreachinallrange(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] { short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK #ifdef RENEWAL |BLOWN_DONT_SEND_PACKET #endif )); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); #ifdef RENEWAL if(blew_count > 0) clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass] #else clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re #endif } break; case TK_HIGHJUMP: { int x,y, dir = unit_getdir(src); struct map_data *mapdata = &map[src->m]; //Fails on noteleport maps, except for GvG and BG maps [Skotlex] if( mapdata->flag[MF_NOTELEPORT] && !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) ) ) { clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1); break; } 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; } int x1 = x + dirx[dir]; int y1 = y + diry[dir]; 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) && !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,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,sd->skill_id_old,sd->skill_lv_old,0,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->getSCE(SC_MAGICROD)) { sp = skill_get_sp(skill_id,skill_lv); sp = sp * tsc->getSCE(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_STATUSIMMUNE)) { //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: #ifdef RENEWAL clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); #endif 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->getSCE(SC_SPIRIT) && tsc->getSCE(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_foreachinallrange(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_STATUSIMMUNE))) // 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_PROVOCATION: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); if (md) mob_unlocktarget(md, tick); break; case NPC_REBIRTH: if( md && md->state.rebirth ) break; // only works once sc_start(src,bl,type,100,skill_lv,INFINITE_TICK); 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: case NPC_DEATHSUMMON: if(md && md->skill_idx >= 0) mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id); break; case NPC_CALLSLAVE: mob_warpslave(src,MOB_SLAVEDISTANCE); break; case NPC_RANDOMMOVE: if (md) { md->next_walktime = tick - 1; if (md->special_state.ai == AI_SPHERE) unit_escape(&md->bl, bl, 7, 2); else 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) { block_list* tbl = map_id2bl(md->target_id); if (tbl) { mob_unlocktarget(md, tick); unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1 } } 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); //If mode gets set by NPC_EMOTION then the target should be reset [Playtester] if(!battle_config.npc_emotion_behavior && 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 if (!battle_config.npc_emotion_behavior) 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 implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000. 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){ map_session_data *f_sd = pc_get_father(sd); 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 WE_CALLALLFAMILY: if (sd) { map_session_data *p_sd = pc_get_partner(sd); map_session_data *c_sd = pc_get_child(sd); if (!p_sd && !c_sd) { // Fail if no family members are found clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); map_freeblock_unlock(); return 1; } // Partner must be on the same map and in same party if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id) pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT); // Child must be on the same map and in same party as the parent casting if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id) pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT); } break; case WE_ONEFOREVER: if (sd) { map_session_data *p_sd = pc_get_partner(sd); map_session_data *c_sd = pc_get_child(sd); if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); map_freeblock_unlock(); return 1; } if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds! clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } if (status_isdead(bl)) { int per = 30, sper = 0; if (battle_check_undead(tstatus->race, tstatus->def_ele)) break; if (tsc && tsc->getSCE(SC_HELLPOWER)) break; if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0) break; if (dstsd->special_state.restart_full_recover) per = sper = 100; if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } } break; case WE_CHEERUP: if (sd) { map_session_data *f_sd = pc_get_father(sd); map_session_data *m_sd = pc_get_mother(sd); if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); map_freeblock_unlock(); return 1; } if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby if (dstsd == f_sd || dstsd == m_sd) 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 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); } 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: { skill_unit* su = BL_CAST(BL_SKILL, bl); std::shared_ptr<s_skill_unit_group> sg; std::shared_ptr<s_skill_db> skill_group; // 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_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] ) { 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 < MAX_SKILL_ITEM_REQUIRE; i++ ) { if( skill_group->require.itemid[i] > 0 ) { int flag2; struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = skill_group->require.itemid[i]; item_tmp.identify = 1; item_tmp.amount = skill_group->require.amount[i]; 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); } } } } 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); } } } 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 TR_RETROSPECTION: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if (sd) unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song); break; case AS_SPLASHER: if( status_has_mode(tstatus,MD_STATUSIMMUNE) // 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_STATUSIMMUNE) || 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 (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->getSCE(SC_EXTREMITYFIST2)) sp1 = tstatus->sp; #endif if (tsc && tsc->getSCE(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))/40; 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->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) { hp += hp / 10; sp += sp / 10; } if (tsc->getSCE(SC_CRITICALWOUND)) penalty += tsc->getSCE(SC_CRITICALWOUND)->val2; if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1) penalty += 20; if (tsc->getSCE(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; status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER); status_change_end(bl, (sc_type)(SC_STRIPHELM + i), INVALID_TIMER); status_change_end(bl, (sc_type)(SC_STRIPSHIELD + i), INVALID_TIMER); status_change_end(bl, (sc_type)(SC_STRIPARMOR + i), INVALID_TIMER); 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; #ifndef RENEWAL case CG_LONGINGFREEDOM: { if (tsc && !tsce && (tsce=tsc->getSCE(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; #endif case CG_TAROTCARD: { int card = -1; if (tsc && tsc->getSCE(SC_TAROTCARD)) { //Target currently has the SUN tarot card effect and is immune to any other effect map_freeblock_unlock(); return 0; } if( rnd() % 100 > skill_lv * 8 || #ifndef RENEWAL (tsc && tsc->getSCE(SC_BASILICA)) || #endif (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] card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA); 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: case SL_NINJA: case SL_GUNNER: case SL_HIGH: if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){ clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // 1% chance to erase death count on successful cast if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){ pc_setparam( dstsd, SP_PCDIECOUNTER, 0 ); clif_specialeffect( bl, EF_ANGEL2, AREA ); status_calc_pc( dstsd, SCO_NONE ); } sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) ); }else{ if( sd ){ clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 ); } } break; case SP_SOULGOLEM: case SP_SOULSHADOW: case SP_SOULFALCON: case SP_SOULFAIRY: if( 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 ); }else{ if( sd ){ clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 ); } } break; case SP_SOULREVOLVE: if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) { if (sd) clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); break; } status_heal(bl, 0, 50*skill_lv, 2); status_change_end(bl, SC_SPIRIT); status_change_end(bl, SC_SOULGOLEM); status_change_end(bl, SC_SOULSHADOW); status_change_end(bl, SC_SOULFALCON); status_change_end(bl, SC_SOULFAIRY); 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,SCSTART_NORATEDEF); status_change_end(bl, SC_SWOO); 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: case GD_EMERGENCY_MOVE: if(flag&1) { if (status_get_guild_id(src) == status_get_guild_id(bl)) { if( skill_id == GD_RESTORE ) clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); else sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)); } } else if (status_get_guild_id(src)) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_PC, src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, skill_castend_nodamage_id); if (sd) #ifdef RENEWAL skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv)); #else guild_block_skill(sd, skill_get_time2(skill_id, skill_lv)); #endif } 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}; uint8 j = 0, calls = 0, called = 0; struct guild *g; // i don't know if it actually summons in a circle, but oh well. g = sd?sd->guild:guild_search(status_get_guild_id(src)); if (!g) break; 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; } clif_skill_nodamage(src,bl,skill_id,skill_lv,1); for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) { if (j > j = 0; if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) { if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m)) continue; if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd))) continue; if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH)) dx[j] = dy[j] = 0; if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN)) called++; } } if (sd) #ifdef RENEWAL skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv)); #else guild_block_skill(sd, skill_get_time2(skill_id, skill_lv)); #endif } break; case GD_CHARGESHOUT_FLAG: if (sd && sd->guild && sd->state.gmaster_flag == 1) { mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD); if (md) { sd->guild->chargeshout_flag_id = md->bl.id; md->master_id = src->id; if (md->deletetimer != INVALID_TIMER) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0); mob_spawn(md); } } break; case GD_CHARGESHOUT_BEATING: if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) { block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id); if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); else clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } else clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); 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 SJ_DOCUMENT: if (sd) { switch (skill_lv) { case 1: pc_resetfeel(sd); break; case 2: pc_resethate(sd); break; case 3: pc_resetfeel(sd); pc_resethate(sd); break; } } clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); 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); #ifdef RENEWAL else if (sd && hom_is_active(sd->hd)) skill_area_temp[0] = 1; // Already passed pre-cast checks #endif 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_foreachinallrange(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_WIDEBLEEDING2: case NPC_WIDECONFUSE: case NPC_WIDECONFUSE2: case NPC_WIDECURSE: case NPC_WIDECURSE2: case NPC_WIDEFREEZE: case NPC_WIDEFREEZE2: case NPC_WIDESLEEP: case NPC_WIDESLEEP2: case NPC_WIDESILENCE: case NPC_WIDESILENCE2: case NPC_WIDESTONE: case NPC_WIDESTONE2: case NPC_WIDESTUN: case NPC_WIDESTUN2: 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: case NPC_WIDEWEB: 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_STONEWAIT: sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(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_foreachinallrange(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_foreachinallrange(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_FIRESTORM: { int sflag = flag; if( skill_lv > 1 ) sflag |= 4; clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src, skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_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))/100+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_foreachinallrange(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 LG_EARTHDRIVE: { int dummy = 1; clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE); i = skill_get_splash(skill_id,skill_lv); map_foreachinallarea(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_LUXANIMA: status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script case RK_GIANTGROWTH: case RK_STONEHARDSKIN: case RK_VITALITYACTIVATION: case RK_ABUNDANCE: case RK_CRUSHSTRIKE: case RK_REFRESH: case RK_MILLENNIUMSHIELD: if (sd) { uint8 rune_level = 1; // RK_GIANTGROWTH if (skill_id == RK_VITALITYACTIVATION) rune_level = 2; else if (skill_id == RK_STONEHARDSKIN) rune_level = 4; else if (skill_id == RK_ABUNDANCE) rune_level = 6; else if (skill_id == RK_CRUSHSTRIKE) rune_level = 7; else if (skill_id == RK_REFRESH) rune_level = 8; else if (skill_id == RK_MILLENNIUMSHIELD) rune_level = 9; if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) { if (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); else if (skill_id == RK_STONEHARDSKIN) clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0); } else clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } break; case NPC_MILLENNIUMSHIELD: if (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 RK_FIGHTINGSPIRIT: { uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)); // val1: ATKBonus: ? // !TODO: Confirm new ATK formula // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4 sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv)); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); 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->getSCE(SC_ROLLINGCUTTER) ) { // Every time the skill is casted the status change is reseted adding a counter. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1; if( count > 10 ) count = 10; // Max coounter status_change_end(bl, SC_ROLLINGCUTTER); } 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->getSCE(SC_WEAPONBLOCKING) ) status_change_end(bl, SC_WEAPONBLOCKING); 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); status_change_end(bl, SC_PYREXIA); status_change_end(bl, SC_DEATHHURT); status_change_end(bl, SC_LEECHESEND); status_change_end(bl, SC_VENOMBLEED); status_change_end(bl, SC_MAGICMUSHROOM); status_change_end(bl, SC_TOXIN); status_change_end(bl, SC_OBLIVIONCURSE); } break; case GC_PHANTOMMENACE: clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE); 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: case AB_RENOVATIO: if( !sd || sd->status.party_id == 0 || flag&1 ) { if (skill_id == AB_PRAEFATIO) 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 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_CHEAL: if( !sd || sd->status.party_id == 0 || flag&1 ) { if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(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(src, bl, skill_id, i, 1); if( tsc && tsc->getSCE(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 NPC_CHEAL: if( flag&1 ) { if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) { i = skill_calc_heal(src, bl, AL_HEAL, 10, true); if (status_isimmune(bl)) i = 0; clif_skill_nodamage(src, bl, skill_id, i, 1); if( tsc && tsc->getSCE(SC_AKAITSUKI) && i ) i = ~i + 1; status_heal(bl, i, 0, 0); } } else { map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB, 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 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_foreachinallrange(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->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) || tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) { // Success Chance: (60 + 10 * Skill Level) % if( rnd()%100 > 60+10*skill_lv ) break; status_change_end(bl, SC_FREEZE); status_change_end(bl, SC_STONE); status_change_end(bl, SC_BLIND); status_change_end(bl, SC_BURNING); status_change_end(bl, SC_FREEZING); status_change_end(bl, SC_CRYSTALIZE); } 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->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){ // Success Chance: (60 + 10 * Skill Level) % if( rnd()%100 > 60+10*skill_lv ) break; status_change_end(bl, SC_SLEEP); status_change_end(bl, SC_STUN); status_change_end(bl, SC_MANDRAGORA); status_change_end(bl, SC_SILENCE); status_change_end(bl, SC_DEEPSLEEP); } 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(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; //Statuses change that can't be removed by Cleareance for (const auto &it : status_db) { sc_type status = static_cast<sc_type>(it.first); if (!tsc->getSCE(status)) continue; if (it.second->flag[SCF_NOCLEARANCE]) continue; switch (status) { 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 (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0) continue; //If in song area don't end it, even if config enabled break; case SC_ASSUMPTIO: if (bl->type == BL_MOB) continue; break; } if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER) tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0. status_change_end(bl,status); } break; } map_foreachinallrange(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_foreachinallrange(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 { struct map_data *mapdata = map_getmapdata(src->m); map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case NPC_DANCINGBLADE: skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0); break; case WL_CHAINLIGHTNING: skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0); 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->getSCE(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 NPC_JACKFROST: 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); 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 status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)); } 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( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) { clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_area_temp[1] = bl->id; map_foreachinallrange(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: { status_change *sc = status_get_sc(src); if (sc == nullptr) break; e_wl_spheres element; switch (skill_id) { // Set val2. 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; } if (skill_lv == 1) { sc_type sphere = SC_NONE; for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) { if (sc->getSCE(i) == nullptr) { sphere = static_cast<sc_type>(i); // Take the free SC break; } } if (sphere == SC_NONE) { if (sd) // No free slots to put SC clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0); break; } sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv)); } else { for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) { status_change_end(src, static_cast<sc_type>(i)); // Removes previous type sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv)); } } clif_skill_nodamage(src, bl, skill_id, 0, 0); } break; case WL_READING_SB_READING: if (sd) { if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0); break; } clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); skill_spellbook(*sd, ITEMID_WL_MB_SG + 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_SINGLE); 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)); 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_SINGLE); 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,BLOWN_IGNORE_NO_KNOCKBACK); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case NC_SELFDESTRUCTION: if( sd ) { if( pc_ismadogear(sd) ) pc_setmadogear(sd, false); 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_EMERGENCYCOOL: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if (sd) { struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv); int16 limit[] = { -45, -75, -105 }; i = 0; for (const auto &reqItem : req.eqItem) { if (pc_search_inventory(sd, reqItem) != -1) break; i++; } pc_overheat(*sd, limit[min(i, 2)]); } break; case NC_ANALYZE: clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE); sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)); break; case NC_MAGNETICFIELD: if (flag & 1) { sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)); } else { 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_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id); clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE); } 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,INFINITE_TICK);// 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->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) { status_change_end(bl,SC_HIDING); status_change_end(bl,SC_CLOAKING); status_change_end(bl,SC_CLOAKINGEXCEED); status_change_end(bl,SC_CAMOUFLAGE); status_change_end(bl,SC_NEWMOON); if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM); } // 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_foreachinallrange(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->getSCE(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->getSCE(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_SINGLE); if (rnd()%100 < (25 + 25 * skill_lv)) map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick); status_change_end(bl, SC_SV_ROOTTWIST); break; case LG_REFLECTDAMAGE: if( tsc && tsc->getSCE(type) ) status_change_end(bl,type); 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_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_foreachinallrange(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 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_SINGLE); 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 NPC_SR_CURSEDCIRCLE: if( flag&1 ) { if( status_get_class_(bl) == CLASS_BOSS ) break; if( sc_start2(src,bl, type, 50, 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_SINGLE); 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, 50, 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 && (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_SINGLE); map_foreachinallrange(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->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){ status_change_end(bl, SC_STONE); status_change_end(bl, SC_FREEZE); status_change_end(bl, SC_STUN); status_change_end(bl, SC_POISON); status_change_end(bl, SC_SILENCE); status_change_end(bl, SC_BLIND); status_change_end(bl, SC_HALLUCINATION); } 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 }; const int delay[] = { 0, 750, 1250 }; if (sd) // Disable attacking/acting/moving for skill's duration. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2]; 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; 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_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) + (Caster'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_foreachinallrange(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) ) ) { // !TODO: Which skills aren't boosted anymore? 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 ) { sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); } else if (sd) { if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus? map_foreachinallrange(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_SIRCLEOFNATURE: 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. status_change *sc = status_get_sc(src); if( sc && sc->getSCE(type) ) { sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)); } } else if( sd ) { if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),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: if( flag&1 ) { sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); } else { // These affect to all targets around the caster. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus? map_foreachinallrange(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_BEYOND_OF_WARCRY: if( flag&1 ) { sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); } else { // These affect to all targets around the caster. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus? map_foreachinallrange(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_SOUND_OF_DESTRUCTION: if (flag&1) { sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase } else { map_foreachinallrange(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 (rnd() % 100 < 30 + (10 * skill_lv)) { status_change_end(bl, SC_SONGOFMANA); status_change_end(bl, SC_DANCEWITHWUG); status_change_end(bl, SC_LERADSDEW); status_change_end(bl, SC_SATURDAYNIGHTFEVER); status_change_end(bl, SC_BEYONDOFWARCRY); status_change_end(bl, SC_MELODYOFSINK); status_change_end(bl, SC_BEYONDOFWARCRY); status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case RETURN_TO_ELDICASTES: case ALL_GUARDIAN_RECALL: case ECLAGE_RECALL: case ALL_PRONTERA_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; case ALL_PRONTERA_RECALL: if(skill_lv == 1) { x = 115; y = 72; } else if(skill_lv == 2) { x = 159; y = 192; } mapindex = mapindex_name2id(MAP_PRONTERA); 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); status_change_end(bl, SC_BLEEDING); status_change_end(bl, SC_BURNING); status_change_end(bl, SC_DEEPSLEEP); break; case ECL_PEONYMAMY: status_change_end(bl, SC_FREEZE); status_change_end(bl, SC_FREEZING); status_change_end(bl, SC_CRYSTALIZE); break; case ECL_SADAGUI: status_change_end(bl, SC_STUN); status_change_end(bl, SC_CONFUSION); status_change_end(bl, SC_HALLUCINATION); status_change_end(bl, SC_FEAR); break; case ECL_SEQUOIADUST: status_change_end(bl, SC_STONE); status_change_end(bl, SC_POISON); status_change_end(bl, SC_CURSE); status_change_end(bl, SC_BLIND); status_change_end(bl, SC_ORCISH); status_change_end(bl, SC_DECREASEAGI); break; } clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE); 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_foreachinallrange(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 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 ) { int 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 1: mode = EL_MODE_PASSIVE; break; // Standard mode. 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 ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M: case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M: duration = 6000; break; case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L: case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L: 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 ) { s_elemental_data *ed = sd->ed; int s_hp, s_sp; if( !ed ) break; s_hp = sd->battle_status.hp * 10 / 100; s_sp = sd->battle_status.sp * 10 / 100; if( !status_charge(&sd->bl,s_hp,s_sp) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } status_heal(&ed->bl,s_hp,s_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 NPC_MANDRAGORA: case GN_MANDRAGORA: if( flag&1 ) { int rate; if (skill_id == NPC_MANDRAGORA) rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5; else rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5; if (rate < 10) rate = 10; if (bl->type == BL_MOB || (tsc && tsc->getSCE(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_foreachinallrange(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 ) { i = sd->equip_index[EQI_AMMO]; if( i < 0 ) break; // No ammo. t_itemid ammo_id = sd->inventory_data[i]->nameid; if( ammo_id == 0 ) break; sd->itemid = ammo_id; if( itemdb_group.item_exists(IG_BOMB, 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_group.item_exists(IG_THROWABLE, ammo_id)) { switch (ammo_id) { case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 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_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 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_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 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_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000); status_percent_heal(bl, 0, 2); break; case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 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_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000); status_percent_heal(bl, 0, 8); break; default: if (dstsd) run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id); 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: case EM_EL_FLAMETECHNIC: case EM_EL_FLAMEARMOR: case EM_EL_COLD_FORCE: case EM_EL_CRYSTAL_ARMOR: case EM_EL_GRACE_BREEZE: case EM_EL_EYES_OF_STORM: case EM_EL_EARTH_CARE: case EM_EL_STRONG_PROTECTION: case EM_EL_DEEP_POISONING: case EM_EL_POISON_SHIELD: { s_elemental_data *ele = BL_CAST(BL_ELEM, src); if( ele ) { sc_type type2 = (sc_type)(type-1); status_change *sc = status_get_sc(&ele->bl); if( (sc && sc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) { status_change_end(src,type); status_change_end(bl,type2); } else { clif_skill_nodamage(src,src,skill_id,skill_lv,1); if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON)) 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_SINGLE); 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,BLOWN_NONE); 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_SINGLE); skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); break; case EL_WATER_SCREEN: { s_elemental_data *ele = BL_CAST(BL_ELEM, src); if( ele ) { 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->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) { status_change_end(bl,type); status_change_end(src,type2); } 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_SINGLE); 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 ); map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE); } } break; case KO_KYOUGAKU: if( dstsd && tsc && !tsc->getSCE(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->getSCE(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); //Avoid sitting sync problem clif_blown(bl); map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, 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_STATUSIMMUNE) ) ){ // 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: case SP_SOULDIVISION: if (skill_id == SP_SOULDIVISION) { // Usable only on other players. if (bl->type != BL_PC) { 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))); clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE); break; case KG_KAGEHUMI: if( flag&1 ){ if (bl->type != BL_PC) break; if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) { status_change_end(bl, SC_HIDING); status_change_end(bl, SC_CLOAKING); status_change_end(bl, SC_CLOAKINGEXCEED); status_change_end(bl, SC_CAMOUFLAGE); status_change_end(bl, SC_NEWMOON); if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM); status_change_end(bl, SC_MARIONETTE); status_change_end(bl, SC_HARMONIZE); sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); } }else{ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case MH_SILENT_BREEZE: { int heal = 5 * status_get_lv(&hd->bl) + #ifdef RENEWAL status_base_matk_min(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->getSCE(scs[i])) status_change_end(bl, scs[i]); } if (hd) skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv)); } break; case MH_OVERED_BOOST: if (hd && battle_get_master(src)) { sc_start(src, battle_get_master(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)); 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)); 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.getSCE(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.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style // char output[128]; // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling")); // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF); //} } else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK); } break; case MH_PAIN_KILLER: bl = battle_get_master(src); if (bl != nullptr) 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_MAGMA_FLOW: 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 remove it if (tsce && tsce->val2 != src->id) status_change_end(bl, type); // 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_QD_SHOT: if (sd) { skill_area_temp[1] = bl->id; // Check surrounding 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_foreachinallrange(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); } else { clif_skill_nodamage(src, src, 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_SPLASH|1, skill_castend_damage_id); } status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target. skill_area_temp[0] = 0; skill_area_temp[1] = 0; break; case RL_FLICKER: if (sd) { sd->flicker = true; skill_area_temp[1] = 0; clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Detonate RL_B_TRAP if (pc_checkskill(sd, RL_B_TRAP)) map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src); // Detonate RL_H_MINE if ((i = pc_checkskill(sd, RL_H_MINE))) map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), 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); 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_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 SU_SV_ROOTTWIST: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if (sd && status_get_class_(bl) == CLASS_BOSS) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0); break; } if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); else { sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1)); skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag); } break; case SU_TUNABELLY: { unsigned int heal = 0; if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)) heal = 0; else if (status_get_hp(bl) != status_get_max_hp(bl)) heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100; clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); status_heal(bl, heal, 0, 0); } break; case SU_BUNCHOFSHRIMP: case SU_HISS: case SU_PURRING: case SU_MEOWMEOW: if (sd == NULL || sd->status.party_id == 0 || flag&1) { int duration = skill_get_time(skill_id, skill_lv); if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA)) duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv); clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration)); } 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 SU_SHRIMPARTY: if (sd == NULL || sd->status.party_id == 0 || flag&1) { sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) { clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1); sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i)); } } 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 SU_POWEROFFLOCK: if (flag&1) { sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv)); sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration? } else { 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, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_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|1, skill_castend_nodamage_id); } break; case ALL_EQSWITCH: if( sd ){ clif_equipswitch_reply( sd, false ); for( int i = 0, position = 0; i < EQI_MAX; i++ ){ if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){ position |= pc_equipswitch( sd, sd->equip_switch_index[i] ); } } } break; case AB_VITUPERATUM: if (flag&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))); 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, bl, skill_id, skill_lv, 1); } break; case AB_CONVENIO: if (sd) { party_data *p = party_search(sd->status.party_id); int i = 0, count = 0; // Only usable in party if (p == nullptr) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } // Only usable as party leader. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd); if (i == MAX_PARTY || !p->party.member[i].leader) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } // Do the teleport part for (i = 0; i < MAX_PARTY; ++i) { map_session_data *pl_sd = p->data[i].sd; if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) || sd->bl.m != pl_sd->bl.m) continue; // Respect /call configuration if( pl_sd->status.disable_call ){ continue; } if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) { pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT); count++; } } if (!count) clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } break; case NPC_PULSESTRIKE2: for (int i = 0; i < 3; i++) skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag); break; case BO_THE_WHOLE_PROTECTION: if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) { unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP }; for (uint8 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, skill_get_time(skill_id, skill_lv)); } } else if (sd) { 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 TR_MUSICAL_INTERLUDE: case TR_JAWAII_SERENADE: case TR_PRON_MARCH: if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv)); else if (sd) { clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1); sd->skill_id_song = skill_id; sd->skill_lv_song = skill_lv; if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0) flag |= 2; 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 TR_GEF_NOCTURN: case TR_AIN_RHAPSODY: if (flag & 1) sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv)); else if (sd) { clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1); sd->skill_id_song = skill_id; sd->skill_lv_song = skill_lv; if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0) flag |= 2; map_foreachinallrange(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); } break; case TR_ROKI_CAPRICCIO: case TR_NIPELHEIM_REQUIEM: if (flag & 1) { // Need official success chances. uint16 success_chance = 5 * skill_lv; if (flag & 2) success_chance *= 2; // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech] if (skill_id == TR_ROKI_CAPRICCIO) { sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv)); } else { // TR_NIPELHEIM_REQUIEM sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv)); sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv)); } } else if (sd) { clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1); sd->skill_id_song = skill_id; sd->skill_lv_song = skill_lv; if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0) flag |= 2; map_foreachinallrange(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); } break; case ABR_NET_REPAIR: case ABR_NET_SUPPORT: if (flag & 1) { int heal_amount; if (skill_id == ABR_NET_REPAIR) { heal_amount = tstatus->max_hp * 10 / 100; clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 ); status_heal(bl, heal_amount, 0, 0); } else { // ABR_NET_SUPPORT heal_amount = tstatus->max_sp * 3 / 100; clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 ); status_heal(bl, 0, heal_amount, 0); } } 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_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id); } break; case WH_HAWK_M: if (sd) { if (!pc_isfalcon(sd)) pc_setoption(sd, sd->sc.option | OPTION_FALCON); else pc_setoption(sd, sd->sc.option&~OPTION_FALCON); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case EM_SUMMON_ELEMENTAL_ARDOR: case EM_SUMMON_ELEMENTAL_DILUVIO: case EM_SUMMON_ELEMENTAL_PROCELLA: case EM_SUMMON_ELEMENTAL_TERREMOTUS: case EM_SUMMON_ELEMENTAL_SERPENS: { clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if (sd == nullptr) break; uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS }; uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 }; uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id); if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) || (skill_id == EM_SUMMON_ELEMENTAL_SERPENS && (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L || sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) { // Remove the old elemental before summoning the super one. elemental_delete(sd->ed); if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } else // Elemental summoned. Buff the player with the bonus. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); } else { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; } } break; case EM_ELEMENTAL_VEIL: clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); if (sd == nullptr) break; if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS) sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); else clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; case MT_M_MACHINE: case BO_BIONIC_PHARMACY: if (sd) { sd->skill_id_old = skill_id; sd->skill_lv_old = skill_lv; if (skill_id == MT_M_MACHINE) clif_cooking_list(sd, 31, skill_id, 1, 7); else // BO_BIONIC_PHARMACY clif_cooking_list(sd, 32, skill_id, 1, 8); clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); } break; case MT_SUMMON_ABR_BATTLE_WARIOR: case MT_SUMMON_ABR_DUAL_CANNON: case MT_SUMMON_ABR_MOTHER_NET: case MT_SUMMON_ABR_INFINITY: { uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY }; 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)); mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR); if (md) { md->master_id = src->id; md->special_state.ai = AI_ABR; 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 BO_WOODENWARRIOR: case BO_WOODEN_FAIRY: case BO_CREEPER: case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE }; 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)); mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC); if (md) { md->master_id = src->id; md->special_state.ai = AI_BIONIC; 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; #ifdef RENEWAL case CG_HERMODE: skill_castend_song(src, skill_id, skill_lv, tick); break; #endif default: { std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); map_freeblock_unlock(); return 1; } } if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) { status_change *sc = status_get_sc(src); if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER); } if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [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) { std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); int inf = skill->inf; status_change *tsc = status_get_sc(target); if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && 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: { #ifndef RENEWAL uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target); if (map_check_dir(dir, t_dir)) return USESKILL_FAIL_MAX; #endif if (check_distance_bl(src, target, 0)) 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->getSCE(SC_SILENCE))) return USESKILL_FAIL_LEVEL; else return -1; //Works on silenced allies } 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_ISTRAP)) return USESKILL_FAIL_MAX; } break; case IQ_SECOND_FLAME: case IQ_SECOND_FAITH: case IQ_SECOND_JUDGEMENT: if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND))) return USESKILL_FAIL_LEVEL; break; case IQ_THIRD_PUNISH: case IQ_THIRD_FLAME_BOMB: case IQ_THIRD_CONSECRATION: if (!tsc || !tsc->getSCE(SC_SECOND_BRAND)) return USESKILL_FAIL_LEVEL; break; } if (inf&INF_ATTACK_SKILL || (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills ) // Casted through combo. inf = BCT_ENEMY; //Offensive skill. else if (skill->inf2[INF2_NOTARGETENEMY]) inf = BCT_NOENEMY; else inf = 0; if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) { inf |= (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)| (skill->inf2[INF2_GUILDONLY]?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: case RK_PHANTOMTHRUST: case NPC_PHANTOMTHRUST: if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM) return USESKILL_FAIL_MAX; break; } if (inf && battle_check_target(src, target, inf) <= 0) { switch(skill_id) { case RK_PHANTOMTHRUST: case NPC_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->getSCE(SC_FOGWALL) && rnd() % 100 < 75) return USESKILL_FAIL_LEVEL; return -1; } TIMER_FUNC( skill_keep_using ){ map_session_data* sd = map_id2sd( id ); if( sd && sd->skill_keep_using.skill_id ){ clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target ); sd->skill_keep_using.tid = INVALID_TIMER; } return 0; } /** * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage' * @param tid * @param tick * @param data **/ TIMER_FUNC(skill_castend_id){ struct block_list *target, *src; map_session_data *sd; struct mob_data *md; struct unit_data *ud; 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, SCB_ASPD }); } else 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) { map_session_data *p_sd = pc_get_partner(sd); if (p_sd && p_sd->state.autotrade) { fail = true; break; } else clif_callpartner(*sd); } break; case WE_CALLPARENT: if (sd) { map_session_data *f_sd = pc_get_father(sd); 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; } } break; case WE_CALLBABY: if (sd) { map_session_data *c_sd = pc_get_child(sd); if (c_sd && c_sd->state.autotrade) { fail = true; break; } } 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 WL_FROSTMISTY: case SU_CN_POWDERING: case AG_RAIN_OF_CRYSTAL: 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); int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv ); // Give AP if (add_ap > 0) { switch (ud->skill_id) { case TR_ROSEBLOSSOM: case TR_RHYTHMSHOOTING: case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech] add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100; break; case TR_GEF_NOCTURN: case TR_ROKI_CAPRICCIO: case TR_AIN_RHAPSODY: case TR_MUSICAL_INTERLUDE: case TR_JAWAII_SERENADE: case TR_NIPELHEIM_REQUIEM: case TR_PRON_MARCH: if (sd->skill_id_old == TR_RETROSPECTION) { add_ap += add_ap * 50 / 100; sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use. } break; } status_heal(&sd->bl, 0, 0, add_ap, 0); } if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && 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); 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 = i64max(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, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); 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 KN_BRANDISHSPEAR: case CR_GRANDCROSS: { sc_type type; if (ud->skill_id == KN_BRANDISHSPEAR) type = SC_STRIPWEAPON; else type = SC_STRIPSHIELD; if ((sc = status_get_sc(src)) && sc->getSCE(type)) { const struct TimerData* timer = get_timer(sc->getSCE(type)->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, type, 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( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, sd) && skill_check_condition_castbegin(sd, ud->skill_id, ud->skill_lv) ){ sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 ); } sc = status_get_sc(src); if(sc && sc->count) { if (ud->skill_id != RA_CAMOUFLAGE) status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active if(sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD && sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id && ud->skill_id != WZ_WATERBALL) sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check. #ifndef RENEWAL if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) ) skill_blockpc_start(sd,BD_ADAPTATION,3000); #endif } if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish] sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 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->getSCE(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); status_change_end(src, SC_BLADESTOP); #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 = sd->skillitem_keep_requirement = 0; if (sd->skill_keep_using.skill_id > 0) { sd->skill_keep_using.skill_id = 0; if (sd->skill_keep_using.tid != INVALID_TIMER) { delete_timer(sd->skill_keep_using.tid, skill_keep_using); sd->skill_keep_using.tid = INVALID_TIMER; } } } else if (md) md->skill_idx = -1; return 0; } /*========================================== * *------------------------------------------*/ TIMER_FUNC(skill_castend_pos){ struct block_list* src = map_id2bl(id); 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, SCB_ASPD }); } else ud->skilltimer = INVALID_TIMER; do { if( status_isdead(src) ) break; if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true)) 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); int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv); // Give AP if (add_ap > 0) { switch (ud->skill_id) { case WH_DEEPBLINDTRAP: case WH_SOLIDTRAP: case WH_SWIFTTRAP: case WH_FLAMETRAP: if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3) add_ap += 1; break; } status_heal(&sd->bl, 0, 0, add_ap, 0); } } } 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 = i64max(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, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); // if( sd ) // { // switch( ud->skill_id ) // { // case ????: // sd->canequip_tick = tick + ????; // break; // } // } unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1); 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); // 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 = sd->skillitem_keep_requirement = 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 = sd->skillitem_keep_requirement = 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, t_tick tick, int flag) { map_session_data* sd; status_change* sc; struct status_change_entry *sce; std::shared_ptr<s_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 = skill_get_sc(skill_id); sce = (sc && type != SC_NONE)?sc->getSCE(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 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_foreachinallarea(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_foreachinallarea(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_foreachinallarea(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_foreachinallarea( 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_foreachinallarea(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 NPC_LEX_AETERNA: i = skill_get_splash(skill_id, skill_lv); map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); break; case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: { //Does not consumes if the skill is already active. [Skotlex] std::shared_ptr<s_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: { int dummy = 1; if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) { skill_unitsetting(src, skill_id, skill_lv, x, y, 0); return 0; // Don't consume gems if cast on Land Protector } } 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: #ifndef RENEWAL 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: #endif 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 HW_GRAVITATION: #endif case NPC_EVILLAND: case NPC_VENOMFOG: case NPC_COMET: case NPC_WIDESUCK: case NPC_ICEMINE: case NPC_FLAMECROSS: case NPC_HELLBURNING: case NPC_REVERBERATION: case WL_COMET: case RA_ELECTRICSHOCKER: case RA_CLUSTERBOMB: case RA_MAGENTATRAP: case RA_COBALTTRAP: case RA_MAIZETRAP: case RA_VERDURETRAP: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: case SC_MANHOLE: case SC_DIMENSIONDOOR: case SC_CHAOSPANIC: case SC_MAELSTROM: case SC_BLOODYLUST: case WM_POEMOFNETHERWORLD: case SO_PSYCHIC_WAVE: case NPC_PSYCHIC_WAVE: case SO_VACUUM_EXTREME: case GN_THORNS_TRAP: case SO_EARTHGRAVE: case SO_DIAMONDDUST: case SO_FIRE_INSIGNIA: case SO_WATER_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: 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 SJ_BOOKOFCREATINGSTAR: case RL_B_TRAP: case NPC_STORMGUST2: case AG_RAIN_OF_CRYSTAL: case AG_MYSTERY_ILLUSION: case AG_STRANTUM_TREMOR: case AG_TORNADO_STORM: case AG_FLORAL_FLARE_ROAD: case IG_CROSS_RAIN: case CD_PNEUMATICUS_PROCELLA: case ABC_ABYSS_STRIKE: case ABC_ABYSS_SQUARE: case WH_DEEPBLINDTRAP: case WH_SOLIDTRAP: case WH_SWIFTTRAP: case WH_FLAMETRAP: case BO_ACIDIFIED_ZONE_WATER: case BO_ACIDIFIED_ZONE_GROUND: case BO_ACIDIFIED_ZONE_WIND: case BO_ACIDIFIED_ZONE_FIRE: case EM_DIAMOND_STORM: case EM_LIGHTNING_LAND: case EM_VENOM_SWAMP: case EM_CONFLAGRATION: case EM_TERRA_DRIVE: 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: case GN_DEMONIC_FIRE: 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 NPC_EARTHQUAKE: clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE); skill_unitsetting(src, skill_id, skill_lv, x, y, 0); break; #ifndef RENEWAL case HP_BASILICA: if( sc->getSCE(SC_BASILICA) ) { status_change_end(src, SC_BASILICA); // 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; #endif #ifndef RENEWAL 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; #endif break; case RG_CLEANER: // [Valaris] i = skill_get_splash(skill_id, skill_lv); map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1); break; case SO_WARMER: case SO_CLOUD_KILL: case NPC_CLOUD_KILL: flag |= (skill_id == SO_WARMER) ? 8 : 4; skill_unitsetting(src,skill_id,skill_lv,x,y,0); break; case SU_CN_POWDERING: case SU_NYANGGRASS: if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) { if (skill_id == SU_CN_POWDERING) sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1)); else sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1)); } flag |= 1; skill_unitsetting(src, skill_id, skill_lv, x, y, 0); break; case SU_CN_METEOR: if (sd) { if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0) skill_id = SU_CN_METEOR2; if (pc_checkskill(sd, SU_SPIRITOFLAND)) sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1)); } // Fall through case WZ_METEOR: { int area = skill_get_splash(skill_id, skill_lv); short tmpx = 0, tmpy = 0; 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 : "", (skill_lv >= 3) ? sd->status.memo_point[1].map : "", (skill_lv >= 4) ? sd->status.memo_point[2].map : "" ); } if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER); return 0; // not to consume item. case MO_BODYRELOCATION: if(sc && (sc->getSCE(SC_SPIDERWEB) || sc->getSCE(SC_ANKLE))) break; 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(5, src, x, y, 1, 0) ) //You don't move on GVG grounds. clif_blown(src); status_change_end(src, SC_HIDING); 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]; enum mob_ai 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 = 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 s_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->inventory.u.items_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; // Final heal increased by HPlus. // Is this the right place for this??? [Rytech] // Can HPlus also affect SP recovery??? status_data *sstatus = status_get_status_data(src); if (sstatus && sstatus->hplus > 0) { potion_hp += potion_hp * sstatus->hplus / 100; potion_sp += potion_sp * sstatus->hplus / 100; } if(potion_hp > 0 || potion_sp > 0) { i_lv = skill_get_splash(skill_id, skill_lv); map_foreachinallarea(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 { struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]); int id = skill_get_max(CR_SLIMPITCHER) * 10; potion_flag = 1; potion_hp = 0; potion_sp = 0; run_script(item->script,0,src->id,0); potion_flag = 0; 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_foreachinallarea(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_foreachinallarea(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; #ifndef RENEWAL 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; #endif // 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 = NULL; int t, mob_id; if (skill_lv == 1) mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2; else { int rand_val = rnd() % 100; if (rand_val < 30) mob_id = MOBID_GREEN_PLANT; else if (rand_val < 55) mob_id = MOBID_RED_PLANT; else if (rand_val < 80) mob_id = MOBID_YELLOW_PLANT; else if (rand_val < 90) mob_id = MOBID_WHITE_PLANT; else if (rand_val < 98) mob_id = MOBID_BLUE_PLANT; else mob_id = MOBID_SHINING_PLANT; } md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE); 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); 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); //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 AC_SHOWER: status_change_end(src, SC_CAMOUFLAGE); case MA_SHOWER: case NC_COLDSLOWER: case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: case NPC_DRAGONBREATH: case WL_FROSTMISTY: case RL_HAMMER_OF_GOD: // 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); 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_foreachinallarea(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->getSCE(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_SINGLE); 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_foreachinallarea(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_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_foreachinallarea(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_SINGLE); break; case NC_NEUTRALBARRIER: case NC_STEALTHFIELD: if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(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)); } 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: { std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position if( group == nullptr || group->unit == nullptr ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 1; } map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active clif_skill_nodamage(src, src, skill_id, skill_lv, 0); sc_start(src, src, type, 100, skill_lv, skill_get_time(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), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active clif_skill_nodamage(src,src,skill_id,skill_lv,1); flag |= 1; break; case LG_BANDING: if( sc && sc->getSCE(SC_BANDING) ) status_change_end(src,SC_BANDING); 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)); clif_skill_nodamage(src,src,skill_id,skill_lv,1); break; case WM_DOMINION_IMPULSE: i = skill_get_splash(skill_id, skill_lv); map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL); break; case WM_GREAT_ECHO: 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: { struct unit_data* ud = unit_bl2ud(src); if (!ud) break; auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; }; auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate); if (it != ud->skillunits.end()) { auto* unit_group = it->get(); skill_unit* su = unit_group->unit; switch (skill_lv) { case 1: { // TODO: int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick)); skill_delunit(su); skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration); flag |= 1; } break; case 2: map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id); if (su != NULL) skill_delunit(su); break; case 3: skill_delunit(su); skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0); flag |= 1; break; case 4: skill_delunit(su); skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0); flag |= 1; break; case 5: { uint16 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_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id); if (su != NULL) skill_delunit(su); } break; } } } break; case SO_FIREWALK: case SO_ELECTRICWALK: case NPC_FIREWALK: case NPC_ELECTRICWALK: if( sc && sc->getSCE(type) ) status_change_end(src,type); 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)) { clif_snap(src, src->x, src->y); sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv)); } else { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } 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 = 0; w <= wave; w++) { switch (dir) { case DIR_NORTH: case DIR_NORTHWEST: case DIR_NORTHEAST: sy = y + w; break; case DIR_WEST: sx = x - w; break; case DIR_SOUTHWEST: case DIR_SOUTH: case DIR_SOUTHEAST: sy = y - w; break; case DIR_EAST: sx = x + w; break; } skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag); } } break; case NPC_MAGMA_ERUPTION: 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|SD_ANIMATION|1, skill_castend_damage_id); // 2nd, AoE 'eruption' unit skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag); break; case SU_LOPE: { uint8 dir = map_calc_dir(src, x, y); // Fails on noteleport maps, except for GvG and BG maps if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) { x = src->x; y = src->y; } clif_skill_nodamage(src, src, skill_id, 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 AG_ASTRAL_STRIKE: i = skill_get_splash(skill_id, skill_lv); map_foreachinallarea(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); flag |= 1; skill_unitsetting(src, skill_id, skill_lv, x, y, 0); break; case AG_VIOLENT_QUAKE: case AG_ALL_BLOOM: { int area = skill_get_splash(skill_id, skill_lv); int unit_time = skill_get_time(skill_id, skill_lv); int unit_interval = skill_get_unit_interval(skill_id); uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0; // Grab Climax's effect level if active. // This affects the behavior of certain skills in certain ways. if (sc && sc->getSCE(SC_CLIMAX)) climax_lv = sc->getSCE(SC_CLIMAX)->val1; if (skill_id == AG_VIOLENT_QUAKE) { sub_skill = AG_VIOLENT_QUAKE_ATK; // Fixes rising rocks spawn area to 7x7. if (climax_lv == 5) area = 3; } else { // AG_ALL_BLOOM sub_skill = AG_ALL_BLOOM_ATK; if (climax_lv == 1) { // Rose buds spawn at double the speed. unit_time /= 2; unit_interval /= 2; } } // Displays the earthquake / flower garden. skill_unitsetting(src, skill_id, skill_lv, x, y, 0); if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range. i = skill_get_splash(skill_id, skill_lv); map_foreachinallarea(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); } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals tmpx = x - area + rnd() % (area * 2 + 1); tmpy = y - area + rnd() % (area * 2 + 1); skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval); if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one. tmpx = x - area + rnd() % (area * 2 + 1); tmpy = y - area + rnd() % (area * 2 + 1); skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval); } } // One final attack the size of the flower garden is dealt after // all rose buds explode if Climax level 5 is active. if (skill_id == AG_ALL_BLOOM && climax_lv == 5) skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval); } break; default: ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id); return 1; } if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER); 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 (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.cant.cast ) { 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, mapindex_name2id( 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 s_point_str *p[4]; std::shared_ptr<s_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) { unit_skillunit_maxcount(sd->ud, skill_id, maxcount); if (maxcount == 0) { 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, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 ); 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 = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish] if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) { 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 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid. return 0; if (flag) //Set dissonance target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping. else //Remove dissonance target->val2 &= ~(1 << 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) { // (^~_~^) LGP Start return 0; // (^~_~^) LGP End if (!unit || !unit->group || !(unit->group->state.song_dance&0x1)) return 0; if (!flag && !(unit->val2&(1 << 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 &= ~(1 << 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 s_skill_unit_group backup; std::shared_ptr<s_skill_unit_group> group; if( unit == nullptr || (group = unit->group) == nullptr ) return false; //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << 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&(1 << 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); 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 s_skill_unit_group */ std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag) { std::shared_ptr<s_skill_unit_group> group; int i, val1 = 0, val2 = 0, val3 = 0; t_tick limit; int link_group_id = 0; int target, interval, range; t_itemid req_item = 0; struct s_skill_unit_layout *layout; map_session_data *sd; struct status_data *status; status_change *sc; int active_flag = 1; int subunt = 0; bool hidden = false; struct map_data *mapdata; nullpo_retr(nullptr, src); std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); mapdata = map_getmapdata(src->m); limit = skill_get_time3(mapdata, skill_id,skill_lv); range = skill_get_unit_range(skill_id,skill_lv); interval = skill->unit_interval; target = skill_get_unit_target(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 = (skill->unit_flag[UF_HIDDENTRAP] && (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: val2 = skill_lv + 1; #ifdef RENEWAL val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp; #endif break; case MG_FIREWALL: if(sc && sc->getSCE(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 nullptr; group = ((TBL_SKILL*)src)->group; src = map_id2bl(group->src_id); if( !src ) return nullptr; val2 = group->val2; //Copy the (x,y) position you warp to val3 = group->val3; //as well as the mapindex to warp to. } break; #ifndef RENEWAL case HP_BASILICA: val1 = src->id; // Store caster id. break; #endif case PR_SANCTUARY: case NPC_EVILLAND: val1=skill_lv+3; break; case WZ_METEOR: case SU_CN_METEOR: case SU_CN_METEOR2: limit = flag; 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 nullptr; 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: if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m)) 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 s_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 (skill_id == RL_B_TRAP) // Target type should not change on GvG maps. break; if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) ) target = BCT_ALL; } break; case SA_LANDPROTECTOR: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: case SC_CHAOSPANIC: { std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src); if (old_sg != nullptr) { //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 / 30; // Perfect dodge increase if (sd) { val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2; val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5; } break; case DC_HUMMING: val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase 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: #ifdef RENEWAL val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment. #else val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment. #endif if (sd) { val1 += pc_checkskill(sd, DC_DANCINGLESSON); #ifdef RENEWAL val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2; #else val2 += pc_checkskill(sd, DC_DANCINGLESSON); #endif } val1 *= 10; //Because 10 is actually 1% aspd 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; val1 += 5 + skill_lv + (status->agi / 20); val1 *= 10; // ASPD works with 1000 as 100% break; case DC_FORTUNEKISS: val1 = 10 + skill_lv + (status->luk / 10); // Critical increase val1 *= 10; //Because every 10 crit is an actual cri point. if (sd) val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON); break; case BD_DRUMBATTLEFIELD: val1 = (skill_lv+1)*25; //Atk increase val2 = (skill_lv+1)*2; //Def increase 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 == ELE_RANDOM) val1 = element[rnd()%5]; // Use random from available unit visual? else if (ele == ELE_ENDOWED) val1 = status_get_attack_sc_element(src,sc); else if (ele == ELE_WEAPON) { val1 = status->rhw.ele; if (sc && sc->getSCE(SC_ENCHANTARMS)) val1 = sc->getSCE(SC_ENCHANTARMS)->val1; } 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->getSCE(SC_POISONINGWEAPON)) ) return nullptr; val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison val3 = sc->getSCE(SC_POISONINGWEAPON)->val1; limit = skill_get_time(skill_id, skill_lv); break; case NPC_COMET: case WL_COMET: if (sc) { sc->comet_x = x; sc->comet_y = y; } 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 nullptr; break; case SO_CLOUD_KILL: case NPC_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_DEMONIC_FIRE: if (flag) { // Fire Expansion level 1 limit = flag + 10000; flag = 0; } 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; #ifndef RENEWAL case HW_GRAVITATION: if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF) link_group_id = sc->getSCE(SC_GRAVITATION)->val4; break; #endif case SO_VACUUM_EXTREME: // Coordinates val1 = x; val2 = y; val3 = 0; // Suck target at n seconds. break; case MH_POISON_MIST: case MH_LAVA_SLIDE: skill_clear_group(src, 1); break; case MH_VOLCANIC_ASH: if (!map_flag_vs(src->m)) target = BCT_ENEMY; break; case AG_VIOLENT_QUAKE: case AG_ALL_BLOOM: if (sc && sc->getSCE(SC_CLIMAX)) { if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1) limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved. else if (sc->getSCE(SC_CLIMAX)->val1 == 4) limit = 3000; // Show main AoE for fixed duration on status giving effect. } break; case AG_VIOLENT_QUAKE_ATK: case AG_ALL_BLOOM_ATK: case AG_ALL_BLOOM_ATK2: limit = flag; flag = 0; if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2) range = 4; // Rising rocks splash is increased to 9x9. break; case WH_DEEPBLINDTRAP: case WH_SOLIDTRAP: case WH_SWIFTTRAP: case WH_FLAMETRAP: limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5); break; } // Init skill unit group group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval); if (group == nullptr) return nullptr; 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 = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->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 >= mapdata->xs || uy >= mapdata->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 && skill->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 CR_GRANDCROSS: case NPC_GRANDDARKNESS: unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits break; case WZ_ICEWALL: unit_val1 = 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 NPC_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 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance break; } if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2)) unit_val2 |= (1 << 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(nullptr, (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 nullptr; } //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, t_tick 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, t_tick tick) { struct block_list *ss; // Actual source that cast the skill unit 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; std::shared_ptr<s_skill_unit_group> sg = unit->group; if (sg == nullptr) return 0; nullpo_ret(ss = map_id2bl(sg->src_id)); tstatus = status_get_status_data(bl); if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : 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] std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id); if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && 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->inf2[INF2_TARGETHIDDEN]) return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex] if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) status_change_end(bl, SC_VACUUM_EXTREME); if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING]) return 0; // Under Hovering characters are immune to select trap and ground target skills. type = skill_get_sc(sg->skill_id); sce = (sc && type != SC_NONE) ? sc->getSCE(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) { //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv); const struct TimerData* td; struct map_data *mapdata = map_getmapdata(bl->m); if (mapdata_flag_vs(mapdata)) sec /= 2; if (sc->getSCE(type)) { if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) { //Already triple affected, immune sg->limit = DIFF_TICK(tick, sg->tick); break; } //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3) sec *= (sc->getSCE(type)->val1 + 1); else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2) sec *= (sc->getSCE(type)->val1 + 1); //Add group id to status change if (sc->getSCE(type)->val2 == 0) sc->getSCE(type)->val2 = sg->group_id; else if (sc->getSCE(type)->val3 == 0) sc->getSCE(type)->val3 = sg->group_id; else if (sc->getSCE(type)->val4 == 0) sc->getSCE(type)->val4 = sg->group_id; //Overwrite status change with new duration if ((td = get_timer(sc->getSCE(type)->timer))!=NULL) status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4, i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF); } else { if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) { td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : NULL; if (td) sec = DIFF_TICK(td->tick, tick); map_moveblock(bl, unit->bl.x, unit->bl.y, tick); clif_fixpos(bl); } else sec = 3000; //Couldn't trap it? } sg->val2 = bl->id; 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, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF); break; case UNT_WARP_WAITING: { int working = sg->val1&0xffff; if(bl->type==BL_PC && !working){ map_session_data *sd = (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(m) == 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; if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd))) pc_setpos(sd,m,x,y,CLR_TELEPORT); } } else if(bl->type == BL_MOB && battle_config.mob_warp&2) { int16 m = map_mapindex2mapid(sg->val3); if (m < 0) break; //Map not available on this map-server. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT); } } break; case UNT_QUAGMIRE: if( !sce && battle_check_target(&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: case UNT_FIRE_INSIGNIA: case UNT_WATER_INSIGNIA: case UNT_WIND_INSIGNIA: case UNT_EARTH_INSIGNIA: 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_HERMODE); //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->getSCE(SC_SPIRIT) && sc->getSCE(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->getSCE(SC_SPIRIT) && sc->getSCE(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; #ifndef RENEWAL 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), BLOWN_NONE); break; } if (!sce && i <= 0) sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit); } break; #endif case UNT_MOONLIT: //Knockback out of area if affected char isn't in Moonlit effect if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(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),BLOWN_NONE); 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 && map_flag_vs(bl->m)) 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_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_NYANGGRASS: if (!sce) sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv)); break; case UNT_CREATINGSTAR: if (!sce) sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit); 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_db.yml) * @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, t_tick tick) { struct block_list *ss; TBL_PC* tsd; struct status_data *tstatus; status_change *sc, *tsc; struct skill_unit_group_tickset *ts; enum sc_type type; uint16 skill_id; t_tick diff = 0; nullpo_ret(unit); nullpo_ret(bl); if (bl->prev == NULL || !unit->alive || status_isdead(bl)) return 0; std::shared_ptr<s_skill_unit_group> sg = unit->group; if (sg == nullptr) return 0; nullpo_ret(ss = map_id2bl(sg->src_id)); tsd = BL_CAST(BL_PC, bl); tsc = status_get_sc(bl); sc = status_get_sc(ss); tstatus = status_get_status_data(bl); type = skill_get_sc(sg->skill_id); skill_id = sg->skill_id; std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2; if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP]) return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING]) 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; } // 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_LAVA_SLIDE: case UNT_MAKIBISHI: case UNT_VENOMFOG: case UNT_ICEMINE: case UNT_FLAMECROSS: case UNT_HELLBURNING: case UNT_RAIN_OF_CRYSTAL: case UNT_MYSTERY_ILLUSION: case UNT_STRANTUM_TREMOR: case UNT_TORNADO_STORM: case UNT_FLORAL_FLARE_ROAD: case UNT_CROSS_RAIN: case UNT_PNEUMATICUS_PROCELLA: case UNT_LIGHTNING_LAND: case UNT_VENOM_SWAMP: case UNT_CONFLAGRATION: case UNT_DEEPBLINDTRAP: case UNT_SOLIDTRAP: case UNT_SWIFTTRAP: case UNT_FLAMETRAP: 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+(t_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 NPC_COMET: case WL_COMET: if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case NPC_WIDESUCK: { int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0); if (heal > 0) { clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1); clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1); status_heal(ss,heal,0,0); } } break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: if(!battle_config.gx_allhit) unit->val1--; skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; 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+(t_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 (md && status_get_class_(bl) == CLASS_BATTLEFIELD) break; if( tstatus->hp >= tstatus->max_hp ) break; if( status_isimmune(bl) ) heal = 0; clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1); if( tsc && tsc->getSCE(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: #ifndef RENEWAL if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON) break; #endif 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,BLOWN_NONE); 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) ) { t_tick 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->getSCE(type)?get_timer(tsc->getSCE(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_EARTHQUAKE: sg->val1++; // Hit count skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0)); break; case UNT_ELECTRICSHOCKER: if( bl->id != ss->id ) { 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_foreachinallrange(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->getSCE(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->getSCE(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; 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->getSCE(SC_SPIRIT) && tsc->getSCE(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->getSCE(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 >= 50 + sg->skill_lv * 5 || 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 1000~9999 HP heal = rnd() % 9000 + 1000; 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, skill_get_time(AL_BLESSING, 10)); break; case 7: // Level 10 Increase AGI sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10)); 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, 10000); //10 seconds 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() % 10; // Negative buff count switch (i) { case 0: // Deal 3000~7999 damage reduced by DEF case 1: // Deal 1500~5499 damage unreducable skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i); break; case 2: // Curse sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes break; case 3: // Blind sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes break; case 4: // Poison sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes break; case 5: // Level 10 Provoke clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite break; case 6: // DEF -100% sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds break; case 7: // ATK -100% sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds break; case 8: // Flee -100% sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds break; case 9: // Speed/ASPD -25% sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds break; } } break; #ifndef RENEWAL 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), BLOWN_NONE); break; } if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA))) sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit); } break; #endif 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->getSCE(sg->val2)) && rnd()%100 < 50 ) sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,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->getSCE(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); status_change_end(bl,SC_CLOAKING); status_change_end(bl,SC_CLOAKINGEXCEED); status_change_end(bl,SC_CAMOUFLAGE); status_change_end(bl,SC_NEWMOON); if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM); } 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_getmapflag(bl->m, MF_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_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) { if (!(tsc && tsc->getSCE(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 ) { t_tick 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->getSCE(type)?get_timer(tsc->getSCE(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->getSCE(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_STATUSIMMUNE)) 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), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK); 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_ZEPHYR: if (ss == bl) break; // Doesn't affect the Elemental sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval); break; case UNT_CLOUD_KILL: if (tsc && !tsc->getSCE(type)) status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF); skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); break; case UNT_VACUUM_EXTREME: if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) || (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled) return 0; // Apply effect and suck targets one-by-one each n seconds sc_start4(ss, bl, type, 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->getSCE(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_time2(sg->skill_id, sg->skill_lv)); break; case 2: sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); break; } break; case UNT_ZENKAI_LAND: switch (rnd()%2 + 1) { case 1: sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), 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_time2(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_time2(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_time2(sg->skill_id, sg->skill_lv)); break; case 2: sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); break; case 3: sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv)); break; } break; } } else sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv)); 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_POISON_MIST, (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->getSCE(type)) break; status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF); break; case UNT_B_TRAP: if (tsc && tsc->getSCE(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_SINGLE); break; case UNT_MAGMA_ERUPTION: skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0); if (sg->skill_id == NC_MAGMA_ERUPTION) skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0); else skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0); break; case UNT_ACIDIFIED_ZONE_WATER: skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0); break; case UNT_ACIDIFIED_ZONE_GROUND: skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0); break; case UNT_ACIDIFIED_ZONE_WIND: skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0); break; case UNT_ACIDIFIED_ZONE_FIRE: skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0); break; case UNT_ASTRAL_STRIKE: skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0); break; case UNT_ABYSS_SQUARE: { short flag = 0; // Check to see if the caster is in the AoE. if (distance_bl(ss, &unit->bl) <= unit->range) flag |= 2; // If yes, skill hits twice. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag); } 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, t_tick tick) { status_change *sc; struct status_change_entry *sce; enum sc_type type; nullpo_ret(src); nullpo_ret(bl); std::shared_ptr<s_skill_unit_group> sg = src->group; if (sg == nullptr) return 0; sc = status_get_sc(bl); type = skill_get_sc(sg->skill_id); sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL; if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //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); break; #ifndef RENEWAL case UNT_BASILICA: if (sce && sce->val4 != bl->id) status_change_end(bl, type); break; #endif 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); break; case UNT_DISSONANCE: case UNT_UGLYDANCE: //Used for updating timers in song overlap instances { for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) { if(skill_get_inf2(i, INF2_ISSONG)) { type = skill_get_sc(i); sce = (sc && type != SC_NONE)?sc->getSCE(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->getSCE(SC_SPIRIT) && sc->getSCE(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, t_tick tick) { status_change *sc; struct status_change_entry *sce; enum sc_type type; sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; type = skill_get_sc(skill_id); sce = (sc && type != SC_NONE)?sc->getSCE(type):NULL; switch (skill_id) { case WZ_QUAGMIRE: if (bl->type==BL_MOB) break; if (sce) status_change_end(bl, type); 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->getSCE(SC_DANCING) && (sc->getSCE(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); } case MH_STEINWAND: case MG_SAFETYWALL: case AL_PNEUMA: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: case CG_HERMODE: #ifndef RENEWAL case HW_GRAVITATION: case HP_BASILICA: #endif case NJ_SUITON: case SC_MAELSTROM: case EL_WATER_BARRIER: case EL_ZEPHYR: case EL_POWER_OF_GAIA: case SO_WARMER: case SO_FIRE_INSIGNIA: case SO_WATER_INSIGNIA: case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: case SJ_BOOKOFCREATINGSTAR: 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: case SU_NYANGGRASS: if (sce) status_change_end(bl, type); break; case BA_DISSONANCE: case DC_UGLYDANCE: //Used for updating song timers in overlap instances { for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){ if(skill_get_inf2(i, INF2_ISSONG)){ type = skill_get_sc(i); sce = (sc && type != SC_NONE)?sc->getSCE(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); if ((sce=sc->getSCE(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); 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); 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*); t_tick tick = va_arg(ap,t_tick); 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; std::shared_ptr<s_skill_unit_group> group = unit->group; if (group == nullptr) return 0; 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) { nullpo_ret(unit); std::shared_ptr<s_skill_unit_group> sg = unit->group; if (sg == nullptr) return 0; 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; struct block_list *src; map_session_data *sd; map_session_data *tsd; int *p_sd; //Contains the list of characters found. nullpo_ret(bl); nullpo_ret(tsd=(map_session_data*)bl); nullpo_ret(src=va_arg(ap,struct block_list *)); nullpo_ret(sd=(map_session_data*)src); c=va_arg(ap,int *); p_sd = va_arg(ap, int *); skill_id = va_arg(ap,int); bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS); if (skill_id == PR_BENEDICTIO) { if (*c >= 2) // Check for two companions for Benedictio. [Skotlex] return 0; } else if (is_chorus) { if (*c == MAX_PARTY) // Check for partners for Chorus; 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.cant.cast) return 0; if( is_chorus ) { if( tsd->status.party_id && sd->status.party_id && tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER ) p_sd[(*c)++] = tsd->bl.id; return 1; } else { switch(skill_id) { case PR_BENEDICTIO: { uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y); dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest. && sd->status.sp >= 10) p_sd[(*c)++]=tsd->bl.id; return 1; } case AB_ADORAMUS: // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST ) p_sd[(*c)++] = tsd->bl.id; return 1; case TR_GEF_NOCTURN: case TR_ROKI_CAPRICCIO: case TR_AIN_RHAPSODY: case TR_MUSICAL_INTERLUDE: case TR_JAWAII_SERENADE: case TR_NIPELHEIM_REQUIEM: case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech] if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE && sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id) p_sd[(*c)++] = tsd->bl.id; return 1; default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] { uint16 skill_lv; if(pc_issit(tsd) || !unit_can_move(&tsd->bl)) return 0; if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && (skill_lv = pc_checkskill(tsd, skill_id)) > 0 && (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) && sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id && !tsd->sc.getSCE(SC_DANCING)) { p_sd[(*c)++]=tsd->bl.id; return skill_lv; } } 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(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_ISCHORUS); 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. map_session_data* tsd; switch (skill_id) { case PR_BENEDICTIO: case WM_GREAT_ECHO: for (i = 0; i < c; i++) { if ((tsd = map_id2sd(p_sd[i])) != NULL) status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2); } 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: if( is_chorus ) break;//Chorus skills are not to be parsed as ensembles if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) { if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != NULL) { sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id; sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(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; #ifdef RENEWAL sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv)); sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv)); #endif } } return c; } } //Else: new search for partners. c = 0; memset (p_sd, 0, sizeof(p_sd)); i = map_foreachinallrange(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 != WM_GREAT_ECHO && !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //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 *); switch (skill) { case AM_SPHEREMINE: ai = AI_SPHERE; break; case AM_CANNIBALIZE: ai = AI_FLORA; break; case KO_ZANZOU: ai = AI_ZANZOU; break; case MH_SUMMON_LEGION: ai = AI_LEGION; break; case NC_SILVERSNIPER: case NC_MAGICDECOY: ai = AI_FAW; break; case MT_SUMMON_ABR_BATTLE_WARIOR: case MT_SUMMON_ABR_DUAL_CANNON: case MT_SUMMON_ABR_MOTHER_NET: case MT_SUMMON_ABR_INFINITY: ai = AI_ABR; break; case BO_WOODENWARRIOR: case BO_WOODEN_FAIRY: case BO_CREEPER: case BO_HELLTREE: ai = AI_BIONIC; break; default: ai = AI_FLORA; break; } if( md->master_id != src_id || md->special_state.ai != ai) return 0; //Non alchemist summoned mobs have nothing to do here. if(md->mob_id==mob_class) (*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(map_session_data *sd, unsigned short skill_id) { std::shared_ptr<s_skill_db> skill = skill_db.find(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->skill_type == BF_WEAPON && !skill->nk[NK_NODAMAGE] && !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(map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) { if (require == nullptr || require->status.empty()) return true; nullpo_ret(sd); status_change *sc = &sd->sc; if (sc == nullptr) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return false; } // May have multiple requirements for (const auto &reqStatus : require->status) { if (reqStatus == SC_NONE) continue; useskill_fail_cause cause; switch (reqStatus) { // Official fail message case SC_PUSH_CART: cause = USESKILL_FAIL_CART; break; case SC_POISONINGWEAPON: cause = USESKILL_FAIL_GC_POISONINGWEAPON; break; case SC_WEAPONBLOCK_ON: cause = USESKILL_FAIL_GC_WEAPONBLOCKING; break; default: cause = USESKILL_FAIL_LEVEL; break; } if (!sc->getSCE(reqStatus)) { clif_skill_fail(sd, skill_id, cause, 0); return false; } } 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(map_session_data* sd, uint16 skill_id, uint16 skill_lv) { struct status_data *status; status_change *sc; struct s_skill_condition require; int i; 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. sd->soulball_old = sd->soulball; //Need to do Soulball check. sd->servantball_old = sd->servantball; //Need to do Servantball check. sd->abyssball_old = sd->abyssball; //Need to do Abyssball 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: case MT_M_MACHINE: case BO_BIONIC_PHARMACY: 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->inventory.u.items_inventory[i].nameid != sd->itemid || sd->inventory_data[i] == NULL || sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE || sd->inventory.u.items_inventory[i].amount < 1 ) { //Something went wrong, item exploit? sd->itemid = 0; sd->itemindex = -1; return false; } //Consume sd->itemid = 0; sd->itemindex = -1; if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007] ; //Do not consume item. else if( sd->inventory.u.items_inventory[i].expire_time == 0 ) pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration } if(!sd->skillitem_keep_requirement) return true; } if( pc_is90overweight(sd) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0); return false; } if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(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; std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2; // Check the skills that can be used while mounted on a warg if( pc_isridingwug(sd) ) { if(!inf2[INF2_ALLOWONWARG]) return false; // in official there is no message. } if( pc_ismadogear(sd) ) { // Skills that are unusable when Mado is equipped. [Jobbie] if(!inf2[INF2_ALLOWONMADO]){ clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,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 if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) { 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_ISENSEMBLE]) { if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) { 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 AL_HOLYWATER: if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case MO_CALLSPIRITS: if(sc && sc->getSCE(SC_RAISINGDRAGON)) skill_lv += sc->getSCE(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_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->getSCE(SC_BLADESTOP)) break; if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK) break; return false; case MO_COMBOFINISH: if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO)) return false; break; case CH_TIGERFIST: if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH)) return false; break; case CH_CHAINCRUSH: if(!(sc && sc->getSCE(SC_COMBO))) return false; if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST) return false; break; case SJ_SOLARBURST: if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK)) return 0; break; case MO_EXTREMITYFIST: // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this... // return false; if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) ) break; if( sc && sc->getSCE(SC_COMBO) ) { switch(sc->getSCE(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; } #ifdef RENEWAL sd->spiritball_old = sd->spiritball; #endif 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 ASC_EDP: #ifdef RENEWAL if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) { #else if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) { #endif clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,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->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK) return false; //Combo needs to be ready if (sc->getSCE(SC_COMBO)->val3) { //Kick chain //Do not repeat a kick. if (sc->getSCE(SC_COMBO)->val3 != skill_id) break; status_change_end(&sd->bl, SC_COMBO); return false; } if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait. unit_cancel_combo(&sd->bl); return false; } break; //Combo ready. #ifndef RENEWAL case BD_ADAPTATION: { int time; if(!(sc && sc->getSCE(SC_DANCING))) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } time = 1000*(sc->getSCE(SC_DANCING)->val3>>16); if (skill_get_time( (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID (sc->getSCE(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; #endif 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->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA))) return false; break; case HT_POWER: if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE)) return false; break; #ifndef RENEWAL 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; #endif 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; #ifndef RENEWAL case PR_REDEMPTIO: { t_exp exp = pc_nextbaseexp(sd); uint32 exp_needp = battle_config.exp_cost_redemptio; if (exp_needp && (exp > 0 && get_percentage_exp(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->getSCE(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_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL,0); return false; } } } break; #endif 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->getSCE(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->getSCE(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->getSCE(SC_SPIRIT) && sc->getSCE(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: case GD_CHARGESHOUT_FLAG: case GD_CHARGESHOUT_BEATING: case GD_EMERGENCY_MOVE: if (!map_flag_gvg2(sd->bl.m)) { 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 (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING)) return false; break; case GS_GLITTERING: case RL_RICHS_COIN: 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->getSCE(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 SP_KAUTE: // Fail if below 30% MaxHP. if (status->hp < 30 * status->max_hp / 100) { clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); return false; } 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->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA ) count += sd->inventory.u.items_inventory[i].amount; if( count >= 3 ) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0); return false; } } break; case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica 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->inventory.u.items_inventory[i].amount < require.amount[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 (skill_lv == 1 && sc) { // Failure only happens on level 1 ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(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 case WL_RELEASE: { int active_spheres = 0, req_spheres = 0; for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) { if (sc && sc->getSCE(i)) active_spheres++; } // Cast requirement if (skill_id == WL_TETRAVORTEX) req_spheres = 4; else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres req_spheres = 1; if (active_spheres < req_spheres) { // Need minimum amount of spheres clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0); return false; } } break; case GC_HALLUCINATIONWALK: if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case NPC_HALLUCINATIONWALK: if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) { return false; } break; case RA_WUGMASTERY: if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.getSCE(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) && (!pc_checkskill(sd, WH_HAWK_M) && !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_RAYOFGENESIS: case LG_BANDING: if( sc && sc->getSCE(SC_INSPIRATION) ) return true; // Don't check for partner. break; case LG_PRESTIGE: if( sc && sc->getSCE(SC_INSPIRATION) ) return true; // Don't check for partner. if( sc && sc->getSCE(SC_BANDING) ) { 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 SR_FALLENEMPIRE: if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) ) return false; break; case SR_CRESCENTELBOW: if( sc && sc->getSCE(SC_CRESCENTELBOW) ) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0); return false; } break; case SR_CURSEDCIRCLE: if (map_flag_gvg2(sd->bl.m)) { if (map_foreachinallrange(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_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF); 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->getSCE(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) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case WM_GREAT_ECHO: { int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1); if (count > 0) require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party. } break; case SO_FIREWALK: case SO_ELECTRICWALK: case NPC_FIREWALK: case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells. if( sc && sc->getSCE(SC_PROPERTYWALK) && sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) { if( sd ) 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 KO_JYUMONJIKIRI: if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST)) 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; case SJ_FULLMOONKICK: if (!(sc && sc->getSCE(SC_NEWMOON))) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return false; } break; case SJ_STAREMPEROR: case SJ_NOVAEXPLOSING: case SJ_GRAVITYCONTROL: case SJ_BOOKOFDIMENSION: case SJ_BOOKOFCREATINGSTAR: case SP_SOULDIVISION: case SP_SOULEXPLOSION: if (!map_flag_vs(sd->bl.m)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return false; } break; case SP_SWHOO: if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA))) return false; break; case DK_SERVANT_W_PHANTOM: case DK_SERVANT_W_DEMOL: if (sd->servantball > 0 && sd->servantball < require.spiritball) sd->servantball_old = require.spiritball = sd->servantball; else sd->servantball_old = require.spiritball; break; case IQ_SECOND_FAITH: case IQ_THIRD_PUNISH: if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))) return false; break; case IQ_SECOND_JUDGEMENT: case IQ_THIRD_CONSECRATION: if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))) return false; break; case IQ_SECOND_FLAME: case IQ_THIRD_FLAME_BOMB: if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME))) 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_RECOVER_WEIGHT_RATE: #ifdef RENEWAL if(pc_is70overweight(sd)) { #else if(pc_is50overweight(sd)) { #endif clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return false; } break; case ST_MOVE_ENABLE: if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(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->getSCE(SC_DELUGE) || sc->getSCE(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; case ST_SUNSTANCE: if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) { clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); return false; } break; case ST_MOONSTANCE: if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) { clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); return false; } break; case ST_STARSTANCE: if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) { clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); return false; } break; case ST_UNIVERSESTANCE: if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) { clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0); return false; } break; } /* check the status required */ if (!require.status.empty()) { 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 for equipped item(s) if (!require.eqItem.empty()) { size_t count = require.eqItem.size(); for (const auto &it : require.eqItem) { t_itemid reqeqit = it; if (!reqeqit) break; // Skill has no required item(s); get out of here switch(skill_id) { // Specific skills require multiple items while default will handle singular cases case NC_PILEBUNKER: case RL_P_ALTER: if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) { count--; if (!count) { if( skill_id == RL_P_ALTER ){ clif_msg( sd, SKILL_NEED_HOLY_BULLET ); }else{ clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); } return false; } else continue; } break; case NC_ACCELERATION: case NC_SELFDESTRUCTION: case NC_SHAPESHIFT: case NC_EMERGENCYCOOL: case NC_MAGNETICFIELD: case NC_NEUTRALBARRIER: case NC_STEALTHFIELD: if (pc_search_inventory(sd, reqeqit) == -1) { count--; if (!count) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]); return false; } else continue; } break; default: if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit); return false; } break; } } } if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) { //mhp is the max-hp-requirement, that is, //you must have this % or less of HP to cast it. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); return false; } if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { switch(skill_id) { case RA_AIMEDBOLT: break; default: switch((unsigned int)log2(require.weapon)) { case W_REVOLVER: clif_msg(sd, SKILL_NEED_REVOLVER); break; case W_RIFLE: clif_msg(sd, SKILL_NEED_RIFLE); break; case W_GATLING: clif_msg(sd, SKILL_NEED_GATLING); break; case W_SHOTGUN: clif_msg(sd, SKILL_NEED_SHOTGUN); break; case W_GRENADE: clif_msg(sd, SKILL_NEED_GRENADE); break; default: clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0); break; } 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.ap > 0 && status->ap < (unsigned int)require.ap) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0); return false; } if( require.zeny > 0 && sd->status.zeny < require.zeny ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0); return false; } if (require.spiritball > 0) { // Skills that require certain types of spheres to use. switch (skill_id) { // Skills that require soul spheres. case SP_SOULGOLEM: case SP_SOULSHADOW: case SP_SOULFALCON: case SP_SOULFAIRY: case SP_SOULCURSE: case SP_SPA: case SP_SHA: case SP_SWHOO: case SP_SOULUNITY: case SP_SOULDIVISION: case SP_SOULREAPER: case SP_SOULEXPLOSION: case SP_KAUTE: if (sd->soulball < require.spiritball) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0); return false; } break; // Skills that requires servants. case DK_SERVANT_W_SIGN: case DK_SERVANT_W_PHANTOM: case DK_SERVANT_W_DEMOL: if (sd->servantball < require.spiritball) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0); return false; } break; default: // Skills that require spirit/coin spheres. if (sd->spiritball < require.spiritball) { if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION) clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball); else clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball); return false; } break; } } 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(map_session_data* sd, uint16 skill_id, uint16 skill_lv) { struct s_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. sd->soulball_old = sd->soulball; //Need to do Soulball check. sd->servantball_old = sd->servantball; //Need to do Servantball check. sd->abyssball_old = sd->abyssball; //Need to do Abyssball 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: case MT_M_MACHINE: case BO_BIONIC_PHARMACY: if( sd->menuskill_id != skill_id ) return false; break; } if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // 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_GEOGRAPHER }; 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 = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER; 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; case MT_SUMMON_ABR_BATTLE_WARIOR: case MT_SUMMON_ABR_DUAL_CANNON: case MT_SUMMON_ABR_MOTHER_NET: case MT_SUMMON_ABR_INFINITY: { uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY }; int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0; if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) { map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c); if (c >= maxcount) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return false; } } break; } case BO_WOODENWARRIOR: case BO_WOODEN_FAIRY: case BO_CREEPER: case BO_HELLTREE: { uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE }; int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0; if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) { map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c); if (c >= maxcount) { clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return false; } } break; } #ifdef RENEWAL case ASC_EDP: if(sd) { int16 item_edp = itemdb_group.item_exists_pc(sd, IG_EDP); if (item_edp < 0) { clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount. return false; } else pc_delitem(sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME); } break; #endif } 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. uint8 extra_ammo = 0; #ifdef RENEWAL switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast case WM_SEVERE_RAINSTORM: case RL_FIREDANCE: case RL_R_TRIP: case RL_FIRE_RAIN: extra_ammo = 1; break; default: break; } #endif if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) { clif_arrow_fail(sd,0); return false; } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) { 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_ename(sd->inventory.u.items_inventory[i].nameid)); clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF); return false; } if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //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->inventory.u.items_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 clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount. return false; } } /* check the status required */ if (!require.status.empty()) { 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(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type) { struct s_skill_condition require; nullpo_retv(sd); 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 || require.ap) status_zap(&sd->bl, require.hp, require.sp, require.ap); if(require.spiritball > 0) { // Skills that require certain types of spheres to use switch (skill_id) { // Skills that require soul spheres. case SP_SOULGOLEM: case SP_SOULSHADOW: case SP_SOULFALCON: case SP_SOULFAIRY: case SP_SOULCURSE: case SP_SPA: case SP_SHA: case SP_SWHOO: case SP_SOULUNITY: case SP_SOULDIVISION: case SP_SOULREAPER: case SP_SOULEXPLOSION: case SP_KAUTE: pc_delsoulball(sd, require.spiritball, false); break; // Skills that require servants. // Note: We don't update the servants display here // since using these skills auto trigger an animation // with them in unique ways that makes them vanish. case DK_SERVANT_W_SIGN: case DK_SERVANT_W_PHANTOM: case DK_SERVANT_W_DEMOL: pc_delservantball( *sd, require.spiritball ); break; default: // Skills that require spirit/coin spheres. pc_delspiritball(sd, require.spiritball, 0); break; } } else if(require.spiritball == -1) { sd->spiritball_old = sd->spiritball; pc_delspiritball(sd,sd->spiritball,0); } if(require.zeny > 0) { if( skill_id == NJ_ZENYNAGE ) require.zeny = 0; //Zeny is reduced on skill_attack. if( sd->status.zeny < require.zeny ) require.zeny = sd->status.zeny; pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL); } } if( type&2 ) { 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( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD ) continue; //Gemstones are checked, but not substracted from inventory. switch( skill_id ){ case SA_SEISMICWEAPON: if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 ) continue; break; case SA_FLAMELAUNCHER: case SA_VOLCANO: if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 ) continue; break; case SA_FROSTWEAPON: case SA_DELUGE: if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 ) continue; break; case SA_LIGHTNINGLOADER: case SA_VIOLENTGALE: if( sc && sc->getSCE(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); } } } /** * 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 s_skill_condition Struct 's_skill_condition' that store the modified skill requirements */ struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv) { struct s_skill_condition req; struct status_data *status; status_change *sc; int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100; memset(&req,0,sizeof(req)); if( !sd ) return req; if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) 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; skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL); status = &sd->battle_status; std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); req.hp = skill->require.hp[skill_lv - 1]; hp_rate = skill->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->require.sp[skill_lv-1]; if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance) req.sp /= 2; if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song) req.sp -= req.sp * 30 / 100; sp_rate = skill->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; for (auto &it : sd->skillusesprate) { if (it.id == skill_id) { sp_skill_rate_bonus -= it.val; break; } } for (auto &it : sd->skillusesp) { if (it.id == skill_id) { req.sp -= it.val; break; } } if (skill_id == sd->status.skill[sd->reproduceskill_idx].id) req.sp += req.sp * 30 / 100; req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX); if( sc ) { if( sc->getSCE(SC__LAZINESS) ) req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10; if( sc->getSCE(SC_RECOGNIZEDSPELL) ) req.sp += req.sp / 4; if( sc->getSCE(SC_OFFERTORIUM)) req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100; if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST) req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100; #ifdef RENEWAL if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG))) req.sp -= req.sp * 20 / 100; if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM) req.sp -= req.sp * 30 / 100; #endif if (sc->getSCE(SC_GLOOMYDAY)) req.sp += req.sp * (skill_lv * 10) / 100; if (sc->getSCE(SC_CRESCIVEBOLT)) req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100; } req.ap = skill->require.ap[skill_lv - 1]; ap_rate = skill->require.ap_rate[skill_lv - 1]; if (ap_rate > 0) req.ap += (status->ap * ap_rate) / 100; else req.ap += (status->max_ap * (-ap_rate)) / 100; req.zeny = skill->require.zeny[skill_lv-1]; if( sc && sc->getSCE(SC__UNLUCKY) ) { if(sc->getSCE(SC__UNLUCKY)->val1 < 3) req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250; else req.zeny += 1000; } req.spiritball = skill->require.spiritball[skill_lv-1]; req.state = skill->require.state; req.mhp = skill->require.mhp[skill_lv-1]; req.weapon = skill->require.weapon; req.ammo_qty = skill->require.ammo_qty[skill_lv-1]; if (req.ammo_qty) req.ammo = skill->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 = skill->require.status; req.eqItem = skill->require.eqItem; // Level dependence flag is determined based on the ItemCost Level label bool level_dependent = skill->require.itemid_level_dependent; switch( skill_id ) { /* Skill level-dependent checks */ case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level req.itemid[1] = skill->require.itemid[skill->max]; req.amount[1] = skill->require.amount[skill->max]; // Fall through /* 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; #ifdef RENEWAL case AM_CALLHOMUN: // Player has no homunculus, only requires first item if (i > 0 && sd->hd == nullptr) { i = MAX_SKILL_ITEM_REQUIRE; continue; } // Recalling from Rest state has a different consume item (stored as second item) if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) { req.itemid[0] = skill->require.itemid[1]; req.amount[0] = skill->require.amount[1]; if (skill_area_temp[0] == 1 && hom_is_active(sd->hd)) skill_area_temp[0] = 0; i = MAX_SKILL_ITEM_REQUIRE; continue; } break; #else case AM_CALLHOMUN: if (sd->status.hom_id) //Don't delete items when hom is already out. continue; break; #endif case AB_ADORAMUS: if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) ) continue; break; } req.itemid[i] = skill->require.itemid[i]; req.amount[i] = skill->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->inventory.u.items_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; } } else { // Process level_dependent requirement if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE) { req.itemid[0] = skill->require.itemid[skill_lv - 1]; req.amount[0] = skill->require.amount[skill_lv - 1]; } } // Check requirement for gemstone. if (itemdb_group.item_exists(IG_GEMSTONE, 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 || (sc && sc->getSCE(SC_INTOABYSS)) ) { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN) 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 && 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: #ifdef RENEWAL case WS_CARTTERMINATION: #endif if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0) #ifdef RENEWAL req.zeny -= req.zeny*20/100; #else req.zeny -= req.zeny*10/100; #endif break; case AL_HOLYLIGHT: if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(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->getSCE(SC_SPIRIT) && sc->getSCE(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->getSCE(SC_EXPLOSIONSPIRITS) ) req.spiritball = 0; break; case MO_EXTREMITYFIST: if( sc ) { if( sc->getSCE(SC_BLADESTOP) ) req.spiritball--; else if( sc->getSCE(SC_COMBO) ) { #ifndef RENEWAL switch( sc->getSCE(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 req.spiritball = sd->spiritball ? sd->spiritball : 1; #endif } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5) req.spiritball = sd->spiritball; // must consume all regardless of the amount required } break; case LG_RAGEBURST: req.spiritball = sd->spiritball?sd->spiritball:1; break; case SR_FALLENEMPIRE: if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))) req.spiritball = 0; break; case SR_TIGERCANNON: if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME)) req.spiritball = 0; break; case SR_RAMPAGEBLASTER: case SR_RIDEINLIGHTNING: if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER)) req.spiritball = 0; break; case SR_GATEOFHELL: if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE ) req.sp -= req.sp * 10 / 100; break; case SR_FLASHCOMBO: if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))) req.spiritball = 0; 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 NPC_PSYCHIC_WAVE: case SO_PSYCHIC_WAVE: if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) ) req.sp += req.sp / 2; // 1.5x SP cost break; } //Check if player is using the copied skill [Cydh] uint16 idx = skill_get_index(skill_id); if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) { uint16 req_opt = skill->copyable.req_opt; if (req_opt & SKILL_REQ_HPCOST) req.hp = 0; if (req_opt & SKILL_REQ_MAXHPTRIGGER) req.mhp = 0; if (req_opt & SKILL_REQ_SPCOST) req.sp = 0; if (req_opt & SKILL_REQ_HPRATECOST) req.hp_rate = 0; if (req_opt & SKILL_REQ_SPRATECOST) req.sp_rate = 0; if (req_opt & SKILL_REQ_ZENYCOST) req.zeny = 0; if (req_opt & SKILL_REQ_WEAPON) req.weapon = 0; if (req_opt & SKILL_REQ_AMMO) { req.ammo = 0; req.ammo_qty = 0; } if (req_opt & SKILL_REQ_STATE) req.state = ST_NONE; if (req_opt & SKILL_REQ_STATUS) { req.status.clear(); req.status.shrink_to_fit(); } if (req_opt & SKILL_REQ_SPIRITSPHERECOST) req.spiritball = 0; if (req_opt & SKILL_REQ_ITEMCOST) { memset(req.itemid, 0, sizeof(req.itemid)); memset(req.amount, 0, sizeof(req.amount)); } if (req_opt & SKILL_REQ_EQUIPMENT) { req.eqItem.clear(); req.eqItem.shrink_to_fit(); } if (req_opt & SKILL_REQ_APCOST) req.ap = 0; if (req_opt & SKILL_REQ_APRATECOST) req.ap_rate = 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) { nullpo_ret(bl); double time = skill_get_cast(skill_id, skill_lv); #ifndef RENEWAL_CAST { map_session_data *sd = BL_CAST(BL_PC, bl); 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) { if (!(flag&4)) { if (sd->castrate != 100) reduce_cast_rate += 100 - sd->castrate; if (sd->bonus.add_varcast != 0) time += sd->bonus.add_varcast; // bonus bVariableCast } // Skill-specific reductions work regardless of flag for (const auto &it : sd->skillcastrate) { if (it.id == skill_id) { time += time * it.val / 100; break; } } for (const auto &it : sd->skillvarcast) { if (it.id == skill_id) { // bonus2 bSkillVariableCast time += it.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->getSCE(SC_POEMBRAGI)) reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2; // Foresight halves the cast time, it does not stack additively if (sc->getSCE(SC_MEMORIZE)) { if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items if(!(flag&2)) time -= time * 50 / 100; // Foresight counter gets reduced even if the skill is not affected by it if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0) status_change_end(bl, SC_MEMORIZE); } } } 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; // return final cast time time = max((int)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) { if (time < 0) return 0; if (bl->type == BL_MOB || bl->type == BL_NPC) return (int)time; status_change *sc = status_get_sc(bl); if (sc && sc->count) { if (!(flag&2)) { if (sc->getSCE(SC_SLOWCAST)) time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100; if (sc->getSCE(SC_PARALYSIS)) time += sc->getSCE(SC_PARALYSIS)->val3; if (sc->getSCE(SC_IZAYOI)) time -= time * 50 / 100; if (sc->getSCE(SC_2011RWC_SCROLL)) time -= time * 5 / 100; } if (sc->getSCE(SC_SUFFRAGIUM)) { if(!(flag&2)) time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100; //Suffragium ends even if the skill is not affected by it status_change_end(bl, SC_SUFFRAGIUM); } } time = std::max(time, 0.0); //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) { nullpo_ret(bl); if (time < 0) return 0; if (bl->type == BL_MOB || bl->type == BL_NPC) return (int)time; status_change *sc = status_get_sc(bl); 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 flag = skill_get_castnodex(skill_id); if (fixed < 0) { if (battle_config.default_fixed_castrate > 0) { fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time } else fixed = 0; } // 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 (const auto &it : sd->skillfixcast) { if (it.id == skill_id) { // bonus2 bSkillFixedCast fixed += it.val; break; } } for (const auto &it : sd->skillvarcast) { if (it.id == skill_id) { // bonus2 bSkillVariableCast time += it.val; break; } } for (const auto &it : sd->skillcastrate) { if (it.id == skill_id) { // bonus2 bVariableCastrate reduce_cast_rate += it.val; break; } } for (const auto &it : sd->skillfixcastrate) { if (it.id == skill_id) { // bonus2 bFixedCastrate fixcast_r = max(fixcast_r, it.val); break; } } } // Adjusted by active statuses if (sc && sc->count && !(flag&2)) { // Multiplicative Variable CastTime values if (sc->getSCE(SC_SLOWCAST)) VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2); if (sc->getSCE(SC__LAZINESS)) VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2); if (sc->getSCE(SC_SUFFRAGIUM)) { VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2); #ifndef RENEWAL status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); #endif } if (sc->getSCE(SC_MEMORIZE)) { if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items reduce_cast_rate += 50; if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0) status_change_end(bl, SC_MEMORIZE); } } if (sc->getSCE(SC_POEMBRAGI)) reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2; if (sc->getSCE(SC_IZAYOI)) VARCAST_REDUCTION(50); if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(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->getSCE(SC_TELEKINESIS_INTENSE)) VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2); if (sc->getSCE(SC_SOULFAIRY)) VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3); if (sc->getSCE(SC_EP16_2_BUFF_AC)) VARCAST_REDUCTION(80); // Multiplicative Fixed CastTime values if (sc->getSCE(SC_SECRAMENT)) fixcast_r = max(fixcast_r, sc->getSCE(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->getSCE(SC_DANCEWITHWUG)) fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4); if (sc->getSCE(SC_HEAT_BARREL)) fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2); if (sc->getSCE(SC_FREEZING)) fixcast_r -= 50; if (sc->getSCE(SC_SWINGDANCE)) fixcast_r = max(fixcast_r, skill_lv * 6); // Additive Fixed CastTime values if (sc->getSCE(SC_MANDRAGORA)) fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500; if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION)) fixed -= 1000; if (sc->getSCE(SC_IZAYOI)) fixed = 0; if (sc->getSCE(SC_GLOOMYDAY)) fixed += skill_lv * 500; if (sc->getSCE(SC_2011RWC_SCROLL)) VARCAST_REDUCTION(5); } if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time fixcast_r = max(fixcast_r, sc->getSCE(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((int)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) { nullpo_ret(bl); if (skill_id == SA_ABRACADABRA) return 0; //Will use picked skill's delay. if (bl->type&battle_config.no_skill_delay) return battle_config.min_skill_delay_limit; int delaynodex = skill_get_delaynodex(skill_id); double time = skill_get_delay(skill_id, skill_lv); if (time < 0) time = -time + status_get_amotion(bl); // If set to <0, add to attack motion. status_change* sc = status_get_sc(bl); // 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: case SJ_PROMINENCEKICK: //If delay not specified, it will be 1000 - 4*agi - 2*dex if (time == 0) time = 1000; time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl)); break; #ifndef RENEWAL case HP_BASILICA: if (sc && !sc->getSCE(SC_BASILICA)) time = 0; // There is no Delay on Basilica creation, only on cancel break; #endif 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->count) { if (sc->getSCE(SC_SPIRIT)) { switch (skill_id) { case CR_SHIELDBOOMERANG: if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER) time /= 2; break; case AS_SONICBLOW: if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN) time /= 2; break; } } } int delay = 0; if (!(delaynodex&2)) { if (sc && sc->count) { if (sc->getSCE(SC_POEMBRAGI)) delay += sc->getSCE(SC_POEMBRAGI)->val3; if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND) delay += 50; // After Delay of Wind element spells reduced by 50%. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0) delay += sc->getSCE(SC_MAGICMUSHROOM)->val2; } } if (!(delaynodex&4) && bl->type == BL_PC) { map_session_data* sd = (map_session_data*)bl; if (sd->bonus.delayrate != 0) // bonus bDelayRate delay += sd->bonus.delayrate; for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay if (it.id == skill_id) { time += it.val; break; } } } if (delay != 0) time = time * (1 - (float)min(delay, 100) / 100); if (battle_config.delay_rate != 100) time = time * battle_config.delay_rate / 100; //ShowInfo("Delay delayfix = %f\n",time); return max((int)time,0); } /*========================================== * Weapon Repair [Celest/DracoRPG] *------------------------------------------*/ void skill_repairweapon(map_session_data *sd, int idx) { static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE, #ifdef RENEWAL 0 #endif }; static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = { ITEMID_STEEL, #ifdef RENEWAL 0 #endif }; t_itemid material = 0; struct item *item; 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->inventory.u.items_inventory[idx]; if( !item->nameid || !item->attribute ) return; //Again invalid item.... if (itemdb_ishatched_egg(item)) return; 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 = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1]; }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){ material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1]; } if( material == 0 || 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(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->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){ flag=0; sd->inventory.u.items_inventory[idx].identify = 1; } } clif_item_identified(sd,idx,flag); } /*========================================== * Weapon Refine [Celest] *------------------------------------------*/ void skill_weaponrefine(map_session_data *sd, int idx) { static const t_itemid material[MAX_WEAPON_LEVEL] = { ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, #ifdef RENEWAL 0 #endif }; nullpo_retv(sd); if (idx >= 0 && idx < MAX_INVENTORY) { struct item *item; struct item_data *ditem = sd->inventory_data[idx]; item = &sd->inventory.u.items_inventory[idx]; if(item->nameid > 0 && ditem->type == IT_WEAPON) { if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // 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, 2, item->nameid); return; } int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] ); if( i < 0 ) { clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] ); return; } std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item ); if( info == nullptr ){ clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 ); return; } std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL ); if( cost == nullptr ){ clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 ); return; } if( cost->nameid != material[ditem->weapon_level - 1] ){ ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid ); clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 ); return; } int per = ( cost->chance / 100 ); 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, 0, item->nameid); clif_inventorylist(sd); clif_refine(sd->fd,0,idx,item->refine); if( ditem->type == IT_WEAPON ){ achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, 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->weapon_level){ case 1: pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point break; case 2: pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point break; case 3: pc_addfame(*sd, battle_config.fame_refine_lv3); // 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, 1, item->nameid); clif_refine(sd->fd,1,idx,item->refine); achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1); pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER); clif_misceffect(&sd->bl,2); clif_emotion(&sd->bl, ET_HUK); } } } } /*========================================== * *------------------------------------------*/ int skill_autospell(map_session_data *sd, uint16 skill_id) { nullpo_ret(sd); if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id)) return 0; uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val; uint16 maxlv = 1; if (skill_lv == 0 || lv == 0) return 0; // Player must learn the skill before doing auto-spell [Lance] #ifdef RENEWAL if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE) maxlv = 10; //Soul Linker bonus. [Skotlex] else maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below) #else if(skill_id==MG_NAPALMBEAT) maxlv=3; else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){ if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(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; #endif maxlv = min(lv, maxlv); sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, skill_get_time(SA_AUTOSPELL,skill_lv)); return 0; } /** * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break. * @param bl: Player object * @param ap: va_arg list * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0 */ static int skill_sit_count(struct block_list *bl, va_list ap) { map_session_data *sd = (map_session_data*)bl; int flag = va_arg(ap, int); if (!pc_issit(sd)) return 0; if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0) return 1; if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0)) return 1; return 0; } /** * Triggered when a player sits down to activate bonus states. * @param bl: Player object * @param ap: va_arg list * @return 0 */ static int skill_sit_in(struct block_list *bl, va_list ap) { map_session_data *sd = (map_session_data*)bl; int flag = va_arg(ap, int); if (!pc_issit(sd)) return 0; if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0) sd->state.gangsterparadise = 1; if (flag&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; } /** * Triggered when a player stands up to deactivate bonus states. * @param bl: Player object * @param ap: va_arg list * @return 0 */ static int skill_sit_out(struct block_list *bl, va_list ap) { map_session_data *sd = (map_session_data*)bl; int flag = va_arg(ap, int), range = va_arg(ap, int); if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1) return 0; if (flag&1 && sd->state.gangsterparadise) sd->state.gangsterparadise = 0; if (flag&2 && sd->state.rest) { sd->state.rest = 0; status_calc_regen(bl, &sd->battle_status, &sd->regen); status_calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; } /** * Toggle Sit icon and player bonuses when sitting/standing. * @param sd: Player data * @param sitting: True when sitting or false when standing * @return 0 */ int skill_sit(map_session_data *sd, bool sitting) { int flag = 0, 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 (sitting) clif_status_load(&sd->bl, EFST_SIT, 1); else clif_status_load(&sd->bl, EFST_SIT, 0); if (!flag) // No need to count area if no skills are learned. return 0; if (sitting) { if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1) map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag); } else map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range); 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; t_tick 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,t_tick); if (src == bl || status_isdead(bl)) return 0; if (bl->type == BL_PC) { map_session_data *sd = (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; t_tick 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,t_tick); flag = va_arg(ap,int); type = va_arg(ap,int); if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks. return (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 if (src->x == bl->x && src->y == bl->y) return 0; //Does not hit current cell if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector return 0; //Fall through case NPC_ACIDBREATH: case NPC_DARKNESSBREATH: case NPC_FIREBREATH: case NPC_ICEBREATH: case NPC_ICEBREATH2: 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: Unit to check * @param flag: Skill group to clear */ int skill_clear_group(block_list *bl, uint8 flag) { nullpo_ret(bl); unit_data *ud = unit_bl2ud(bl); if (ud == nullptr) return 0; size_t count = 0; bool deleted = false; // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) { switch ((*it)->skill_id) { case SA_DELUGE: case SA_VOLCANO: case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case NJ_SUITON: case NJ_KAENSIN: case SC_CHAOSPANIC: case MH_POISON_MIST: case MH_LAVA_SLIDE: if (flag & 1) { skill_delunitgroup(*it); count++; deleted = true; } break; case SO_CLOUD_KILL: case NPC_CLOUD_KILL: if (flag & 4) { skill_delunitgroup(*it); count++; deleted = true; } break; case SO_WARMER: if (flag & { skill_delunitgroup(*it); count++; deleted = true; } break; default: if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) { skill_delunitgroup(*it); count++; deleted = true; } break; } } return static_cast<int>(count); } /** * Returns the first element field found [Skotlex] * @param bl * @return s_skill_unit_group */ std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl) { nullpo_ret(bl); unit_data *ud = unit_bl2ud(bl); if (ud == nullptr) return nullptr; for (const auto su : ud->skillunits) { switch (su->skill_id) { case SA_DELUGE: case SA_VOLCANO: case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case NJ_SUITON: case SO_CLOUD_KILL: case NPC_CLOUD_KILL: case SO_WARMER: case SC_CHAOSPANIC: case MH_POISON_MIST: case MH_LAVA_SLIDE: return su; } } return nullptr; } /// 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); 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; 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 = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl)) pc_takeitem(sd, fitem); return 0; } /// Ranger's Detonator [Jobbie/3CeAM] int skill_detonator(struct block_list *bl, va_list ap) { nullpo_ret(bl); if (bl->type != BL_SKILL) return 0; block_list *src = va_arg(ap, block_list *); skill_unit *unit = (skill_unit *)bl; if (unit == nullptr) return 0; std::shared_ptr<s_skill_unit_group> group = unit->group; if (group == nullptr || group->src_id != src->id) return 0; int unit_id = 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,group->valstr); group->val2 = -1; break; case UNT_CLAYMORETRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick); break; default: map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick); break; } if (unit->group == nullptr) return 0; clif_changetraplook(bl, UNT_USED_TRAPS); group->unit_id = UNT_USED_TRAPS; group->limit = DIFF_TICK(gettick(),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; } /** * Calculate Royal Guard's Banding bonus * @param sd: Player data * @return Number of Royal Guard */ int skill_banding_count(map_session_data *sd) { nullpo_ret(sd); return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY); } /** * 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); 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_foreachinallrange(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; } std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id); //It deletes everything except traps and barriers if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) { if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) { if (unit->val2&(1 << UF_RANGEDSINGLEUNIT)) skill_delunitgroup(unit->group); } else skill_delunit(unit); return 1; } } break; case GN_CRAZYWEED_ATK: if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE)) break; case HW_GANBANTEIN: case LG_EARTHDRIVE: // Officially songs/dances are removed if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) { if (unit->val2&(1 << UF_RANGEDSINGLEUNIT)) skill_delunitgroup(unit->group); } else 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) != 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: #ifndef RENEWAL case HP_BASILICA: case HW_GRAVITATION: #endif //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 RL_FIRE_RAIN: { std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag; if (uf[UF_REMOVEDBYFIRERAIN]) { if (uf[UF_RANGEDSINGLEUNIT]) { if (unit->val2&(1 << UF_RANGEDSINGLEUNIT)) skill_delunitgroup(unit->group); } else skill_delunit(unit); return 1; } } break; } std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2; if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //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; t_tick tick = va_arg(ap,t_tick); struct block_list *ss; //Skill src bl nullpo_ret(src); unit = (struct skill_unit *)src; if (!unit || !unit->alive || bl->prev == NULL) return 0; std::shared_ptr<s_skill_unit_group> sg = unit->group; if (sg == nullptr) return 0; 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,BLOWN_NONE); break; case UNT_ELECTRICSHOCKER: if (bl->id != ss->id) { if (status_bl_has_mode(bl,MD_STATUSIMMUNE)) 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_MOB && status_get_class_(bl) != CLASS_BOSS ) { struct status_data *status = status_get_status_data(bl); status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv); status->ele_lv = (unsigned char)sg->skill_lv; } break; case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 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: { int split_count = 0; if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT)) split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count)); skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count); } 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_ISTRAP) ) 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; } /** * 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); 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) { status_change *sc; nullpo_retr(false,bl); if (!damage) return false; sc = status_get_sc(bl); if( sc && sc->getSCE(SC__SHADOWFORM) ) { struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2); if( !src || src->m != bl->m ) { status_change_end(bl, SC__SHADOWFORM); 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); 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, SC__SHADOWFORM); if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) { status_change_end(bl, SC__SHADOWFORM); 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); 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_foreachinallarea(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(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden) { if (group == nullptr || group->unit == nullptr) return nullptr; skill_unit *unit = &group->unit[idx]; if (unit == nullptr) return nullptr; 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; #ifndef RENEWAL case HP_BASILICA: skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); break; #endif 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) { nullpo_ret(unit); if( !unit->alive ) return 0; unit->alive = 0; std::shared_ptr<s_skill_unit_group> group = unit->group; if (group == nullptr) return 0; 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); if( target ) status_change_end(target, SC_ANKLE); } 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; #ifndef RENEWAL case HP_BASILICA: skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); break; #endif case RA_ELECTRICSHOCKER: { struct block_list* target = map_id2bl(group->val2); if( target ) status_change_end(target, SC_ELECTRICSHOCKER); } 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 status_change *tsc = status_get_sc( map_id2bl(group->val2)); if( tsc && tsc->getSCE(SC__MANHOLE) ) tsc->getSCE(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 std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group* /// Returns the target s_skill_unit_group or nullptr if not found. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) { return util::umap_find(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 (see skill.hpp::e_skill_unit_id) * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv) * @param interval Time interval * @return s_skill_unit_group */ std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval) { nullpo_retr(nullptr, src); unit_data *ud = unit_bl2ud(src); nullpo_retr(nullptr, ud); if (skill_id == 0 || skill_lv == 0) return 0; auto group = std::make_shared<s_skill_unit_group>(); group->src_id = src->id; group->party_id = status_get_party_id(src); group->guild_id = status_get_guild_id(src); group->bg_id = bg_team_get_id(src); group->group_id = skill_get_new_group_id(); group->link_group_id = 0; group->unit = (skill_unit *)aCalloc(count, sizeof(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 = nullptr; ud->skillunits.push_back(group); // Stores this new group skillunit_group_db.insert({ group->group_id, group }); return group; } /** * Remove skill unit group * @param group * @param file * @param line * @param *func */ int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func) { struct block_list* src; struct unit_data *ud; short i; int link_group_id; if( group == nullptr ) { ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func); return 0; } src = map_id2bl(group->src_id); ud = unit_bl2ud(src); if (!src || !ud) { ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); return 0; } if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { switch( group->skill_id ) { case BA_DISSONANCE: case BA_POEMBRAGI: case BA_WHISTLE: case BA_ASSASSINCROSS: case BA_APPLEIDUN: case DC_UGLYDANCE: case DC_HUMMING: case DC_DONTFORGETME: case DC_FORTUNEKISS: case DC_SERVICEFORYOU: case NC_NEUTRALBARRIER: case NC_STEALTHFIELD: skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv); break; } } if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) { status_change* sc = status_get_sc(src); if (sc && sc->getSCE(SC_DANCING)) { sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex] status_change_end(src, SC_DANCING); } } // 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; #ifndef RENEWAL case UNT_BASILICA: i = SC_BASILICA; break; #endif } if (i != SC_NONE) { status_change *sc = status_get_sc(src); if (sc && sc->getSCE(i)) { sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex] status_change_end(src, (sc_type)i); } } switch( group->skill_id ) { case PF_SPIDERWEB: { struct block_list* target = map_id2bl(group->val2); status_change *sc; bool removed = true; //Clear group id from status change if (target && (sc = status_get_sc(target)) != NULL && sc->getSCE(SC_SPIDERWEB)) { if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id) sc->getSCE(SC_SPIDERWEB)->val2 = 0; else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id) sc->getSCE(SC_SPIDERWEB)->val3 = 0; else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id) sc->getSCE(SC_SPIDERWEB)->val4 = 0; else //Group was already removed in status_change_end, don't call it again! removed = false; //The last group was cleared, end status change if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0) status_change_end(target, SC_SPIDERWEB); } } break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: { status_change *sc = status_get_sc(src); if (sc && sc->getSCE(SC_WARM)) { sc->getSCE(SC_WARM)->val4 = 0; status_change_end(src, SC_WARM); } } break; case LG_BANDING: { status_change *sc = status_get_sc(src); if (sc && sc->getSCE(SC_BANDING)) { sc->getSCE(SC_BANDING)->val4 = 0; status_change_end(src, SC_BANDING); } } break; case NC_NEUTRALBARRIER: { status_change *sc = NULL; if( (sc = status_get_sc(src)) != NULL ) { if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) ) { sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0; status_change_end(src,SC_NEUTRALBARRIER_MASTER); } status_change_end(src,SC_NEUTRALBARRIER); } } break; case NC_STEALTHFIELD: { status_change *sc = NULL; if( (sc = status_get_sc(src)) != NULL && sc->getSCE(SC_STEALTHFIELD_MASTER) ) { sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0; status_change_end(src,SC_STEALTHFIELD_MASTER); } } 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( int j = 0; j < group->unit_count; j++ ) skill_delunit(&group->unit[j]); // clear Talkie-box string if( group->valstr != NULL ) { aFree(group->valstr); group->valstr = NULL; } link_group_id = group->link_group_id; if (skillunit_group_db.erase(group->group_id) != 1) ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); util::vector_erase_if_exists(ud->skillunits, group); if(link_group_id) { std::shared_ptr<s_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) { nullpo_retv(src); unit_data *ud = unit_bl2ud(src); nullpo_retv(ud); // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) { skill_delunitgroup(*it); } } /** * 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, std::shared_ptr<s_skill_unit_group> group, t_tick 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 *); t_tick tick = va_arg(ap,t_tick); nullpo_ret(unit); if( !unit->alive || bl->prev == NULL ) return 0; std::shared_ptr<s_skill_unit_group> group = unit->group; if (group == nullptr) return 0; std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id); if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : 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); t_tick tick = va_arg(ap,t_tick); bool dissonance; struct block_list* bl = &unit->bl; nullpo_ret(unit); if( !unit->alive ) return 0; std::shared_ptr<s_skill_unit_group> group = unit->group; if (group == nullptr) return 0; // 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_ICEWALL: unit->val1 -= 50; // icewall loses 50 hp every second group->limit = DIFF_TICK(tick + group->interval,group->tick); unit->limit = DIFF_TICK(tick + group->interval,group->tick); if( unit->val1 <= 0 ) skill_delunit(unit); break; 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); } skill_delunit(unit); } break; case UNT_WARP_ACTIVE: // warp portal opens (morph to a UNT_WARP_WAITING cell) group->unit_id = skill_get_unit_id2(group->skill_id); // 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: { map_session_data *sd = NULL; if(group->val1) { sd = map_charid2sd(group->val1); group->val1 = 0; if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd))) 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_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd))) 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); if (src) map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id); skill_delunit(unit); } break; case UNT_BANDING: { struct block_list *src = map_id2bl(group->src_id); status_change *sc; if( !src || (sc = status_get_sc(src)) == NULL || !sc->getSCE(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); } skill_delunit(unit); } break; default: if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 || group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)) { // Deal damage before expiration break; } skill_delunit(unit); break; } } else {// skill unit is still active switch( group->unit_id ) { case UNT_BLASTMINE: case UNT_SKIDTRAP: case UNT_LANDMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_CLAYMORETRAP: case UNT_FREEZINGTRAP: case UNT_TALKIEBOX: case UNT_ANKLESNARE: case UNT_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 == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 || group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2) { 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 block_list *src = map_id2bl(group->src_id); if (src != nullptr) { if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2) clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name. else 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 ) { 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 == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 || group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) { skill_delunit(unit); return 0; } } if( dissonance ) skill_dance_switch(unit, 1); return 0; } /*========================================== * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds. *------------------------------------------*/ TIMER_FUNC(skill_unit_timer){ 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 block_list* target = va_arg(ap,struct block_list*); t_tick tick = va_arg(ap,t_tick); 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; std::shared_ptr<s_skill_unit_group> group = unit->group; if (group == nullptr) return 0; 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, t_tick 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) { t_tick 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(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy) { int i, j; t_tick 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. // (^~_~^) LGP Start clif_skill_delunit(unit1); // (^~_~^) LGP End 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. // (^~_~^) LGP Start clif_skill_delunit(unit1); // (^~_~^) LGP End 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(map_session_data *sd, t_itemid nameid, int trigger, int qty) { nullpo_ret(sd); if (!item_db.exists(nameid)) return 0; short i, j; 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 (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use if (pc_checkskill(sd, AM_BIOETHICS) == 0) return 0; } 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++) { t_itemid 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->inventory.u.items_inventory[idx].nameid == nameid_produce) amt += sd->inventory.u.items_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(map_session_data *sd, uint16 skill_id, t_itemid 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; 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]; } } for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) { short x, j; t_itemid id = skill_produce_db[idx].mat_id[i]; if (!item_db.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->inventory.u.items_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)) && itemdb_type(nameid) == IT_WEAPON ) wlv = itemdb_wlv(nameid); else wlv = 0; 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 * (30 + 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; uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id); if (runemastery_skill_lv > 9) qty = 2 + rnd() % 5; // 2~6 else if (runemastery_skill_lv > 4) qty = 2 + rnd() % 3; // 2~4 else qty = 2; } 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) const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 }; switch (nameid) { // Item 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_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; } make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) + sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10)) make_per -= difficulty; qty = production_count[skill_lv - 1]; // Determine quantity from difficulty if (make_per < 1) qty -= 6; else if (make_per < 100) qty -= 5; else if (make_per < 300) qty -= 4; else if (make_per < 400) qty -= 3; make_per = 100000; // Adjust success back to 100% for crafting } break; case GN_MAKEBOMB: case GN_MIX_COOKING: { int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150) switch (nameid) { // Item difficulty factor // GN_MAKEBOMB case ITEMID_APPLE_BOMB: difficulty += 5; break; case ITEMID_COCONUT_BOMB: case ITEMID_MELON_BOMB: difficulty += 10; break; case ITEMID_PINEAPPLE_BOMB: difficulty += 15; break; case ITEMID_BANANA_BOMB: difficulty += 20; break; // GN_MIX_COOKING 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: difficulty += 15; break; } 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) if (skill_lv > 1) { make_per -= difficulty; // Determine quantity from difficulty if (make_per >= 30) qty = 10 + rnd() % 2; else if (make_per >= 10) qty = 10; else if (make_per >= -10) qty = 8; else if (make_per >= -30) qty = 5; else qty = 0; } else { if (make_per < difficulty) qty = 0; } make_per = 100000; // Adjust success back to 100% for crafting } break; case MT_M_MACHINE: case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech] if (skill_id == MT_M_MACHINE) qty = 7 + skill_lv; else // BO_BIONIC_PHARMACY qty = 10 + skill_lv; make_per = 100000; 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 // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10 make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100; // Oridecon Research bonus (custom): +1/+2/+3/+4/+5 if( wlv >= 3 ){ make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100; } // Element Stone: -20% if( ele ){ make_per -= 2000; } // Star Crumb: -15% each make_per -= sc * 1500; // Weapon level malus: -0/-10/-20/-30 if( wlv > 1 ){ make_per -= ( wlv * 1000 ); } if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10 else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5 else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3 else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) 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 (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG] pc_addfame(*sd, battle_config.fame_forge); // 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 || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_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); //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; 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, EF_COOKING_OK, AREA); pc_setparam(sd, SP_COOKMASTERY, 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); if( battle_config.skill_drop_items_full ){ map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,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); if( battle_config.skill_drop_items_full ){ map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0); } } switch (skill_id) { case RK_RUNEMASTERY: clif_produceeffect(sd, 4, nameid); clif_misceffect(&sd->bl, 5); break; case GN_MIX_COOKING: case GN_MAKEBOMB: case GN_S_PHARMACY: clif_produceeffect(sd, 6, nameid); clif_misceffect(&sd->bl, 5); clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS); break; case MT_M_MACHINE: clif_produceeffect(sd, 0, nameid); clif_misceffect(&sd->bl, 3); clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS); break; case BO_BIONIC_PHARMACY: clif_produceeffect(sd, 2, nameid); clif_misceffect(&sd->bl, 5); clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS); break; } 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: if (qty == 0) { item tmp_item; const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER }; int rate = rnd() % 1000 + 1; memset(&tmp_item, 0, sizeof(tmp_item)); if (rate < 500) i = 0; else if (rate < 750) i = 1; else if (rate < 850) i = 2; else if (rate < 950) i = 3; else i = 4; tmp_item.nameid = compensation[i]; tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5; tmp_item.identify = 1; if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) { clif_additem(sd,0,0,flag); if( battle_config.skill_drop_items_full ){ map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,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; case MT_M_MACHINE: clif_produceeffect(sd, 1, nameid); clif_misceffect(&sd->bl, 2); clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL); break; case BO_BIONIC_PHARMACY: clif_produceeffect(sd, 3, 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, EF_COOKING_FAIL, AREA); pc_setparam(sd, SP_COOKMASTERY, 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(map_session_data *sd, t_itemid nameid) { nullpo_ret(sd); if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty()) return false; std::shared_ptr<s_skill_arrow_db> arrow = nullptr; for (const auto &it : skill_arrow_db) { if (nameid == it.second->nameid) { arrow = it.second; break; } } short j; if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty()) return false; pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE); for (const auto &it : arrow->created) { char flag = 0; if (it.first == 0 || !item_db.exists(it.first) || it.second == 0) continue; struct item tmp_item = { 0 }; tmp_item.identify = 1; tmp_item.nameid = it.first; tmp_item.amount = it.second; 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); } } return true; } /** * Enchant weapon with poison * @param sd Player * @nameid Item ID of poison type */ int skill_poisoningweapon(map_session_data *sd, t_itemid nameid) { nullpo_ret(sd); if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) { clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0); return 0; } sc_type type; int chance; //uint16 msg = 1443; //Official is using msgstringtable.txt char output[CHAT_SIZE_MAX]; const char *msg; switch( nameid ) { 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"; break; case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break; case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break; case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; 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; } status_change_end(&sd->bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed) chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val)); status_change_start(&sd->bl, &sd->bl, type, 10000, sd->menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster sprintf(output, msg_txt(sd,721), msg); clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF); /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER clif_msg(sd,msg); #endif*/ return 0; } /** * Toggles the effect of Mystical Amplifcation (Pre-renewal). * @param bl: Object * @param skill_id: Skill invoking to determine if Magic type */ void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { 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_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC)) return; if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) { if (sc->getSCE(SC_MAGICPOWER)->val4) { status_change_end(bl, SC_MAGICPOWER); } else { sc->getSCE(SC_MAGICPOWER)->val4 = 1; status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER)); if(bl->type == BL_PC){// update current display. clif_updatestatus(((TBL_PC *)bl),SP_MATK1); clif_updatestatus(((TBL_PC *)bl),SP_MATK2); } } } } int skill_magicdecoy(map_session_data *sd, t_itemid nameid) { int x, y, i, class_, skill; struct mob_data *md; nullpo_ret(sd); skill = sd->menuskill_val; if( !nameid || !itemdb_group.item_exists(IG_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 = 0; 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; } /** * Process Warlock Spellbooks * @param sd: Player data * @param nameid: Spellbook item used */ void skill_spellbook(map_session_data &sd, t_itemid nameid) { if (reading_spellbook_db.empty()) return; status_change *sc = status_get_sc(&sd.bl); for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) { if (sc == nullptr || sc->getSCE(i) == nullptr) break; if (i == SC_MAXSPELLBOOK) { clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); return; } } std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid); if (spell == nullptr) return; uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id); if (skill_lv == 0) { // Caster hasn't learned 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; } uint16 points = spell->points; if (sc && sc->getSCE(SC_FREEZE_SP)) { if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) { clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0); return; } for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett] if (!sc->getSCE(i)) { sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK); break; } } } else { sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK); sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK); } // Reading Spell Book SP cost same as the sealed spell. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv)); } int skill_select_menu(map_session_data *sd,uint16 skill_id) { int lv, prob, aslvl = 0; uint16 id, sk_idx = 0; nullpo_ret(sd); if (sd->sc.getSCE(SC_STOP)) { aslvl = sd->sc.getSCE(SC_STOP)->val1; status_change_end(&sd->bl,SC_STOP); } if (!skill_id || !(sk_idx = skill_get_index(skill_id))) return 0; if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (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 + 5) / 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,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl)); return 0; } int skill_elementalanalysis(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++ ) { t_itemid nameid, product; int add_amount, del_amount, idx; struct item tmp_item; idx = item_list[i*2+0]-2; if( idx < 0 || idx >= MAX_INVENTORY ){ return 1; } 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->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_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); } } } return 0; } int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) { int i, j, k, c, p = 0, amount; t_itemid 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; if( idx < 0 || idx >= MAX_INVENTORY ){ return 0; } nameid = sd->inventory.u.items_inventory[idx].nameid; amount = item_list[k*2+1]; if( nameid > 0 && sd->inventory.u.items_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) { skill_unit *su = (struct skill_unit *)bl; nullpo_ret(su); std::shared_ptr<s_skill_unit_group> sg; t_tick tick = va_arg(ap, t_tick); if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) { switch( sg->unit_id ) { case UNT_CLAYMORETRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick); break; case UNT_LANDMINE: case UNT_BLASTMINE: case UNT_SHOCKWAVE: case UNT_SANDMAN: case UNT_FLASHER: case UNT_FREEZINGTRAP: case UNT_CLUSTERBOMB: if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE)) map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); else map_foreachinallrange(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(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; } TIMER_FUNC(skill_blockpc_end){ 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(map_session_data *sd, int skill_id, t_tick 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) 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(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; } TIMER_FUNC(skill_blockhomun_end){ struct homun_data *hd = (TBL_HOM*) map_id2bl(id); if (hd) { auto skill = util::vector_get(hd->blockskill, (uint16)data); if (skill != hd->blockskill.end()) hd->blockskill.erase(skill); } return 1; } int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn] { nullpo_retr(-1, hd); if (!skill_db.exists(skill_id)) return -1; auto skill = util::vector_get(hd->blockskill, skill_id); if (tick < 1 && skill != hd->blockskill.end()) { hd->blockskill.erase(skill); return -1; } hd->blockskill.push_back(skill_id); return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id); } TIMER_FUNC(skill_blockmerc_end){ s_mercenary_data *md = (TBL_MER*)map_id2bl(id); if (md) { auto skill = util::vector_get(md->blockskill, (uint16)data); if (skill != md->blockskill.end()) md->blockskill.erase(skill); } return 1; } int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick) { nullpo_retr(-1, md); if (!skill_db.exists(skill_id)) return -1; auto skill = util::vector_get(md->blockskill, skill_id); if (tick < 1 && skill != md->blockskill.end()) { md->blockskill.erase(skill); return -1; } md->blockskill.push_back(skill_id); return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id); } /** * Adds a new skill unit entry for this player to recast after map load * @param sd: Player * @param skill_id: Skill ID to save * @param skill_lv: Skill level to save */ void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv) { struct skill_usave *sus = NULL; if (idb_exists(skillusave_db,sd->status.char_id)) idb_remove(skillusave_db,sd->status.char_id); CREATE(sus, struct skill_usave, 1); idb_put(skillusave_db, sd->status.char_id, sus); sus->skill_id = skill_id; sus->skill_lv = skill_lv; } /** * Loads saved skill unit entries for this player after map load * @param sd: Player */ void skill_usave_trigger(map_session_data *sd) { skill_usave *sus; std::shared_ptr<s_skill_unit_group> group; if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id)))) return; if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0))) if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD ) sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv)); idb_remove(skillusave_db, sd->status.char_id); } /* * */ 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; } /* * */ 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 (const auto &it : skill_db) { std::shared_ptr<s_skill_db> skill = it.second; uint16 skill_id = skill->nameid; if (!skill->unit_id || skill->unit_layout_type[0] != -1) continue; 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->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->unit_layout_type[j] = pos; skill->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->unit_layout_type[j] = pos; skill->unit_layout_type[++j] = pos; //Fill in the rest using lv 5. for (;j<MAX_SKILL_LEVEL;j++) skill->unit_layout_type[j] = pos; //Skip, this way the check below will fail and continue to the next skill. pos++; } break; case GN_WALLOFTHORN: { static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0}; static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2}; skill_unit_layout[pos].count = 16; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } break; case NPC_FLAMECROSS: { static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0}; static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2}; skill_unit_layout[pos].count = 8; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } break; default: ShowError("unknown unit layout at skill %d\n",i); break; } } if (!skill_unit_layout[pos].count) continue; for (j=0;j<MAX_SKILL_LEVEL;j++) skill->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)); 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++; } 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) { status_change *sc = status_get_sc(bl); if( !sc || !bl || !skill_id ) return 0; // Can do it switch (type) { case SC_ANKLE: if (skill_id == AL_TELEPORT) return 1; break; case SC_STASIS: if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC) return 1; // Can't do it. break; case SC_KAGEHUMI: if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI)) return 1; case SC_BITE: if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE)) return 1; break; } return 0; } /** * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill. * @param sc: Status changes active on target * @param skill_id: Skill to toggle * @return True on success or false otherwise */ bool skill_disable_check(status_change &sc, uint16 skill_id) { std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id); if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX) return false; if (skill->inf2[INF2_TOGGLEABLE]) { if (sc.getSCE(skill->sc)) return true; // These 2 skills contain a master and are not correctly pulled using skill_get_sc if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER)) return true; if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER)) return true; } return false; } 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 maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags * @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) { status_change *sc; nullpo_retr(false, bl); struct map_data *mapdata = map_getmapdata(bl->m); if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND]) return false; if (check_flag&2 && mapdata_flag_gvg(mapdata)) return false; if (check_flag&4 && mapdata_flag_gvg2(mapdata)) return false; sc = status_get_sc(bl); if (sc && sc->getSCE(SC_SV_ROOTTWIST)) return false; return unit_movepos(bl, dst_x, dst_y, easy, checkpath); } /** * Get skill duration after adjustments by skill_duration mapflag * @param mapdata: Source map data * @param skill_id: Skill ID * @param skill_lv: Skill level * @return Adjusted skill duration */ int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) { int time = 0; if (!(time = skill_get_time(skill_id, skill_lv))) return 0; if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end()) return time / 100 * mapdata->skill_duration[skill_id]; return time; } const std::string SkillDatabase::getDefaultLocation() { return std::string(db_path) + "/skill_db.yml"; } template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) { int32 value; const auto& skNode = node[c4::to_csubstr(nodeName)]; if (!skNode.is_seq()) { if (!this->asInt32(node, nodeName, value)) return false; for (size_t i = 0; i < S; i++) arr[i] = value; } else { uint16 max_level = 0; for (const auto& it : skNode) { uint16 skill_lv; if (!this->asUInt16(it, "Level", skill_lv)) continue; if (skill_lv > MAX_SKILL_LEVEL) { this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL); return false; } if (!this->asInt32(it, subNodeName, value)) continue; arr[skill_lv - 1] = value; max_level = max(max_level, skill_lv); } size_t i = max_level, j; // Check for linear change with increasing steps until we reach half of the data acquired. for (size_t step = 1; step <= i / 2; step++) { int diff = arr[i - 1] - arr[i - step - 1]; for (j = i - 1; j >= step; j--) { if ((arr[j] - arr[j - step]) != diff) break; } if (j >= step) // No match, try next step. continue; for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase arr[i] = arr[i - step] + diff; if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases. arr[i] = 1; diff = 0; step = 1; } } return true; } // Unable to determine linear trend, fill remaining array values with last value for (; i < S; i++) arr[i] = arr[max_level - 1]; } return true; } /** * Reads and parses an entry from the skill_db. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) { uint16 skill_id; if (!this->asUInt16(node, "Id", skill_id)) return 0; std::shared_ptr<s_skill_db> skill = this->find(skill_id); bool exists = skill != nullptr; if (!exists) { if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" })) return 0; skill = std::make_shared<s_skill_db>(); skill->nameid = skill_id; } if (this->nodeExists(node, "Name")) { std::string name; if (!this->asString(node, "Name", name)) return 0; name.resize(SKILL_NAME_LENGTH); memcpy(skill->name, name.c_str(), sizeof(skill->name)); } if (this->nodeExists(node, "Description")) { std::string name; if (!this->asString(node, "Description", name)) return 0; name.resize(SKILL_DESC_LENGTH); memcpy(skill->desc, name.c_str(), sizeof(skill->desc)); } if (this->nodeExists(node, "MaxLevel")) { uint16 skill_lv; if (!this->asUInt16(node, "MaxLevel", skill_lv)) return 0; if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) { this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL); return 0; } skill->max = skill_lv; } if (this->nodeExists(node, "Type")) { std::string type; if (!this->asString(node, "Type", type)) return 0; std::string type_constant = "BF_" + type; int64 constant; if (!script_get_constant(type_constant.c_str(), &constant)) { this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str()); return 0; } if (constant < BF_NONE || constant > BF_MISC) { this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str()); return 0; } skill->skill_type = static_cast<e_battle_flag>(constant); } else { if (!exists) skill->skill_type = BF_NONE; } if (this->nodeExists(node, "TargetType")) { std::string inf; if (!this->asString(node, "TargetType", inf)) return 0; std::string inf_constant = "INF_" + inf + "_SKILL"; int64 constant; if (!script_get_constant(inf_constant.c_str(), &constant)) { this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str()); return 0; } skill->inf = static_cast<uint16>(constant); } if (this->nodeExists(node, "DamageFlags")) { const auto& damageNode = node["DamageFlags"]; for (const auto& it : damageNode) { std::string nk; c4::from_chars(it.key(), &nk); std::string nk_constant = "NK_" + nk; int64 constant; if (!script_get_constant(nk_constant.c_str(), &constant)) { this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str()); return 0; } bool active; if (!this->asBool(damageNode, nk, active)) return 0; if (active) skill->nk.set(static_cast<uint8>(constant)); else skill->nk.reset(static_cast<uint8>(constant)); } } if (this->nodeExists(node, "Flags")) { const auto& infoNode = node["Flags"]; for (const auto& it : infoNode) { std::string inf2; c4::from_chars(it.key(), &inf2); std::string inf2_constant = "INF2_" + inf2; int64 constant; if (!script_get_constant(inf2_constant.c_str(), &constant)) { this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str()); continue; } bool active; if (!this->asBool(infoNode, inf2, active)) return 0; if (active) skill->inf2.set(static_cast<uint8>(constant)); else skill->inf2.reset(static_cast<uint8>(constant)); } } if (this->nodeExists(node, "Range")) { if (!this->parseNode("Range", "Size", node, skill->range)) return 0; } else { if (!exists) memset(skill->range, 0, sizeof(skill->range)); } if (this->nodeExists(node, "Hit")) { std::string hit; if (!this->asString(node, "Hit", hit)) return 0; std::string hit_constant = "DMG_" + hit; int64 constant; if (!script_get_constant(hit_constant.c_str(), &constant)) { this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str()); return 0; } skill->hit = static_cast<e_damage_type>(constant); } else { if (!exists) skill->hit = DMG_NORMAL; } if (this->nodeExists(node, "HitCount")) { if (!this->parseNode("HitCount", "Count", node, skill->num)) return 0; } else { if (!exists) memset(skill->num, 0, sizeof(skill->num)); } if (this->nodeExists(node, "Element")) { const auto elementNode = node["Element"]; std::string element; if (!elementNode.is_seq()) { if (!this->asString(node, "Element", element)) return 0; std::string element_constant = "ELE_" + element; int64 constant; if (!script_get_constant(element_constant.c_str(), &constant)) { this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str()); return 0; } if (constant == ELE_NONE) { this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str()); return 0; } memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element)); } else { for (const auto& it : elementNode) { uint16 skill_lv; if (!this->asUInt16(it, "Level", skill_lv)) continue; if (skill_lv > MAX_SKILL_LEVEL) { this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL); return false; } if (!this->asString(it, "Element", element)) continue; std::string element_constant = "ELE_" + element; int64 constant; if (!script_get_constant(element_constant.c_str(), &constant)) { this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str()); return 0; } if (constant == ELE_NONE) { this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str()); return 0; } skill->element[skill_lv - 1] = static_cast<e_element>(constant); } } } else { if (!exists) memset(skill->element, ELE_NEUTRAL, sizeof(skill->element)); } if (this->nodeExists(node, "SplashArea")) { if (!this->parseNode("SplashArea", "Area", node, skill->splash)) return 0; } else { if (!exists) memset(skill->splash, 0, sizeof(skill->splash)); } if (this->nodeExists(node, "ActiveInstance")) { if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount)) return 0; } else { if (!exists) memset(skill->maxcount, 0, sizeof(skill->maxcount)); } if (this->nodeExists(node, "Knockback")) { if (!this->parseNode("Knockback", "Amount", node, skill->blewcount)) return 0; } else { if (!exists) memset(skill->blewcount, 0, sizeof(skill->blewcount)); } if (this->nodeExists(node, "CopyFlags")) { const auto& copyNode = node["CopyFlags"]; if (this->nodeExists(copyNode, "Skill")) { const auto& copyskillNode = copyNode["Skill"]; if (this->nodeExists(copyskillNode, "Plagiarism")) { bool active; if (!this->asBool(copyskillNode, "Plagiarism", active)) return 0; if (active) skill->copyable.option |= SKILL_COPY_PLAGIARISM; else skill->copyable.option &= SKILL_COPY_PLAGIARISM; } if (this->nodeExists(copyskillNode, "Reproduce")) { bool active; if (!this->asBool(copyskillNode, "Reproduce", active)) return 0; if (active) skill->copyable.option |= SKILL_COPY_REPRODUCE; else skill->copyable.option &= SKILL_COPY_REPRODUCE; } } else { this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n"); return 0; } if (this->nodeExists(copyNode, "RemoveRequirement")) { const auto& copyreqNode = copyNode["RemoveRequirement"]; for (const auto& it : copyreqNode) { std::string req; c4::from_chars(it.key(), &req); std::string req_constant = "SKILL_REQ_" + req; int64 constant; if (!script_get_constant(req_constant.c_str(), &constant)) { this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str()); return 0; } skill->copyable.req_opt |= constant; } } else { if (!exists) skill->copyable.req_opt = 0; } } if (this->nodeExists(node, "NoNearNpc")) { const auto& npcNode = node["NoNearNpc"]; if (this->nodeExists(npcNode, "AdditionalRange")) { uint16 range; if (!this->asUInt16(npcNode, "AdditionalRange", range)) return 0; skill->unit_nonearnpc_range = range; } else { if (!exists) skill->unit_nonearnpc_range = 0; } if (this->nodeExists(npcNode, "Type")) { const auto& npctypeNode = npcNode["Type"]; for (const auto& it : npctypeNode) { std::string type; c4::from_chars(it.key(), &type); std::string type_constant = "SKILL_NONEAR_" + type; int64 constant; if (!script_get_constant(type_constant.c_str(), &constant)) { this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str()); return 0; } bool active; if (!this->asBool(npctypeNode, type, active)) return 0; if (active) skill->unit_nonearnpc_type |= constant; else skill->unit_nonearnpc_type &= ~constant; } } else { if (!exists) skill->unit_nonearnpc_type = 0; } } if (this->nodeExists(node, "CastCancel")) { bool active; if (!this->asBool(node, "CastCancel", active)) return 0; skill->castcancel = active; } else { if (!exists) skill->castcancel = false; } if (this->nodeExists(node, "CastDefenseReduction")) { uint16 reduction; if (!this->asUInt16(node, "CastDefenseReduction", reduction)) return 0; skill->cast_def_rate = reduction; } else { if (!exists) skill->cast_def_rate = 0; } if (this->nodeExists(node, "CastTime")) { if (!this->parseNode("CastTime", "Time", node, skill->cast)) return 0; } else { if (!exists) memset(skill->cast, 0, sizeof(skill->cast)); } if (this->nodeExists(node, "AfterCastActDelay")) { if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay)) return 0; } else { if (!exists) memset(skill->delay, 0, sizeof(skill->delay)); } if (this->nodeExists(node, "AfterCastWalkDelay")) { if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay)) return 0; } else { if (!exists) memset(skill->walkdelay, 0, sizeof(skill->walkdelay)); } if (this->nodeExists(node, "Duration1")) { if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time)) return 0; } else { if (!exists) memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time)); } if (this->nodeExists(node, "Duration2")) { if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2)) return 0; } else { if (!exists) memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2)); } if (this->nodeExists(node, "Cooldown")) { if (!this->parseNode("Cooldown", "Time", node, skill->cooldown)) return 0; } else { if (!exists) memset(skill->cooldown, 0, sizeof(skill->cooldown)); } #ifdef RENEWAL_CAST if (this->nodeExists(node, "FixedCastTime")) { if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast)) return 0; } else { if (!exists) memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast)); } #endif if (this->nodeExists(node, "CastTimeFlags")) { const auto& castNode = node["CastTimeFlags"]; for (const auto& it : castNode) { std::string flag; c4::from_chars(it.key(), &flag); std::string flag_constant = "SKILL_CAST_" + flag; int64 constant; if (!script_get_constant(flag_constant.c_str(), &constant)) { this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str()); return 0; } bool active; if (!this->asBool(castNode, flag, active)) return 0; if (active) skill->castnodex |= constant; else skill->castnodex &= ~constant; } } if (this->nodeExists(node, "CastDelayFlags")) { const auto& castNode = node["CastDelayFlags"]; for (const auto& it : castNode) { std::string flag; c4::from_chars(it.key(), &flag); std::string flag_constant = "SKILL_CAST_" + flag; int64 constant; if (!script_get_constant(flag_constant.c_str(), &constant)) { this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str()); return 0; } bool active; if (!this->asBool(castNode, flag, active)) return 0; if (active) skill->delaynodex |= constant; else skill->delaynodex &= ~constant; } } if (this->nodeExists(node, "Requires")) { const auto& requireNode = node["Requires"]; if (this->nodeExists(requireNode, "HpCost")) { if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp)) return 0; } else { if (!exists) memset(skill->require.hp, 0, sizeof(skill->require.hp)); } if (this->nodeExists(requireNode, "SpCost")) { if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp)) return 0; } else { if (!exists) memset(skill->require.sp, 0, sizeof(skill->require.sp)); } if (this->nodeExists(requireNode, "ApCost")) { if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap)) return 0; } else { if (!exists) memset(skill->require.ap, 0, sizeof(skill->require.ap)); } if (this->nodeExists(requireNode, "HpRateCost")) { if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate)) return 0; } else { if (!exists) memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate)); } if (this->nodeExists(requireNode, "SpRateCost")) { if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate)) return 0; } else { if (!exists) memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate)); } if (this->nodeExists(requireNode, "ApRateCost")) { if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate)) return 0; } else { if (!exists) memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate)); } if (this->nodeExists(requireNode, "MaxHpTrigger")) { if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp)) return 0; } else { if (!exists) memset(skill->require.mhp, 0, sizeof(skill->require.mhp)); } if (this->nodeExists(requireNode, "ZenyCost")) { if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny)) return 0; } else { if (!exists) memset(skill->require.zeny, 0, sizeof(skill->require.zeny)); } if (this->nodeExists(requireNode, "Weapon")) { const auto& weaponNode = requireNode["Weapon"]; if (this->nodeExists(weaponNode, "All")) { bool active; if (!this->asBool(weaponNode, "All", active)) return 0; if (active) skill->require.weapon = 0; } else { for (const auto& it : weaponNode) { std::string weapon; c4::from_chars(it.key(), &weapon); std::string weapon_constant = "W_" + weapon; int64 constant; if (!script_get_constant(weapon_constant.c_str(), &constant)) { this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str()); return 0; } bool active; if (!this->asBool(weaponNode, weapon, active)) return 0; if (active) skill->require.weapon |= 1 << constant; else skill->require.weapon &= ~(1 << constant); } } } else { if (!exists) skill->require.weapon = 0; } if (this->nodeExists(requireNode, "Ammo")) { const auto& ammoNode = requireNode["Ammo"]; if (this->nodeExists(ammoNode, "None")) { bool active; if (!this->asBool(ammoNode, "None", active)) return 0; if (active) skill->require.ammo = 0; } else { for (const auto& it : ammoNode) { std::string ammo; c4::from_chars(it.key(), &ammo); std::string ammo_constant = "AMMO_" + ammo; int64 constant; if (!script_get_constant(ammo_constant.c_str(), &constant)) { this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str()); return 0; } bool active; if (!this->asBool(ammoNode, ammo, active)) return 0; if (active) skill->require.ammo |= 1 << constant; else skill->require.ammo &= ~(1 << constant); } } } else { if (!exists) skill->require.ammo = 0; } if (this->nodeExists(requireNode, "AmmoAmount")) { if (skill->require.ammo == 0) { this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n"); return 0; } if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty)) return 0; } else { if (!exists) memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty)); } if (this->nodeExists(requireNode, "State")) { std::string state; if (!this->asString(requireNode, "State", state)) return 0; std::string state_constant = "ST_" + state; int64 constant; if (!script_get_constant(state_constant.c_str(), &constant)) { this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str()); return 0; } skill->require.state = static_cast<int32>(constant); } if (this->nodeExists(requireNode, "Status")) { const auto& statusNode = requireNode["Status"]; for (const auto& it : statusNode) { std::string status; c4::from_chars(it.key(), &status); std::string status_constant = "SC_" + status; int64 constant; if (!script_get_constant(status_constant.c_str(), &constant)) { this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str()); return 0; } bool active; if (!this->asBool(statusNode, status, active)) return 0; auto status_exists = util::vector_get(skill->require.status, constant); if (active && status_exists == skill->require.status.end()) skill->require.status.push_back(static_cast<sc_type>(constant)); else if (!active && status_exists != skill->require.status.end()) skill->require.status.erase(status_exists); } } if (this->nodeExists(requireNode, "SpiritSphereCost")) { if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball)) return 0; } else { if (!exists) memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball)); } if (this->nodeExists(requireNode, "ItemCost")) { const auto itemNode = requireNode["ItemCost"]; int32 count = 0; for (const auto& it : itemNode) { std::string item_name; if (!this->asString(it, "Item", item_name)) continue; std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() ); if (item == nullptr) { this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str()); return 0; } int32 amount; if (!this->asInt32(it, "Amount", amount)) continue; if (this->nodeExists(it, "Level")) { uint16 cost_level; if (!this->asUInt16(it, "Level", cost_level)) continue; if (cost_level < 1 || cost_level > skill->max) { this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max); return 0; } count = cost_level - 1; if (!skill->require.itemid_level_dependent) skill->require.itemid_level_dependent = true; } skill->require.itemid[count] = item->nameid; skill->require.amount[count] = amount; count++; } } if (this->nodeExists(requireNode, "Equipment")) { const auto& equipNode = requireNode["Equipment"]; for (const auto& it : equipNode) { std::string item_name; c4::from_chars(it.key(), &item_name); std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() ); if (item == nullptr) { this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str()); return 0; } bool active; if (!this->asBool(equipNode, item_name, active)) return 0; auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid); if (active && equip_exists == skill->require.eqItem.end()) skill->require.eqItem.push_back(item->nameid); else if (!active && equip_exists != skill->require.eqItem.end()) skill->require.eqItem.erase(equip_exists); } } } if (this->nodeExists(node, "GiveAp")) { if (!this->parseNode("GiveAp", "Amount", node, skill->giveap)) return 0; } else { if (!exists) memset(skill->giveap, 0, sizeof(skill->giveap)); } if (this->nodeExists(node, "Unit")) { const auto& unitNode = node["Unit"]; if (this->nodeExists(unitNode, "Id")) { std::string unit; if (!this->asString(unitNode, "Id", unit)) return 0; std::string unit_constant = "UNT_" + unit; int64 constant; if (!script_get_constant(unit_constant.c_str(), &constant)) { this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str()); return 0; } skill->unit_id = static_cast<uint16>(constant); } else { this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n"); return 0; } if (this->nodeExists(unitNode, "AlternateId")) { std::string unit; if (!this->asString(unitNode, "AlternateId", unit)) return 0; std::string unit_constant = "UNT_" + unit; int64 constant; if (!script_get_constant(unit_constant.c_str(), &constant)) { this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str()); return 0; } skill->unit_id2 = static_cast<uint16>(constant); } else { if (!exists) skill->unit_id2 = 0; } if (this->nodeExists(unitNode, "Layout")) { if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type)) return 0; } else { if (!exists) memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type)); } if (this->nodeExists(unitNode, "Range")) { if (!this->parseNode("Range", "Size", unitNode, skill->unit_range)) return 0; } else { if (!exists) memset(skill->unit_range, 0, sizeof(skill->unit_range)); } if (this->nodeExists(unitNode, "Interval")) { int16 interval; if (!this->asInt16(unitNode, "Interval", interval)) return 0; skill->unit_interval = interval; } else { if (!exists) skill->unit_interval = 0; } if (this->nodeExists(unitNode, "Target")) { std::string target; if (!this->asString(unitNode, "Target", target)) return 0; std::string target_constant = "BCT_" + target; int64 constant; if (!script_get_constant(target_constant.c_str(), &constant)) { this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str()); return 0; } skill->unit_target = static_cast<int32>(constant); } else { if (!exists) skill->unit_target = BCT_ALL; } if (this->nodeExists(unitNode, "Flag")) { const auto& flagNode = unitNode["Flag"]; for (const auto& it : flagNode) { std::string flag; c4::from_chars(it.key(), &flag); std::string flag_constant = "UF_" + flag; int64 constant; if (!script_get_constant(flag_constant.c_str(), &constant)) { this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str()); return 0; } bool active; if (!this->asBool(flagNode, flag, active)) return 0; if (active) skill->unit_flag.set(static_cast<uint8>(constant)); else skill->unit_flag.reset(static_cast<uint8>(constant)); } if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy) skill->unit_target = BCT_NOENEMY; // By default, target just characters. skill->unit_target |= BL_CHAR; if (skill->unit_flag[UF_NOPC]) skill->unit_target &= ~BL_PC; if (skill->unit_flag[UF_NOMOB]) skill->unit_target &= ~BL_MOB; if (skill->unit_flag[UF_SKILL]) skill->unit_target |= BL_SKILL; } else { if (!exists){ skill->unit_flag = UF_NONE; // By default, target just characters. skill->unit_target |= BL_CHAR; } } } if (this->nodeExists(node, "Status")) { std::string status; if (!this->asString(node, "Status", status)) return 0; std::string status_constant = "SC_" + status; int64 constant; if (!script_get_constant(status_constant.c_str(), &constant)) { this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str()); return 0; } if (constant < SC_NONE || constant >= SC_MAX) { this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str()); constant = SC_NONE; } skill->sc = static_cast<sc_type>(constant); } else { if (!exists) skill->sc = SC_NONE; } if (!exists) { this->put(skill_id, skill); this->skilldb_id2idx[skill_id] = this->skill_num; this->skill_num++; } return 1; } void SkillDatabase::clear() { TypesafeCachedYamlDatabase::clear(); memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) ); this->skill_num = 1; } void SkillDatabase::loadingFinished(){ if( this->skill_num > MAX_SKILL ){ ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL ); } TypesafeCachedYamlDatabase::loadingFinished(); } /** * 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 **/ uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){ uint16 idx = this->skilldb_id2idx[skill_id]; if( idx == 0 && skill_id != 0 && !silent ){ ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func ); } return idx; } SkillDatabase skill_db; const std::string ReadingSpellbookDatabase::getDefaultLocation() { return std::string(db_path) + "/spellbook_db.yml"; } /** * Reads and parses an entry from the spellbook_db. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) { std::string skill_name; if (!this->asString(node, "Skill", skill_name)) return 0; uint16 skill_id = skill_name2id(skill_name.c_str()); if (skill_id == 0) { this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str()); return 0; } if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) { this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str()); return 0; } std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id); bool exists = spell != nullptr; if (!exists) { if (!this->nodesExist(node, { "Book", "PreservePoints" })) return 0; spell = std::make_shared<s_skill_spellbook_db>(); spell->skill_id = skill_id; } if (this->nodeExists(node, "Book")) { std::string book_name; if (!this->asString(node, "Book", book_name)) return 0; std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() ); if (item == nullptr) { this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str()); return 0; } spell->nameid = item->nameid; } if (this->nodeExists(node, "PreservePoints")) { uint16 points; if (!this->asUInt16(node, "PreservePoints", points)) return 0; spell->points = points; } if (!exists) this->put(skill_id, spell); return 1; } /** * Check if the specified item is available in the spellbook_db or not * @param nameid: Book Item ID * @return Spell data or nullptr otherwise */ std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) { if (!item_db.exists(nameid) || reading_spellbook_db.empty()) return nullptr; for (const auto &spell : reading_spellbook_db) { if (spell.second->nameid == nameid) return spell.second; } return nullptr; } const std::string MagicMushroomDatabase::getDefaultLocation() { return std::string(db_path) + "/magicmushroom_db.yml"; } /** * Reads and parses an entry from the magicmushroom_db. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) { std::string skill_name; if (!this->asString(node, "Skill", skill_name)) return 0; uint16 skill_id = skill_name2id(skill_name.c_str()); if (!skill_id) { this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str()); return 0; } if (!skill_get_inf(skill_id)) { this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str()); return 0; } std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id); bool exists = mushroom != nullptr; if (!exists) { mushroom = std::make_shared<s_skill_magicmushroom_db>(); mushroom->skill_id = skill_id; this->put(skill_id, mushroom); } return 1; } /** Reads skill no cast db * Structure: SkillID,Flag */ static bool skill_parse_row_nocastdb(char* split[], int columns, int current) { std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0])); if (!skill) return false; skill->nocast |= atoi(split[1]); 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]); t_itemid 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 = strtoul(split[1], nullptr, 10))) { //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id); return true; } if (!item_db.exists(nameid)) { ShowError("skill_parse_row_producedb: Invalid item %u.\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] = strtoul(split[x], nullptr, 10); skill_produce_db[id].mat_amount[y] = atoi(split[x+1]); } if (!found) skill_produce_count++; return true; } const std::string SkillArrowDatabase::getDefaultLocation() { return std::string(db_path) + "/create_arrow_db.yml"; } /** * Reads and parses an entry from the create_arrow_db. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) { std::string source_name; if (!this->asString(node, "Source", source_name)) return 0; std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() ); if (item == nullptr) { this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str()); return 0; } t_itemid nameid = item->nameid; std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid); bool exists = arrow != nullptr; if (!exists) { arrow = std::make_shared<s_skill_arrow_db>(); arrow->nameid = nameid; } const auto& MakeNode = node["Make"]; for (const auto &it : MakeNode) { std::string item_name; if (!this->asString(it, "Item", item_name)) return 0; std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() ); if (item == nullptr) { this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str()); return 0; } uint16 amount; if (!this->asUInt16(it, "Amount", amount)) return 0; if (amount == 0) { if (arrow->created.erase(item->nameid) == 0) this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str()); continue; } if (amount > MAX_AMOUNT) { this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT); continue; } arrow->created[item->nameid] = amount; } if (!exists) this->put(nameid, arrow); return 1; } const std::string AbraDatabase::getDefaultLocation() { return std::string(db_path) + "/abra_db.yml"; } /** * Reads and parses an entry from the abra_db. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) { std::string skill_name; if (!this->asString(node, "Skill", skill_name)) return 0; uint16 skill_id = skill_name2id(skill_name.c_str()); if (!skill_id) { this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str()); return 0; } if (!skill_get_inf(skill_id)) { this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str()); return 0; } std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id); bool exists = abra != nullptr; if (!exists) { abra = std::make_shared<s_skill_abra_db>(); abra->skill_id = skill_id; } if (this->nodeExists(node, "Probability")) { const auto& probNode = node["Probability"]; uint16 probability; if (!probNode.is_seq()) { if (!this->asUInt16Rate(probNode, "Probability", probability)) return 0; abra->per.fill(probability); } else { abra->per.fill(0); for (const auto& it : probNode) { uint16 skill_lv; if (!this->asUInt16(it, "Level", skill_lv)) continue; if (skill_lv > MAX_SKILL_LEVEL) { this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL); return 0; } if (!this->asUInt16Rate(it, "Probability", probability)) continue; abra->per[skill_lv - 1] = probability; } } } else { if (!exists) abra->per.fill(500); } if (!exists) this->put(skill_id, abra); return 1; } /** 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]); t_itemid nameid = strtoul(split[1], nullptr, 10); 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 (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 (%u) 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; } /** * Reads skill damage adjustment * @author [Lilith] */ static bool skill_parse_row_skilldamage(char* split[], int columns, int current) { int64 caster_tmp; uint16 id; int caster, value; char *result; trim(split[0]); if (ISDIGIT(split[0][0])) { value = strtol(split[0], &result, 10); if (*result) { ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result); return false; } id = value; } else id = skill_name2id(split[0]); std::shared_ptr<s_skill_db> skill = skill_db.find(id); if (!skill) return false; skill->damage = {}; trim(split[1]); if (ISDIGIT(split[1][0])) { value = strtol(split[1], &result, 10); if (*result) { ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id); return false; } caster = value; } else { // Try to parse caster as constant if (!script_get_constant(split[1], &caster_tmp)) { ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id); return false; } caster = static_cast<uint16>(caster_tmp); } skill->damage.caster |= caster; value = strtol(split[2], &result, 10); if (*result) { ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id); return false; } skill->damage.map |= value; for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){ value = strtol(split[offset], &result, 10); if (*result && *result != ' ') { ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id); value = 0; } skill->damage.rate[i] = cap_value(value, -100, 100000); } return true; } /** Reads skill database files */ static void skill_readdb(void) { int i; const char* dbsubpath[] = { "", "/" DBIMPORT, //add other path here }; memset(skill_produce_db,0,sizeof(skill_produce_db)); memset(skill_changematerial_db,0,sizeof(skill_changematerial_db)); skill_produce_count = skill_changematerial_count = 0; skill_db.load(); for(i=0; i<ARRAYLENGTH(dbsubpath); i++){ size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1; size_t 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_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0); sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0); sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0); sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0); aFree(dbsubpath1); aFree(dbsubpath2); } abra_db.load(); magic_mushroom_db.load(); reading_spellbook_db.load(); skill_arrow_db.load(); skill_init_unit_layout(); skill_init_nounit_layout(); } void skill_reload (void) { skill_db.clear(); abra_db.clear(); magic_mushroom_db.clear(); reading_spellbook_db.clear(); skill_arrow_db.clear(); skill_readdb(); /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */ s_mapiterator *iter = mapit_getallusers(); for( map_session_data *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) { skill_readdb(); skillunit_db = idb_alloc(DB_OPT_BASE); skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA); bowling_db = idb_alloc(DB_OPT_BASE); skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS); 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_func_list(skill_keep_using, "skill_keep_using"); add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL); } void do_final_skill(void) { skill_db.clear(); abra_db.clear(); magic_mushroom_db.clear(); reading_spellbook_db.clear(); skill_arrow_db.clear(); db_destroy(skillunit_db); db_destroy(skillusave_db); db_destroy(bowling_db); ers_destroy(skill_timer_ers); } Edited January 24, 2024 by Emistry codebox Quote Link to comment Share on other sites More sharing options...
0 luisangelops Posted August 6, 2024 Group: Members Topic Count: 7 Topics Per Day: 0.00 Content Count: 14 Reputation: 0 Joined: 05/28/17 Last Seen: January 19 Share Posted August 6, 2024 Help! Same with this Issue my High Priestess Dispel Not working . Some one help us please Quote Link to comment Share on other sites More sharing options...
0 Playtester Posted August 6, 2024 Group: Developer Topic Count: 37 Topics Per Day: 0.01 Content Count: 896 Reputation: 248 Joined: 01/30/13 Last Seen: Saturday at 08:29 PM Share Posted August 6, 2024 Would need more info. What does it not remove? What buffs did the target have? case 3: // THE HIGH PRIESTESS - all buffs removed { status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT); break; } Easiest to find is probably to debug into this function and see which check fails: /** * Clears buffs/debuffs on an object * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM] * @param type: Type to remove * SCCB_BUFFS: Clear Buffs * SCCB_DEBUFFS: Clear Debuffs * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA */ void status_change_clear_buffs(struct block_list* bl, uint8 type) { status_change *sc= status_get_sc(bl); if (!sc || !sc->count) return; //Clears buffs with specified flag and type for (const auto &it : status_db) { sc_type status = static_cast<sc_type>(it.first); const std::bitset<SCF_MAX>& flag = it.second->flag; bool end = false; if (!sc->getSCE(status)) continue; // Skip status with SCF_NOCLEARBUFF, no matter what if (flag[SCF_NOCLEARBUFF]) continue; // &SCCB_LUXANIMA : Cleared by RK_LUXANIMA and has the SCF_REMOVEONLUXANIMA flag if ((type & SCCB_LUXANIMA) && flag[SCF_REMOVEONLUXANIMA]) end = true; // &SCCB_CHEM_PROTECT : Clears AM_CP_ARMOR/HELP/SHIELD/WEAPON else if ((type & SCCB_CHEM_PROTECT) && flag[SCF_REMOVECHEMICALPROTECT]) end = true; // &SCCB_REFRESH : Cleared by RK_REFRESH and has the SCF_REMOVEONREFRESH flag else if ((type & SCCB_REFRESH) && flag[SCF_REMOVEONREFRESH]) end = true; // &SCCB_DEBUFFS : Clears debuffs else if ((type & SCCB_DEBUFFS) && flag[SCF_DEBUFF]) end = true; // &SCCB_BUFFS : Clears buffs - skip if it is a debuff else if ((type & SCCB_BUFFS) && !flag[SCF_DEBUFF]) end = true; // &SCCB_HERMODE : Cleared by CG_HERMODE and has the SCF_REMOVEONHERMODE flag else if ((type & SCCB_HERMODE) && flag[SCF_REMOVEONHERMODE]) end = true; if (status == SC_SATURDAYNIGHTFEVER || status == SC_BERSERK) // Mark to not lose HP sc->getSCE(status)->val2 = 0; if(end) status_change_end(bl, status); } //Removes bonus_script if (bl->type == BL_PC) { uint32 i = 0; if (type&SCCB_BUFFS) i |= BSF_REM_BUFF; if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF; if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH; if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA; pc_bonus_script_clear(BL_CAST(BL_PC,bl),i); } // Cleaning all extras vars sc->comet_x = 0; sc->comet_y = 0; #ifndef RENEWAL sc->sg_counter = 0; #endif return; } Quote Link to comment Share on other sites More sharing options...
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RumbleRO
Hi everyone! I seem to have a bug on tarot high priest card. It does not dispel. It happened when I added extended pvp script. Any idea what went wrong. Thanks!
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