
- skill tree will be re-sent on status change to handle using these two skills during combo. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13900 54d463be-8e91-2dee-dedb-b68131a5f0ec
11860 lines
348 KiB
C
11860 lines
348 KiB
C
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#include "../common/cbasetypes.h"
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#include "../common/timer.h"
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#include "../common/nullpo.h"
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#include "../common/malloc.h"
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#include "../common/showmsg.h"
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#include "../common/strlib.h"
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#include "../common/utils.h"
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#include "../common/ers.h"
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#include "skill.h"
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#include "map.h"
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#include "path.h"
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#include "clif.h"
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#include "pc.h"
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#include "status.h"
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#include "pet.h"
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#include "homunculus.h"
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#include "mercenary.h"
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#include "mob.h"
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#include "npc.h"
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#include "battle.h"
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#include "battleground.h"
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#include "party.h"
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#include "itemdb.h"
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#include "script.h"
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#include "intif.h"
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#include "log.h"
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#include "chrif.h"
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#include "guild.h"
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#include "date.h"
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#include "unit.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#define SKILLUNITTIMER_INTERVAL 100
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// ranges reserved for mapping skill ids to skilldb offsets
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#define GD_SKILLRANGEMIN 900
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#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
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#define MC_SKILLRANGEMIN 800
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#define MC_SKILLRANGEMAX MC_SKILLRANGEMIN+MAX_MERCSKILL
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#define HM_SKILLRANGEMIN 700
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#define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
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static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
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static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
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DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
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DBMap* skilldb_name2id = NULL;
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struct s_skill_db skill_db[MAX_SKILL_DB];
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struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
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struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
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struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
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struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
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int firewall_unit_pos;
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int icewall_unit_pos;
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//Since only mob-casted splash skills can hit ice-walls
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#define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
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/// Returns the id of the skill, or 0 if not found.
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int skill_name2id(const char* name)
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{
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if( name == NULL )
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return 0;
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return (int)strdb_get(skilldb_name2id, name);
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}
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/// Maps skill ids to skill db offsets.
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/// Returns the skill's array index, or 0 (Unknown Skill).
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int skill_get_index( int id )
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{
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// avoid ranges reserved for mapping guild/homun/mercenary skills
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if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
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|| (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
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|| (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
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return 0;
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// map skill id to skill db index
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if( id >= GD_SKILLBASE )
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id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
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else
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if( id >= MC_SKILLBASE )
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id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
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else
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if( id >= HM_SKILLBASE )
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id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
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else
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; // identity
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// validate result
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if( id <= 0 || id >= MAX_SKILL_DB )
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return 0;
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return id;
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}
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const char* skill_get_name( int id )
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{
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return skill_db[skill_get_index(id)].name;
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}
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const char* skill_get_desc( int id )
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{
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return skill_db[skill_get_index(id)].desc;
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}
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// out of bounds error checking [celest]
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static void skill_chk(int* id, int lv)
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{
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*id = skill_get_index(*id); // checks/adjusts id
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if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
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}
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#define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
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// Skill DB
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int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
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int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
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int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
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int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
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int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
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int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
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int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
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int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
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int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
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int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
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int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
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int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
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int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
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int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
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int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
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int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
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int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
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int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
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int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
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int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
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int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
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int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
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int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
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int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
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int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
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int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
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int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
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int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
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int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
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int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
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int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
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int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
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int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
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int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
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int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
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int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
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int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
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int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
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int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
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int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
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int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
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int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
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int skill_tree_get_max(int id, int b_class)
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{
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int i;
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b_class = pc_class2idx(b_class);
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ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
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if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
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return skill_tree[b_class][i].max;
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else
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return skill_get_max(id);
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}
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int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
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int skill_frostjoke_scream(struct block_list *bl,va_list ap);
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int status_change_timer_sub(struct block_list *bl, va_list ap);
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int skill_attack_area(struct block_list *bl,va_list ap);
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struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
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int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
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int skill_greed(struct block_list *bl, va_list ap);
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static int skill_cell_overlap(struct block_list *bl, va_list ap);
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static int skill_trap_splash(struct block_list *bl, va_list ap);
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struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
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static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
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static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
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static int skill_unit_effect(struct block_list *bl,va_list ap);
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int enchant_eff[5] = { 10, 14, 17, 19, 20 };
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int deluge_eff[5] = { 5, 9, 12, 14, 15 };
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int skill_get_casttype (int id)
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{
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int inf = skill_get_inf(id);
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if (inf&(INF_GROUND_SKILL))
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return CAST_GROUND;
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if (inf&INF_SUPPORT_SKILL)
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return CAST_NODAMAGE;
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if (inf&INF_SELF_SKILL) {
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if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
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return CAST_DAMAGE; //Combo skill.
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return CAST_NODAMAGE;
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}
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if (skill_get_nk(id)&NK_NO_DAMAGE)
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return CAST_NODAMAGE;
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return CAST_DAMAGE;
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};
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//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
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int skill_get_range2 (struct block_list *bl, int id, int lv)
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{
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int range;
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if( bl->type == BL_MOB && !(battle_config.mob_ai&0x400) )
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return 9; //Mobs have a range of 9 regardless of skill used.
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range = skill_get_range(id, lv);
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if( range < 0 )
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{
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if( battle_config.use_weapon_skill_range&bl->type )
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return status_get_range(bl);
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range *=-1;
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}
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//TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
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switch( id )
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{
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case AC_SHOWER: case MA_SHOWER:
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case AC_DOUBLE: case MA_DOUBLE:
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case HT_BLITZBEAT:
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case AC_CHARGEARROW:
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case MA_CHARGEARROW:
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case SN_FALCONASSAULT:
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case SN_SHARPSHOOTING:
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case MA_SHARPSHOOTING:
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case HT_POWER:
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if( bl->type == BL_PC )
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range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
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else
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range += 10; //Assume level 10?
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break;
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// added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
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case GS_RAPIDSHOWER:
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case GS_PIERCINGSHOT:
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case GS_FULLBUSTER:
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case GS_SPREADATTACK:
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case GS_GROUNDDRIFT:
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if (bl->type == BL_PC)
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range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
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else
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range += 10; //Assume level 10?
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break;
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case NJ_KIRIKAGE:
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if (bl->type == BL_PC)
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range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
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break;
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}
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if( !range && bl->type != BL_PC )
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return 9; // Enable non players to use self skills on others. [Skotlex]
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return range;
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}
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int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
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{
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int skill, hp;
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struct map_session_data *sd = map_id2sd(src->id);
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struct map_session_data *tsd = map_id2sd(target->id);
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struct status_change* sc;
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switch( skill_id )
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{
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case BA_APPLEIDUN:
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hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
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if( sd )
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hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
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break;
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case PR_SANCTUARY:
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hp = (skill_lv>6)?777:skill_lv*100;
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break;
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case NPC_EVILLAND:
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hp = (skill_lv>6)?666:skill_lv*100;
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break;
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default:
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if (skill_lv >= battle_config.max_heal_lv)
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return battle_config.max_heal;
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hp = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
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if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
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hp += hp * skill * 2 / 100;
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else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
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hp += hp * skill * 2 / 100;
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break;
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}
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if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
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hp >>= 1;
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if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
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hp += hp*skill/100;
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if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
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hp += hp*skill/100;
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sc = status_get_sc(target);
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if( sc && sc->count )
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{
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if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
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hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
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if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
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hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
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}
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return hp;
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}
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// Making plagiarize check its own function [Aru]
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int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
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{
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struct status_change* sc;
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sc = status_get_sc(bl);
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// Never copy NPC/Wedding Skills
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if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
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return 0;
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// High-class skills
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if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
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{
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if(battle_config.copyskill_restrict == 2)
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return 0;
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else if(battle_config.copyskill_restrict)
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return (sd->status.class_ == JOB_STALKER);
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}
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//Added so plagarize can't copy agi/bless if you're undead since it damages you
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if ((skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI))
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return 0;
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return 1;
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}
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// [MouseJstr] - skill ok to cast? and when?
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int skillnotok (int skillid, struct map_session_data *sd)
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{
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int i,m;
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nullpo_retr (1, sd);
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m = sd->bl.m;
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i = skill_get_index(skillid);
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if (i == 0)
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return 1; // invalid skill id
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if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
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return 0; // GMs can do any damn thing they want
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if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
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return 0; // Teleport lv 3 bypasses this check.[Inkfish]
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if (sd->blockskill[i] > 0)
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return 1;
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// Check skill restrictions [Celest]
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if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
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return 1;
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if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
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return 1;
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if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
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return 1;
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if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
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return 1;
|
||
if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
|
||
return 1;
|
||
|
||
switch (skillid) {
|
||
case AL_WARP:
|
||
if(map[m].flag.nowarp) {
|
||
clif_skill_teleportmessage(sd,0);
|
||
return 1;
|
||
}
|
||
return 0;
|
||
case AL_TELEPORT:
|
||
if(map[m].flag.noteleport) {
|
||
clif_skill_teleportmessage(sd,0);
|
||
return 1;
|
||
}
|
||
return 0; // gonna be checked in 'skill_castend_nodamage_id'
|
||
case WE_CALLPARTNER:
|
||
case WE_CALLPARENT:
|
||
case WE_CALLBABY:
|
||
if (map[m].flag.nomemo) {
|
||
clif_skill_teleportmessage(sd,1);
|
||
return 1;
|
||
}
|
||
break;
|
||
case MC_VENDING:
|
||
case MC_IDENTIFY:
|
||
return 0; // always allowed
|
||
case WZ_ICEWALL:
|
||
// noicewall flag [Valaris]
|
||
if (map[m].flag.noicewall) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
return 1;
|
||
}
|
||
break;
|
||
case GD_EMERGENCYCALL:
|
||
if (
|
||
!(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
|
||
!(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
|
||
(battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
|
||
) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
return 1;
|
||
}
|
||
break;
|
||
}
|
||
return (map[m].flag.noskill);
|
||
}
|
||
|
||
int skillnotok_hom(int skillid, struct homun_data *hd)
|
||
{
|
||
int i = skill_get_index(skillid);
|
||
nullpo_retr(1,hd);
|
||
|
||
if (i == 0)
|
||
return 1; // invalid skill id
|
||
|
||
if (hd->blockskill[i] > 0)
|
||
return 1;
|
||
|
||
//Use master's criteria.
|
||
return skillnotok(skillid, hd->master);
|
||
}
|
||
|
||
int skillnotok_mercenary(int skillid, struct mercenary_data *md)
|
||
{
|
||
int i = skill_get_index(skillid);
|
||
nullpo_retr(1,md);
|
||
|
||
if( i == 0 )
|
||
return 1; // Invalid Skill ID
|
||
if( md->blockskill[i] > 0 )
|
||
return 1;
|
||
|
||
return skillnotok(skillid, md->master);
|
||
}
|
||
|
||
struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
|
||
{
|
||
int pos = skill_get_unit_layout_type(skillid,skilllv);
|
||
int dir;
|
||
|
||
if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
|
||
ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
|
||
pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
|
||
}
|
||
|
||
if (pos != -1) // simple single-definition layout
|
||
return &skill_unit_layout[pos];
|
||
|
||
dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
|
||
|
||
if (skillid == MG_FIREWALL)
|
||
return &skill_unit_layout [firewall_unit_pos + dir];
|
||
else if (skillid == WZ_ICEWALL)
|
||
return &skill_unit_layout [icewall_unit_pos + dir];
|
||
|
||
ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
|
||
return &skill_unit_layout[0]; // default 1x1 layout
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
|
||
{
|
||
struct map_session_data *sd, *dstsd;
|
||
struct mob_data *md, *dstmd;
|
||
struct status_data *sstatus, *tstatus;
|
||
struct status_change *sc, *tsc;
|
||
|
||
enum sc_type status;
|
||
int skill;
|
||
int rate;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, bl);
|
||
|
||
if(skillid < 0) return 0;
|
||
if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
|
||
|
||
if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
|
||
return 0;
|
||
|
||
sd = BL_CAST(BL_PC, src);
|
||
md = BL_CAST(BL_MOB, src);
|
||
dstsd = BL_CAST(BL_PC, bl);
|
||
dstmd = BL_CAST(BL_MOB, bl);
|
||
|
||
sc = status_get_sc(src);
|
||
tsc = status_get_sc(bl);
|
||
sstatus = status_get_status_data(src);
|
||
tstatus = status_get_status_data(bl);
|
||
if (!tsc) //skill additional effect is about adding effects to the target...
|
||
//So if the target can't be inflicted with statuses, this is pointless.
|
||
return 0;
|
||
|
||
if( sd )
|
||
{ // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
|
||
if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
|
||
{ // Trigger status effects
|
||
enum sc_type type;
|
||
int i;
|
||
for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
|
||
{
|
||
rate = sd->addeff[i].rate;
|
||
if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
|
||
rate += sd->addeff[i].arrow_rate;
|
||
if( !rate ) continue;
|
||
|
||
if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
|
||
{ // Trigger has attack type consideration.
|
||
if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
|
||
continue;
|
||
}
|
||
|
||
if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
|
||
{ // Trigger has range consideration.
|
||
if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
|
||
(sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
|
||
continue; //Range Failed.
|
||
}
|
||
|
||
type = sd->addeff[i].id;
|
||
skill = skill_get_time2(status_sc2skill(type),7);
|
||
|
||
if (sd->addeff[i].flag&ATF_TARGET)
|
||
status_change_start(bl,type,rate,7,0,0,0,skill,0);
|
||
|
||
if (sd->addeff[i].flag&ATF_SELF)
|
||
status_change_start(src,type,rate,7,0,0,0,skill,0);
|
||
}
|
||
}
|
||
|
||
if( skillid )
|
||
{ // Trigger status effects on skills
|
||
enum sc_type type;
|
||
int i;
|
||
for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
|
||
{
|
||
if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
|
||
continue;
|
||
type = sd->addeff3[i].id;
|
||
skill = skill_get_time2(status_sc2skill(type),7);
|
||
|
||
if( sd->addeff3[i].target&ATF_TARGET )
|
||
status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
|
||
if( sd->addeff3[i].target&ATF_SELF )
|
||
status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
|
||
}
|
||
}
|
||
}
|
||
|
||
if( dmg_lv < ATK_DEF ) // no damage, return;
|
||
return 0;
|
||
|
||
switch(skillid)
|
||
{
|
||
case 0: // Normal attacks (no skill used)
|
||
{
|
||
if( attack_type&BF_SKILL )
|
||
break; // If a normal attack is a skill, it's splash damage. [Inkfish]
|
||
if(sd) {
|
||
// Automatic trigger of Blitz Beat
|
||
if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
|
||
rand()%1000 <= sstatus->luk*10/3+1 ) {
|
||
rate=(sd->status.job_level+9)/10;
|
||
skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
|
||
}
|
||
// Gank
|
||
if(dstmd && sd->status.weapon != W_BOW &&
|
||
(skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
|
||
(skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%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,0,0);
|
||
}
|
||
// Chance to trigger Taekwon kicks [Dralnu]
|
||
if(sc && !sc->data[SC_COMBO]) {
|
||
if(sc->data[SC_READYSTORM] &&
|
||
sc_start(src,SC_COMBO, 15, TK_STORMKICK,
|
||
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
|
||
; //Stance triggered
|
||
else if(sc->data[SC_READYDOWN] &&
|
||
sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
|
||
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
|
||
; //Stance triggered
|
||
else if(sc->data[SC_READYTURN] &&
|
||
sc_start(src,SC_COMBO, 15, TK_TURNKICK,
|
||
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
|
||
; //Stance triggered
|
||
else if(sc->data[SC_READYCOUNTER])
|
||
{ //additional chance from SG_FRIEND [Komurka]
|
||
rate = 20;
|
||
if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
|
||
rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
|
||
status_change_end(src,SC_SKILLRATE_UP,-1);
|
||
}
|
||
sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
|
||
(2000 - 4*sstatus->agi - 2*sstatus->dex));
|
||
}
|
||
}
|
||
}
|
||
|
||
if (sc) {
|
||
struct status_change_entry *sce;
|
||
// Enchant Poison gives a chance to poison attacked enemies
|
||
if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
|
||
status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
|
||
skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
|
||
// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
|
||
if((sce=sc->data[SC_EDP]))
|
||
sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
|
||
skill_get_time2(ASC_EDP,sce->val1));
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SM_BASH:
|
||
if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
|
||
//TODO: How much % per base level it actually is?
|
||
sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
|
||
skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
|
||
}
|
||
break;
|
||
|
||
case MER_CRASH:
|
||
sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case AS_VENOMKNIFE:
|
||
if (sd) //Poison chance must be that of Envenom. [Skotlex]
|
||
skilllv = pc_checkskill(sd, TF_POISON);
|
||
case TF_POISON:
|
||
case AS_SPLASHER:
|
||
if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
|
||
&& sd && skillid==TF_POISON
|
||
)
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
|
||
case AS_SONICBLOW:
|
||
sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case WZ_FIREPILLAR:
|
||
unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
|
||
break;
|
||
|
||
case MG_FROSTDIVER:
|
||
case WZ_FROSTNOVA:
|
||
sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case WZ_STORMGUST:
|
||
//Tharis pointed out that this is normal freeze chance with a base of 300%
|
||
if(tsc->sg_counter >= 3 &&
|
||
sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
|
||
tsc->sg_counter = 0;
|
||
break;
|
||
|
||
case WZ_METEOR:
|
||
sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case WZ_VERMILION:
|
||
sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case HT_FREEZINGTRAP:
|
||
case MA_FREEZINGTRAP:
|
||
sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case HT_FLASHER:
|
||
sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case HT_LANDMINE:
|
||
case MA_LANDMINE:
|
||
sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case HT_SHOCKWAVE:
|
||
status_percent_damage(src, bl, 0, 15*skilllv+5, false);
|
||
break;
|
||
|
||
case HT_SANDMAN:
|
||
case MA_SANDMAN:
|
||
sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case TF_SPRINKLESAND:
|
||
sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case TF_THROWSTONE:
|
||
sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
|
||
sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case NPC_DARKCROSS:
|
||
case CR_HOLYCROSS:
|
||
sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case CR_GRANDCROSS:
|
||
case NPC_GRANDDARKNESS:
|
||
//Chance to cause blind status vs demon and undead element, but not against players
|
||
if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
|
||
sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
|
||
attack_type |= BF_WEAPON;
|
||
break;
|
||
|
||
case AM_ACIDTERROR:
|
||
sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
|
||
if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
|
||
clif_emotion(bl,23);
|
||
break;
|
||
|
||
case AM_DEMONSTRATION:
|
||
skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
|
||
break;
|
||
|
||
case CR_SHIELDCHARGE:
|
||
sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case PA_PRESSURE:
|
||
status_percent_damage(src, bl, 0, 15+5*skilllv, false);
|
||
break;
|
||
|
||
case RG_RAID:
|
||
sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
|
||
sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case BA_FROSTJOKER:
|
||
sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case DC_SCREAM:
|
||
sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case BD_LULLABY:
|
||
sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case DC_UGLYDANCE:
|
||
rate = 5+5*skilllv;
|
||
if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
|
||
rate += 5+skill;
|
||
status_zap(bl, 0, rate);
|
||
break;
|
||
case SL_STUN:
|
||
if (tstatus->size==1) //Only stuns mid-sized mobs.
|
||
sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
|
||
break;
|
||
|
||
case NPC_PETRIFYATTACK:
|
||
sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
|
||
skilllv,0,0,skill_get_time(skillid,skilllv),
|
||
skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case NPC_CURSEATTACK:
|
||
case NPC_SLEEPATTACK:
|
||
case NPC_BLINDATTACK:
|
||
case NPC_POISON:
|
||
case NPC_SILENCEATTACK:
|
||
case NPC_STUNATTACK:
|
||
case NPC_HELLPOWER:
|
||
sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case NPC_ACIDBREATH:
|
||
case NPC_ICEBREATH:
|
||
sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case NPC_BLEEDING:
|
||
sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case NPC_MENTALBREAKER:
|
||
{ //Based on observations by Tharis, Mental Breaker should do SP damage
|
||
//equal to Matk*skLevel.
|
||
rate = sstatus->matk_min;
|
||
if (rate < sstatus->matk_max)
|
||
rate += rand()%(sstatus->matk_max - sstatus->matk_min);
|
||
rate*=skilllv;
|
||
status_zap(bl, 0, rate);
|
||
break;
|
||
}
|
||
// Equipment breaking monster skills [Celest]
|
||
case NPC_WEAPONBRAKER:
|
||
skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
|
||
break;
|
||
case NPC_ARMORBRAKE:
|
||
skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
|
||
break;
|
||
case NPC_HELMBRAKE:
|
||
skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
|
||
break;
|
||
case NPC_SHIELDBRAKE:
|
||
skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
|
||
break;
|
||
|
||
case CH_TIGERFIST:
|
||
sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case LK_SPIRALPIERCE:
|
||
case ML_SPIRALPIERCE:
|
||
sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case ST_REJECTSWORD:
|
||
sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
|
||
break;
|
||
|
||
case PF_FOGWALL:
|
||
if (src != bl && !tsc->data[SC_DELUGE])
|
||
status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
|
||
break;
|
||
|
||
case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
|
||
if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
|
||
sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case LK_JOINTBEAT:
|
||
status = status_skill2sc(skillid);
|
||
if (tsc->jb_flag) {
|
||
sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
|
||
tsc->jb_flag = 0;
|
||
}
|
||
break;
|
||
case ASC_METEORASSAULT:
|
||
//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
|
||
switch(rand()%3) {
|
||
case 0:
|
||
sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
|
||
break;
|
||
case 1:
|
||
sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
|
||
break;
|
||
default:
|
||
sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
|
||
}
|
||
break;
|
||
|
||
case HW_NAPALMVULCAN:
|
||
sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case WS_CARTTERMINATION: // Cart termination
|
||
sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case CR_ACIDDEMONSTRATION:
|
||
skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
|
||
break;
|
||
|
||
case TK_DOWNKICK:
|
||
sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case TK_JUMPKICK:
|
||
if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
|
||
{// debuff the following statuses
|
||
status_change_end(bl, SC_SPIRIT, -1);
|
||
status_change_end(bl, SC_ADRENALINE2, -1);
|
||
status_change_end(bl, SC_KAITE, -1);
|
||
status_change_end(bl, SC_KAAHI, -1);
|
||
status_change_end(bl, SC_ONEHAND, -1);
|
||
status_change_end(bl, SC_ASPDPOTION2, -1);
|
||
}
|
||
break;
|
||
case TK_TURNKICK:
|
||
case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
|
||
if(attack_type&BF_MISC) //70% base stun chance...
|
||
sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case GS_BULLSEYE: //0.1% coma rate.
|
||
if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
|
||
status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
|
||
break;
|
||
case GS_PIERCINGSHOT:
|
||
sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case NJ_HYOUSYOURAKU:
|
||
sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case GS_FLING:
|
||
sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
|
||
break;
|
||
case GS_DISARM:
|
||
rate = 3*skilllv;
|
||
if (sstatus->dex > tstatus->dex)
|
||
rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
|
||
skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
case NPC_EVILLAND:
|
||
sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case NPC_HELLJUDGEMENT:
|
||
sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case NPC_CRITICALWOUND:
|
||
sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
}
|
||
|
||
if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
|
||
{ //Pass heritage to Master for status causing effects. [Skotlex]
|
||
sd = map_id2sd(md->master_id);
|
||
src = sd?&sd->bl:src;
|
||
}
|
||
|
||
if( attack_type&BF_WEAPON )
|
||
{ // Coma, Breaking Equipment
|
||
if( sd && sd->special_state.bonus_coma )
|
||
{
|
||
rate = sd->weapon_coma_ele[tstatus->def_ele];
|
||
rate += sd->weapon_coma_race[tstatus->race];
|
||
rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
|
||
if (rate)
|
||
status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
|
||
}
|
||
if( sd && battle_config.equip_self_break_rate )
|
||
{ // Self weapon breaking
|
||
rate = battle_config.equip_natural_break_rate;
|
||
if( sc )
|
||
{
|
||
if(sc->data[SC_OVERTHRUST])
|
||
rate += 10;
|
||
if(sc->data[SC_MAXOVERTHRUST])
|
||
rate += 10;
|
||
}
|
||
if( rate )
|
||
skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
|
||
}
|
||
if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
|
||
{ // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
|
||
// Target weapon breaking
|
||
rate = 0;
|
||
if( sd )
|
||
rate += sd->break_weapon_rate;
|
||
if( sc && sc->data[SC_MELTDOWN] )
|
||
rate += sc->data[SC_MELTDOWN]->val2;
|
||
if( rate )
|
||
skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
|
||
|
||
// Target armor breaking
|
||
rate = 0;
|
||
if( sd )
|
||
rate += sd->break_armor_rate;
|
||
if( sc && sc->data[SC_MELTDOWN] )
|
||
rate += sc->data[SC_MELTDOWN]->val3;
|
||
if( rate )
|
||
skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
|
||
}
|
||
}
|
||
|
||
// Autospell when attacking
|
||
if( sd && !status_isdead(bl) && sd->autospell[0].id )
|
||
{
|
||
struct block_list *tbl;
|
||
struct unit_data *ud;
|
||
int i, skilllv;
|
||
|
||
for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
|
||
|
||
if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
|
||
sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
|
||
sd->autospell[i].flag&attack_type&BF_SKILLMASK))
|
||
continue; // one or more trigger conditions were not fulfilled
|
||
|
||
skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
|
||
|
||
if (skillnotok(skill, sd))
|
||
continue;
|
||
|
||
skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
|
||
if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
|
||
|
||
rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
|
||
|
||
if (rand()%1000 > rate)
|
||
continue;
|
||
|
||
if( !battle_check_range(src, bl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
|
||
continue; //Autocasts should always fail if the target is outside the skill range or an obstacle is in between.[Inkfish]
|
||
|
||
if (sd->autospell[i].id < 0)
|
||
tbl = src;
|
||
else
|
||
tbl = bl;
|
||
|
||
sd->state.autocast = 1;
|
||
skill_consume_requirement(sd,skill,skilllv,1);
|
||
switch (skill_get_casttype(skill)) {
|
||
case CAST_GROUND:
|
||
skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
|
||
break;
|
||
case CAST_NODAMAGE:
|
||
skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
|
||
break;
|
||
case CAST_DAMAGE:
|
||
skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
|
||
break;
|
||
}
|
||
sd->state.autocast = 0;
|
||
//Set canact delay. [Skotlex]
|
||
ud = unit_bl2ud(src);
|
||
if (ud) {
|
||
rate = skill_delayfix(src, skill, skilllv);
|
||
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
|
||
ud->canact_tick = tick+rate;
|
||
if ( battle_config.display_status_timers && sd )
|
||
clif_status_change(src, SI_ACTIONDELAY, 1, rate);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//Auto-script when attacking
|
||
if( sd && sd->autoscript[0].script )
|
||
{
|
||
int i;
|
||
for( i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++ )
|
||
{
|
||
if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
|
||
sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
|
||
sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
|
||
continue; // one or more trigger conditions were not fulfilled
|
||
if( rand()%1000 > sd->autoscript[i].rate )
|
||
continue;
|
||
sd->state.autocast = 1;
|
||
run_script(sd->autoscript[i].script,0,sd->autoscript[i].target?bl->id:src->id,0);
|
||
sd->state.autocast = 0;
|
||
}
|
||
}
|
||
|
||
//Polymorph
|
||
if(sd && sd->classchange && attack_type&BF_WEAPON &&
|
||
dstmd && !(tstatus->mode&MD_BOSS) &&
|
||
(rand()%10000 < sd->classchange))
|
||
{
|
||
struct mob_db *mob;
|
||
int class_;
|
||
skill = 0;
|
||
do {
|
||
do {
|
||
class_ = rand() % MAX_MOB_DB;
|
||
} while (!mobdb_checkid(class_));
|
||
|
||
rate = rand() % 1000000;
|
||
mob = mob_db(class_);
|
||
} while (
|
||
(mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
|
||
(skill++) < 2000);
|
||
if (skill < 2000)
|
||
mob_class_change(dstmd,class_);
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
|
||
{
|
||
int skill, skilllv, i;
|
||
struct block_list *tbl;
|
||
|
||
if( sd == NULL || skillid <= 0 )
|
||
return 0;
|
||
|
||
sd->state.skillonskill = 1;
|
||
for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
|
||
{
|
||
if( sd->autospell3[i].flag != skillid )
|
||
continue;
|
||
skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
|
||
if( skillnotok(skill, sd) )
|
||
continue;
|
||
|
||
skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
|
||
if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
|
||
|
||
if( sd->autospell3[i].id >= 0 && bl == NULL )
|
||
continue; // No target
|
||
if( rand()%1000 > sd->autospell3[i].rate )
|
||
continue;
|
||
if( !battle_check_range(&sd->bl, bl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
|
||
continue;
|
||
|
||
if( sd->autospell3[i].id < 0 )
|
||
tbl = &sd->bl;
|
||
else
|
||
tbl = bl;
|
||
|
||
sd->state.autocast = 1;
|
||
skill_consume_requirement(sd,skill,skilllv,1);
|
||
switch( skill_get_casttype(skill) )
|
||
{
|
||
case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
|
||
case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
|
||
case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
|
||
}
|
||
sd->state.autocast = 0;
|
||
}
|
||
|
||
if( sd->autoscript3[0].script )
|
||
{
|
||
for( i = 0; i < ARRAYLENGTH(sd->autoscript3) && sd->autoscript3[i].script; i++ )
|
||
{
|
||
if( sd->autoscript3[i].flag != skillid )
|
||
continue;
|
||
if( sd->autoscript3[i].target && bl == NULL )
|
||
continue;
|
||
if( rand()%1000 > sd->autoscript3[i].rate )
|
||
continue;
|
||
sd->state.autocast = 1;
|
||
run_script(sd->autoscript3[i].script,0,sd->bl.id,0);
|
||
sd->state.autocast = 0;
|
||
}
|
||
}
|
||
|
||
sd->state.skillonskill = 0;
|
||
return 1;
|
||
}
|
||
|
||
/* Splitted off from skill_additional_effect, which is never called when the
|
||
* attack skill kills the enemy. Place in this function counter status effects
|
||
* when using skills (eg: Asura's sp regen penalty, or counter-status effects
|
||
* from cards) that will take effect on the source, not the target. [Skotlex]
|
||
* Note: Currently this function only applies to Extremity Fist and BF_WEAPON
|
||
* type of skills, so not every instance of skill_additional_effect needs a call
|
||
* to this one.
|
||
*/
|
||
int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
|
||
{
|
||
int rate;
|
||
struct map_session_data *sd=NULL;
|
||
struct map_session_data *dstsd=NULL;
|
||
struct status_change *tsc;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, bl);
|
||
|
||
if(skillid < 0) return 0;
|
||
if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
|
||
|
||
tsc = status_get_sc(bl);
|
||
if (tsc && !tsc->count)
|
||
tsc = NULL;
|
||
|
||
sd = BL_CAST(BL_PC, src);
|
||
dstsd = BL_CAST(BL_PC, bl);
|
||
|
||
if(dstsd && attack_type&BF_WEAPON)
|
||
{ //Counter effects.
|
||
enum sc_type type;
|
||
int i, time;
|
||
for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
|
||
{
|
||
rate = dstsd->addeff2[i].rate;
|
||
if (attack_type&BF_LONG)
|
||
rate+=dstsd->addeff2[i].arrow_rate;
|
||
if (!rate) continue;
|
||
|
||
if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
|
||
{ //Trigger has range consideration.
|
||
if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
|
||
(dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
|
||
continue; //Range Failed.
|
||
}
|
||
type = dstsd->addeff2[i].id;
|
||
time = skill_get_time2(status_sc2skill(type),7);
|
||
|
||
if (dstsd->addeff2[i].flag&ATF_TARGET)
|
||
status_change_start(src,type,rate,7,0,0,0,time,0);
|
||
|
||
if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
|
||
status_change_start(bl,type,rate,7,0,0,0,time,0);
|
||
}
|
||
}
|
||
|
||
switch(skillid){
|
||
case 0: //Normal Attack
|
||
if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
|
||
tsc->data[SC_KAAHI]->val4 = add_timer(
|
||
tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
|
||
kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
|
||
break;
|
||
case MO_EXTREMITYFIST:
|
||
sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case GS_FULLBUSTER:
|
||
sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case HFLI_SBR44: //[orn]
|
||
case HVAN_EXPLOSION:
|
||
if(src->type == BL_HOM){
|
||
TBL_HOM *hd = (TBL_HOM*)src;
|
||
hd->homunculus.intimacy = 200;
|
||
if (hd->master)
|
||
clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
|
||
}
|
||
break;
|
||
case CR_GRANDCROSS:
|
||
case NPC_GRANDDARKNESS:
|
||
attack_type |= BF_WEAPON;
|
||
break;
|
||
}
|
||
|
||
if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
|
||
rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
|
||
sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
|
||
|
||
if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
|
||
!(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
|
||
(rate=pc_checkskill(sd,HW_SOULDRAIN))>0
|
||
){ //Soul Drain should only work on targetted spells [Skotlex]
|
||
if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
|
||
clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
|
||
status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
|
||
}
|
||
|
||
if( sd && status_isdead(bl) && attack_type&BF_WEAPON )
|
||
{
|
||
int sp = 0, hp = 0;
|
||
sp += sd->sp_gain_value;
|
||
sp += sd->sp_gain_race[status_get_race(bl)];
|
||
sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
|
||
hp += sd->hp_gain_value;
|
||
if( hp || sp )
|
||
status_heal(src, hp, sp, battle_config.show_hp_sp_gain?2:0);
|
||
}
|
||
|
||
// Trigger counter-spells to retaliate against damage causing skills.
|
||
if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
|
||
!(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
|
||
{
|
||
struct block_list *tbl;
|
||
struct unit_data *ud;
|
||
int i, skillid, skilllv, rate;
|
||
|
||
for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
|
||
|
||
if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
|
||
dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
|
||
dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
|
||
continue; // one or more trigger conditions were not fulfilled
|
||
|
||
skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
|
||
skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
|
||
if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
|
||
|
||
rate = dstsd->autospell2[i].rate;
|
||
if (attack_type&BF_LONG)
|
||
rate>>=1;
|
||
|
||
if (skillnotok(skillid, dstsd))
|
||
continue;
|
||
if (rand()%1000 > rate)
|
||
continue;
|
||
if( !battle_check_range(src, bl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) )
|
||
continue;
|
||
if (dstsd->autospell2[i].id < 0)
|
||
tbl = bl;
|
||
else
|
||
tbl = src;
|
||
|
||
dstsd->state.autocast = 1;
|
||
skill_consume_requirement(dstsd,skillid,skilllv,1);
|
||
switch (skill_get_casttype(skillid)) {
|
||
case CAST_GROUND:
|
||
skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
|
||
break;
|
||
case CAST_NODAMAGE:
|
||
skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
|
||
break;
|
||
case CAST_DAMAGE:
|
||
skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
|
||
break;
|
||
}
|
||
dstsd->state.autocast = 0;
|
||
//Set canact delay. [Skotlex]
|
||
ud = unit_bl2ud(bl);
|
||
if (ud) {
|
||
rate = skill_delayfix(bl, skillid, skilllv);
|
||
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
|
||
ud->canact_tick = tick+rate;
|
||
if ( battle_config.display_status_timers && dstsd )
|
||
clif_status_change(bl, SI_ACTIONDELAY, 1, rate);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
//Auto-script when attacked
|
||
if( dstsd && !status_isdead(bl) && dstsd->autoscript2[0].script && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
|
||
{
|
||
int i;
|
||
for( i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++ )
|
||
{
|
||
if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
|
||
dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
|
||
dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
|
||
continue; // one or more trigger conditions were not fulfilled
|
||
if( rand()%1000 > dstsd->autoscript2[i].rate )
|
||
continue;
|
||
dstsd->state.autocast = 1;
|
||
run_script(dstsd->autoscript2[i].script,0,dstsd->autoscript2[i].target?src->id:bl->id,0);
|
||
dstsd->state.autocast = 0;
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
/*=========================================================================
|
||
Breaks equipment. On-non players causes the corresponding strip effect.
|
||
- rate goes from 0 to 10000 (100.00%)
|
||
- flag is a BCT_ flag to indicate which type of adjustment should be used
|
||
(BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
|
||
--------------------------------------------------------------------------*/
|
||
int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
|
||
{
|
||
const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
|
||
const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
|
||
const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
|
||
struct status_change *sc = status_get_sc(bl);
|
||
int i,j;
|
||
TBL_PC *sd;
|
||
sd = BL_CAST(BL_PC, bl);
|
||
if (sc && !sc->count)
|
||
sc = NULL;
|
||
|
||
if (sd) {
|
||
if (sd->unbreakable_equip)
|
||
where &= ~sd->unbreakable_equip;
|
||
if (sd->unbreakable)
|
||
rate -= rate*sd->unbreakable/100;
|
||
if (where&EQP_WEAPON) {
|
||
switch (sd->status.weapon) {
|
||
case W_FIST: //Bare fists should not break :P
|
||
case W_1HAXE:
|
||
case W_2HAXE:
|
||
case W_MACE: // Axes and Maces can't be broken [DracoRPG]
|
||
case W_2HMACE:
|
||
case W_STAFF:
|
||
case W_2HSTAFF:
|
||
case W_BOOK: //Rods and Books can't be broken [Skotlex]
|
||
case W_HUUMA:
|
||
where &= ~EQP_WEAPON;
|
||
}
|
||
}
|
||
}
|
||
if (flag&BCT_ENEMY) {
|
||
if (battle_config.equip_skill_break_rate != 100)
|
||
rate = rate*battle_config.equip_skill_break_rate/100;
|
||
} else if (flag&(BCT_PARTY|BCT_SELF)) {
|
||
if (battle_config.equip_self_break_rate != 100)
|
||
rate = rate*battle_config.equip_self_break_rate/100;
|
||
}
|
||
|
||
for (i = 0; i < 4; i++) {
|
||
if (where&where_list[i]) {
|
||
if (sc && sc->count && sc->data[scdef[i]])
|
||
where&=~where_list[i];
|
||
else if (rand()%10000 >= rate)
|
||
where&=~where_list[i];
|
||
else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
|
||
sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
|
||
}
|
||
}
|
||
if (!where) //Nothing to break.
|
||
return 0;
|
||
if (sd) {
|
||
for (i = 0; i < EQI_MAX; i++) {
|
||
j = sd->equip_index[i];
|
||
if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
|
||
continue;
|
||
flag = 0;
|
||
switch(i) {
|
||
case EQI_HEAD_TOP: //Upper Head
|
||
flag = (where&EQP_HELM);
|
||
break;
|
||
case EQI_ARMOR: //Body
|
||
flag = (where&EQP_ARMOR);
|
||
break;
|
||
case EQI_HAND_R: //Left/Right hands
|
||
case EQI_HAND_L:
|
||
flag = (
|
||
(where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
|
||
(where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
|
||
break;
|
||
case EQI_SHOES:
|
||
flag = (where&EQP_SHOES);
|
||
break;
|
||
case EQI_GARMENT:
|
||
flag = (where&EQP_GARMENT);
|
||
break;
|
||
default:
|
||
continue;
|
||
}
|
||
if (flag) {
|
||
sd->status.inventory[j].attribute = 1;
|
||
pc_unequipitem(sd, j, 3);
|
||
}
|
||
}
|
||
clif_equiplist(sd);
|
||
}
|
||
|
||
return where; //Return list of pieces broken.
|
||
}
|
||
|
||
int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
|
||
{
|
||
struct status_change *sc;
|
||
const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
|
||
const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
|
||
const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
|
||
int i;
|
||
|
||
if (rand()%100 >= rate)
|
||
return 0;
|
||
|
||
sc = status_get_sc(bl);
|
||
if (!sc)
|
||
return 0;
|
||
|
||
for (i = 0; i < ARRAYLENGTH(pos); i++) {
|
||
if (where&pos[i] && sc->data[sc_def[i]])
|
||
where&=~pos[i];
|
||
}
|
||
if (!where) return 0;
|
||
|
||
for (i = 0; i < ARRAYLENGTH(pos); i++) {
|
||
if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
|
||
where&=~pos[i];
|
||
}
|
||
return where?1:0;
|
||
}
|
||
|
||
|
||
/*=========================================================================
|
||
Used to knock back players, monsters, traps, etc
|
||
- 'count' is the number of squares to knock back
|
||
- 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
|
||
- if 'flag&0x1', position update packets must not be sent.
|
||
-------------------------------------------------------------------------*/
|
||
int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
|
||
{
|
||
int dx = 0, dy = 0, nx, ny;
|
||
int ret;
|
||
struct skill_unit* su = NULL;
|
||
|
||
nullpo_retr(0, src);
|
||
|
||
if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
|
||
return 0; //No knocking back in WoE
|
||
if (count == 0)
|
||
return 0; //Actual knockback distance is 0.
|
||
|
||
switch (target->type)
|
||
{
|
||
case BL_MOB:
|
||
{
|
||
struct mob_data* md = BL_CAST(BL_MOB, target);
|
||
if( md->class_ == MOBID_EMPERIUM )
|
||
return 0;
|
||
if(src != target && is_boss(target)) //Bosses can't be knocked-back
|
||
return 0;
|
||
}
|
||
break;
|
||
case BL_PC:
|
||
{
|
||
struct map_session_data *sd = BL_CAST(BL_PC, target);
|
||
if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id )
|
||
return 0; // Basilica caster can't be knocked-back
|
||
if( src != target && sd->special_state.no_knockback )
|
||
return 0;
|
||
}
|
||
break;
|
||
case BL_SKILL:
|
||
su = (struct skill_unit *)target;
|
||
if( su->group->unit_id == UNT_ANKLESNARE )
|
||
return 0; // ankle snare cannot be knocked back
|
||
break;
|
||
}
|
||
|
||
if (direction == -1) // <optimized>: do the computation here instead of outside
|
||
direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
|
||
|
||
if (direction >= 0 && direction < 8)
|
||
{ // take the reversed 'direction' and reverse it
|
||
dx = -dirx[direction];
|
||
dy = -diry[direction];
|
||
}
|
||
|
||
ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
|
||
nx = ret>>16;
|
||
ny = ret&0xffff;
|
||
|
||
if (!su)
|
||
unit_stop_walking(target,0);
|
||
|
||
dx = nx - target->x;
|
||
dy = ny - target->y;
|
||
|
||
if (!dx && !dy) //Could not knockback.
|
||
return 0;
|
||
|
||
map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
|
||
|
||
if(su)
|
||
skill_unit_move_unit_group(su->group,target->m,dx,dy);
|
||
else
|
||
map_moveblock(target, nx, ny, gettick());
|
||
|
||
map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
|
||
|
||
if(!(flag&0x1))
|
||
clif_blown(target);
|
||
|
||
if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
|
||
npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
|
||
|
||
return count; //Return amount of knocked back cells.
|
||
}
|
||
|
||
|
||
//Checks if 'bl' should reflect back a spell cast by 'src'.
|
||
//type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
|
||
static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
|
||
{
|
||
struct status_change *sc = status_get_sc(bl);
|
||
struct map_session_data* sd = BL_CAST(BL_PC, bl);
|
||
|
||
// item-based reflection
|
||
if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
|
||
return 1;
|
||
|
||
if( is_boss(src) )
|
||
return 0;
|
||
|
||
// status-based reflection
|
||
if( !sc || sc->count == 0 )
|
||
return 0;
|
||
|
||
if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
|
||
return 1;
|
||
|
||
if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
|
||
{// Kaite only works against non-players if they are low-level.
|
||
clif_specialeffect(bl, 438, AREA);
|
||
if( --sc->data[SC_KAITE]->val2 <= 0 )
|
||
status_change_end(bl, SC_KAITE, -1);
|
||
return 2;
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*
|
||
* =========================================================================
|
||
* Does a skill attack with the given properties.
|
||
* src is the master behind the attack (player/mob/pet)
|
||
* dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
|
||
* bl is the target to be attacked.
|
||
* flag can hold a bunch of information:
|
||
* flag&0xFFF is passed to the underlying battle_calc_attack for processing
|
||
* (usually holds number of targets, or just 1 for simple splash attacks)
|
||
* flag&0x1000 is used to tag that this is a splash-attack (so the damage
|
||
* packet shouldn't display a skill animation)
|
||
* flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
|
||
* client (causes player characters to not scream skill name)
|
||
*-------------------------------------------------------------------------*/
|
||
int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
|
||
{
|
||
struct Damage dmg;
|
||
struct status_data *sstatus, *tstatus;
|
||
struct status_change *sc;
|
||
struct map_session_data *sd, *tsd;
|
||
int type,damage,rdamage=0;
|
||
|
||
if(skillid > 0 && skilllv <= 0) return 0;
|
||
|
||
nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
|
||
nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
|
||
nullpo_retr(0, bl); //Target to be attacked.
|
||
|
||
if (src != dsrc) {
|
||
//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
|
||
if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
|
||
return 0;
|
||
} else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
|
||
//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
|
||
if (!status_check_skilluse(src, bl, skillid, 2))
|
||
return 0;
|
||
}
|
||
|
||
sd = BL_CAST(BL_PC, src);
|
||
tsd = BL_CAST(BL_PC, bl);
|
||
|
||
sstatus = status_get_status_data(src);
|
||
tstatus = status_get_status_data(bl);
|
||
sc= status_get_sc(bl);
|
||
if (sc && !sc->count) sc = NULL; //Don't need it.
|
||
|
||
// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
|
||
if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
|
||
return 0;
|
||
//Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
|
||
if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
|
||
return 0;
|
||
|
||
dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
|
||
|
||
//Skotlex: Adjusted to the new system
|
||
if(src->type==BL_PET)
|
||
{ // [Valaris]
|
||
struct pet_data *pd = (TBL_PET*)src;
|
||
if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
|
||
{
|
||
int element = skill_get_ele(skillid, skilllv);
|
||
if (skillid == -1)
|
||
element = sstatus->rhw.ele;
|
||
if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
|
||
dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
|
||
else
|
||
dmg.damage= skilllv;
|
||
dmg.damage2=0;
|
||
dmg.div_= pd->a_skill->div_;
|
||
}
|
||
}
|
||
|
||
if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
|
||
{ // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
|
||
if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
|
||
{ //Magic reflection, switch caster/target
|
||
struct block_list *tbl = bl;
|
||
bl = src;
|
||
src = tbl;
|
||
sd = BL_CAST(BL_PC, src);
|
||
tsd = BL_CAST(BL_PC, bl);
|
||
sc = status_get_sc(bl);
|
||
if (sc && !sc->count)
|
||
sc = NULL; //Don't need it.
|
||
|
||
//Spirit of Wizard blocks Kaite's reflection
|
||
if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
|
||
{ //It should only consume once per skill casted. Val3 is the skill id and val4 is the ID of the damage src.
|
||
//This should account for ground spells (and single target spells will be completed on castend_id) [Skotlex]
|
||
if (tsd && !(sc->data[SC_SPIRIT]->val3 == skillid && sc->data[SC_SPIRIT]->val4 == dsrc->id) )
|
||
{ //Check if you have stone to consume.
|
||
type = pc_search_inventory (tsd, 7321);
|
||
if (type >= 0)
|
||
pc_delitem(tsd, type, 1, 0);
|
||
} else
|
||
type = 0;
|
||
|
||
if (type >= 0) {
|
||
dmg.damage = dmg.damage2 = 0;
|
||
dmg.dmg_lv = ATK_MISS;
|
||
sc->data[SC_SPIRIT]->val3 = skillid;
|
||
sc->data[SC_SPIRIT]->val4 = dsrc->id;
|
||
}
|
||
}
|
||
}
|
||
|
||
if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
|
||
int sp = skill_get_sp(skillid,skilllv);
|
||
dmg.damage = dmg.damage2 = 0;
|
||
dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
|
||
sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
|
||
if(skillid == WZ_WATERBALL && skilllv > 1)
|
||
sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
|
||
status_heal(bl, 0, sp, 2);
|
||
clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
|
||
}
|
||
}
|
||
|
||
damage = dmg.damage + dmg.damage2;
|
||
|
||
if( (skillid == AL_INCAGI || skillid == AL_BLESSING || skillid == CASH_BLESSING || skillid == CASH_INCAGI) && tsd->sc.data[SC_CHANGEUNDEAD] )
|
||
damage = 1;
|
||
|
||
if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
|
||
&& skillid != WS_CARTTERMINATION )
|
||
rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
|
||
|
||
//Skill hit type
|
||
type=(skillid==0)?5:skill_get_hit(skillid);
|
||
|
||
if(damage < dmg.div_
|
||
//Only skills that knockback even when they miss. [Skotlex]
|
||
&& skillid != CH_PALMSTRIKE)
|
||
dmg.blewcount = 0;
|
||
|
||
if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
|
||
if(battle_config.gx_disptype) dsrc = src;
|
||
if(src == bl) type = 4;
|
||
else flag|=SD_ANIMATION;
|
||
}
|
||
if(skillid == NJ_TATAMIGAESHI) {
|
||
dsrc = src; //For correct knockback.
|
||
flag|=SD_ANIMATION;
|
||
}
|
||
|
||
if(sd) {
|
||
int flag = 0; //Used to signal if this skill can be combo'ed later on.
|
||
if (sd->sc.data[SC_COMBO])
|
||
{ //End combo state after skill is invoked. [Skotlex]
|
||
switch (skillid) {
|
||
case TK_TURNKICK:
|
||
case TK_STORMKICK:
|
||
case TK_DOWNKICK:
|
||
case TK_COUNTER:
|
||
if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
|
||
{ //Extend combo time.
|
||
sd->skillid_old = skillid; //Set as previous so you can't repeat
|
||
sd->skilllv_old = skilllv;
|
||
sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
|
||
delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
|
||
sd->sc.data[SC_COMBO]->timer = add_timer(
|
||
tick+sd->sc.data[SC_COMBO]->val4,
|
||
status_change_timer, src->id, SC_COMBO);
|
||
break;
|
||
}
|
||
unit_cancel_combo(src); // Cancel combo wait
|
||
break;
|
||
default:
|
||
status_change_end(src,SC_COMBO,-1);
|
||
}
|
||
}
|
||
switch(skillid)
|
||
{
|
||
case MO_TRIPLEATTACK:
|
||
if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
|
||
flag=1;
|
||
break;
|
||
case MO_CHAINCOMBO:
|
||
if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
|
||
flag=1;
|
||
break;
|
||
case MO_COMBOFINISH:
|
||
if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
|
||
party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
|
||
if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
|
||
flag=1;
|
||
case CH_TIGERFIST:
|
||
if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
|
||
flag=1;
|
||
case CH_CHAINCRUSH:
|
||
if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
|
||
flag=1;
|
||
break;
|
||
case AC_DOUBLE:
|
||
if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
|
||
{
|
||
//TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
|
||
sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
|
||
clif_combo_delay(src,2000);
|
||
}
|
||
break;
|
||
case TK_COUNTER:
|
||
{ //bonus from SG_FRIEND [Komurka]
|
||
int level;
|
||
if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
|
||
party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
|
||
}
|
||
break;
|
||
case SL_STIN:
|
||
case SL_STUN:
|
||
if (skilllv >= 7 && !sd->sc.data[SC_SMA])
|
||
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
|
||
break;
|
||
case GS_FULLBUSTER:
|
||
//Can't attack nor use items until skill's delay expires. [Skotlex]
|
||
sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
|
||
break;
|
||
} //Switch End
|
||
if (flag) { //Possible to chain
|
||
flag = DIFF_TICK(sd->ud.canact_tick, tick);
|
||
if (flag < 0) flag = 0;
|
||
flag += 300 * battle_config.combo_delay_rate/100;
|
||
sc_start(src,SC_COMBO,100,skillid,flag);
|
||
clif_combo_delay(src, flag);
|
||
}
|
||
}
|
||
|
||
//Display damage.
|
||
switch( skillid )
|
||
{
|
||
case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
|
||
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
|
||
break;
|
||
//Skills that need be passed as a normal attack for the client to display correctly.
|
||
case HVAN_EXPLOSION:
|
||
case NPC_SELFDESTRUCTION:
|
||
if(src->type==BL_PC)
|
||
dmg.blewcount = 10;
|
||
dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
|
||
// fall through
|
||
case KN_AUTOCOUNTER:
|
||
case NPC_CRITICALSLASH:
|
||
case TF_DOUBLE:
|
||
case GS_CHAINACTION:
|
||
dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
|
||
break;
|
||
|
||
case AS_SPLASHER:
|
||
if( flag&SD_ANIMATION ) // the surrounding targets
|
||
dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
|
||
else // the central target doesn't display an animation
|
||
dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
|
||
break;
|
||
|
||
default:
|
||
if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
|
||
type = 5;
|
||
dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
|
||
break;
|
||
}
|
||
|
||
map_freeblock_lock();
|
||
|
||
if(damage > 0 && dmg.flag&BF_SKILL && tsd
|
||
&& pc_checkskill(tsd,RG_PLAGIARISM)
|
||
&& (!sc || !sc->data[SC_PRESERVE])
|
||
&& damage < tsd->status.hp)
|
||
{ //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
|
||
if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
|
||
can_copy(tsd,skillid,bl)) // Split all the check into their own function [Aru]
|
||
{
|
||
int lv = skilllv;
|
||
if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
|
||
tsd->status.skill[tsd->cloneskill_id].id = 0;
|
||
tsd->status.skill[tsd->cloneskill_id].lv = 0;
|
||
tsd->status.skill[tsd->cloneskill_id].flag = 0;
|
||
}
|
||
|
||
if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
|
||
lv = type;
|
||
|
||
tsd->cloneskill_id = skillid;
|
||
tsd->status.skill[skillid].id = skillid;
|
||
tsd->status.skill[skillid].lv = lv;
|
||
tsd->status.skill[skillid].flag = 13;//cloneskill flag
|
||
pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
|
||
pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
|
||
clif_skillinfoblock(tsd);
|
||
}
|
||
}
|
||
if( skillid != WZ_SIGHTRASHER &&
|
||
skillid != WZ_SIGHTBLASTER &&
|
||
skillid != AC_SHOWER && skillid != MA_SHOWER &&
|
||
skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
|
||
bl->type == BL_SKILL && damage > 0 )
|
||
{
|
||
struct skill_unit* su = (struct skill_unit*)bl;
|
||
if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
|
||
damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
|
||
}
|
||
|
||
if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
|
||
{ //Skills with can't walk delay also stop normal attacking for that
|
||
//duration when the attack connects. [Skotlex]
|
||
struct unit_data *ud = unit_bl2ud(src);
|
||
if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
|
||
ud->attackabletime = tick + type;
|
||
}
|
||
|
||
if( !dmg.amotion )
|
||
{ //Instant damage
|
||
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
|
||
if( !status_isdead(bl) )
|
||
skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
|
||
if( damage > 0 ) //Counter status effects [Skotlex]
|
||
skill_counter_additional_effect(dsrc,bl,skillid,skilllv,dmg.flag,tick);
|
||
}
|
||
|
||
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
|
||
//Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
|
||
if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
|
||
{
|
||
int direction = -1; // default
|
||
switch(skillid)
|
||
{
|
||
case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
|
||
case WZ_STORMGUST: direction = rand()%8; break; // randomly
|
||
case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
|
||
}
|
||
skill_blown(dsrc,bl,dmg.blewcount,direction,0);
|
||
}
|
||
|
||
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
|
||
if (dmg.amotion)
|
||
battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
|
||
|
||
if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
|
||
int rate = 50 + skilllv * 5;
|
||
rate = rate + (status_get_lv(src) - status_get_lv(bl));
|
||
if(rand()%100 < rate)
|
||
skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
|
||
}
|
||
|
||
if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
|
||
dmg.flag |= BF_WEAPON;
|
||
|
||
if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
|
||
if (battle_config.left_cardfix_to_right)
|
||
battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
|
||
else
|
||
battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
|
||
}
|
||
|
||
if( rdamage > 0 )
|
||
{
|
||
if( dmg.amotion )
|
||
battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
|
||
else
|
||
status_fix_damage(bl,src,rdamage,0);
|
||
clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
|
||
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
|
||
if( tsd && src != bl )
|
||
battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
|
||
skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
|
||
}
|
||
|
||
if (!(flag&2) &&
|
||
(
|
||
skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
|
||
) &&
|
||
(sc = status_get_sc(src)) &&
|
||
sc->data[SC_DOUBLECAST] &&
|
||
rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
|
||
{
|
||
// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
|
||
skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
|
||
}
|
||
|
||
map_freeblock_unlock();
|
||
|
||
return damage;
|
||
}
|
||
|
||
/*==========================================
|
||
* <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD>??U?<3F>p(map_foreachinarea<65><61><EFBFBD><EFBFBD><EFBFBD>Ă<C482><CE82><EFBFBD>)
|
||
* flag<61>ɂ<C982><C282><EFBFBD>?F16?i?<3F><><EFBFBD>m<EFBFBD>F
|
||
* MSB <- 00fTffff ->LSB
|
||
* T =<3D>^?<3F>Q<EFBFBD>b<EFBFBD>g<EFBFBD>I?<3F>p(BCT_*)
|
||
* ffff=<3D><><EFBFBD>R<EFBFBD>Ɏg<C98E>p<EFBFBD>\
|
||
* 0 =<3D>\<5C><>?B0<42>ɌŒ<C98C>
|
||
*------------------------------------------*/
|
||
static int skill_area_temp[8];
|
||
typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
|
||
int skill_area_sub (struct block_list *bl, va_list ap)
|
||
{
|
||
struct block_list *src;
|
||
int skill_id,skill_lv,flag;
|
||
unsigned int tick;
|
||
SkillFunc func;
|
||
|
||
nullpo_retr(0, bl);
|
||
|
||
src=va_arg(ap,struct block_list *);
|
||
skill_id=va_arg(ap,int);
|
||
skill_lv=va_arg(ap,int);
|
||
tick=va_arg(ap,unsigned int);
|
||
flag=va_arg(ap,int);
|
||
func=va_arg(ap,SkillFunc);
|
||
|
||
if(battle_check_target(src,bl,flag) > 0)
|
||
{
|
||
// several splash skills need this initial dummy packet to display correctly
|
||
if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
|
||
clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
|
||
|
||
if (flag&(SD_SPLASH|SD_PREAMBLE))
|
||
skill_area_temp[2]++;
|
||
|
||
return func(src,bl,skill_id,skill_lv,tick,flag);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
|
||
{
|
||
struct skill_unit *unit;
|
||
int skillid,g_skillid;
|
||
|
||
unit = (struct skill_unit *)bl;
|
||
|
||
if(bl->prev == NULL || bl->type != BL_SKILL)
|
||
return 0;
|
||
|
||
if(!unit->alive)
|
||
return 0;
|
||
|
||
skillid = va_arg(ap,int);
|
||
g_skillid = unit->group->skill_id;
|
||
|
||
switch (skillid)
|
||
{
|
||
case MG_SAFETYWALL:
|
||
case AL_PNEUMA:
|
||
if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
|
||
return 0;
|
||
break;
|
||
case AL_WARP:
|
||
case HT_SKIDTRAP:
|
||
case MA_SKIDTRAP:
|
||
case HT_LANDMINE:
|
||
case MA_LANDMINE:
|
||
case HT_ANKLESNARE:
|
||
case HT_SHOCKWAVE:
|
||
case HT_SANDMAN:
|
||
case MA_SANDMAN:
|
||
case HT_FLASHER:
|
||
case HT_FREEZINGTRAP:
|
||
case MA_FREEZINGTRAP:
|
||
case HT_BLASTMINE:
|
||
case HT_CLAYMORETRAP:
|
||
case HT_TALKIEBOX:
|
||
case HP_BASILICA:
|
||
//Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
|
||
if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
|
||
return 0;
|
||
break;
|
||
default: //Avoid stacking with same kind of trap. [Skotlex]
|
||
if (g_skillid != skillid)
|
||
return 0;
|
||
break;
|
||
}
|
||
|
||
return 1;
|
||
}
|
||
|
||
static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
|
||
{
|
||
//Non players do not check for the skill's splash-trigger area.
|
||
int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
|
||
int layout_type = skill_get_unit_layout_type(skillid,skilllv);
|
||
if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
|
||
ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
|
||
return 0;
|
||
}
|
||
|
||
range += layout_type;
|
||
return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
|
||
}
|
||
|
||
static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
|
||
{
|
||
int skillid;
|
||
|
||
if(bl->prev == NULL)
|
||
return 0;
|
||
|
||
skillid = va_arg(ap,int);
|
||
|
||
if( status_isdead(bl) && skillid != AL_WARP )
|
||
return 0;
|
||
|
||
if( skillid == HP_BASILICA && bl->type == BL_PC )
|
||
return 0;
|
||
|
||
if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
|
||
return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
|
||
return 1;
|
||
}
|
||
|
||
static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
|
||
{
|
||
int range, type;
|
||
|
||
switch (skillid) { // to be expanded later
|
||
case WZ_ICEWALL:
|
||
range = 2;
|
||
break;
|
||
default:
|
||
{
|
||
int layout_type = skill_get_unit_layout_type(skillid,skilllv);
|
||
if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
|
||
ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
|
||
return 0;
|
||
}
|
||
range = skill_get_unit_range(skillid,skilllv) + layout_type;
|
||
}
|
||
break;
|
||
}
|
||
|
||
// if the caster is a monster/NPC, only check for players
|
||
// otherwise just check characters
|
||
if (bl->type == BL_PC)
|
||
type = BL_CHAR;
|
||
else
|
||
type = BL_PC;
|
||
|
||
return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
|
||
x - range, y - range, x + range, y + range,
|
||
type, skillid);
|
||
}
|
||
|
||
int skill_guildaura_sub (struct block_list *bl, va_list ap)
|
||
{
|
||
struct map_session_data *sd;
|
||
int gid, id, strvit, agidex;
|
||
|
||
sd = (struct map_session_data *)bl;
|
||
|
||
id = va_arg(ap,int);
|
||
gid = va_arg(ap,int);
|
||
if (sd->status.guild_id != gid)
|
||
return 0;
|
||
|
||
if(id == sd->bl.id && battle_config.guild_aura&16)
|
||
return 0;
|
||
|
||
strvit = va_arg(ap,int);
|
||
agidex = va_arg(ap,int);
|
||
|
||
if (sd->sc.data[SC_GUILDAURA]) {
|
||
struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
|
||
if (sce->val3 != strvit || sce->val4 != agidex) {
|
||
sce->val3 = strvit;
|
||
sce->val4 = agidex;
|
||
status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
|
||
}
|
||
return 0;
|
||
}
|
||
sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
* Checks that you have the requirements for casting a skill for homunculus/mercenary.
|
||
* Flag:
|
||
* &1: finished casting the skill (invoke hp/sp/item consumption)
|
||
* &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
|
||
*------------------------------------------*/
|
||
static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
|
||
{
|
||
struct status_data *status;
|
||
struct map_session_data *sd = NULL;
|
||
int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
|
||
int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
|
||
|
||
if( lv < 1 || lv > MAX_SKILL_LEVEL )
|
||
return 0;
|
||
nullpo_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);
|
||
if( (j = skill_get_index(skill)) == 0 )
|
||
return 0;
|
||
|
||
// Requeriments
|
||
for( i = 0; i < ARRAYLENGTH(itemid); i++ )
|
||
{
|
||
itemid[i] = skill_db[j].itemid[i];
|
||
amount[i] = skill_db[j].amount[i];
|
||
}
|
||
hp = skill_db[j].hp[lv-1];
|
||
sp = skill_db[j].sp[lv-1];
|
||
hp_rate = skill_db[j].hp_rate[lv-1];
|
||
sp_rate = skill_db[j].sp_rate[lv-1];
|
||
state = skill_db[j].state;
|
||
if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
|
||
hp += (status->max_hp * mhp) / 100;
|
||
if( hp_rate > 0 )
|
||
hp += (status->hp * hp_rate) / 100;
|
||
else
|
||
hp += (status->max_hp * (-hp_rate)) / 100;
|
||
if( sp_rate > 0 )
|
||
sp += (status->sp * sp_rate) / 100;
|
||
else
|
||
sp += (status->max_sp * (-sp_rate)) / 100;
|
||
|
||
if( bl->type == BL_HOM )
|
||
{ // Intimacy Requeriments
|
||
struct homun_data *hd = BL_CAST(BL_HOM, bl);
|
||
switch( skill )
|
||
{
|
||
case HFLI_SBR44:
|
||
if( hd->homunculus.intimacy <= 200 )
|
||
return 0;
|
||
break;
|
||
case HVAN_EXPLOSION:
|
||
if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
|
||
return 0;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if( !(type&2) )
|
||
{
|
||
if( hp > 0 && status->hp <= (unsigned int)hp )
|
||
{
|
||
clif_skill_fail(sd, skill, 2, 0);
|
||
return 0;
|
||
}
|
||
if( sp > 0 && status->sp <= (unsigned int)sp )
|
||
{
|
||
clif_skill_fail(sd, skill, 1, 0);
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
if( !type )
|
||
switch( state )
|
||
{
|
||
case ST_MOVE_ENABLE:
|
||
if( !unit_can_move(bl) )
|
||
{
|
||
clif_skill_fail(sd, skill, 0, 0);
|
||
return 0;
|
||
}
|
||
break;
|
||
}
|
||
if( !(type&1) )
|
||
return 1;
|
||
|
||
// Check item existences
|
||
for( i = 0; i < ARRAYLENGTH(itemid); i++ )
|
||
{
|
||
index[i] = -1;
|
||
if( itemid[i] < 1 ) continue; // No item
|
||
index[i] = pc_search_inventory(sd, itemid[i]);
|
||
if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
|
||
{
|
||
clif_skill_fail(sd, skill, 0, 0);
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
// Consume items
|
||
for( i = 0; i < ARRAYLENGTH(itemid); i++ )
|
||
{
|
||
if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0);
|
||
}
|
||
|
||
if( type&2 )
|
||
return 1;
|
||
|
||
if( sp || hp )
|
||
status_zap(bl, hp, sp);
|
||
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
|
||
{
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
|
||
{
|
||
struct block_list *src = map_id2bl(id),*target;
|
||
struct unit_data *ud = unit_bl2ud(src);
|
||
struct skill_timerskill *skl = NULL;
|
||
int range;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, ud);
|
||
skl = ud->skilltimerskill[data];
|
||
nullpo_retr(0, skl);
|
||
ud->skilltimerskill[data] = NULL;
|
||
|
||
do {
|
||
if(src->prev == NULL)
|
||
break;
|
||
if(skl->target_id) {
|
||
target = map_id2bl(skl->target_id);
|
||
if(!target && skl->skill_id == RG_INTIMIDATE)
|
||
target = src; //Required since it has to warp.
|
||
if(target == NULL)
|
||
break;
|
||
if(target->prev == NULL)
|
||
break;
|
||
if(src->m != target->m)
|
||
break;
|
||
if(status_isdead(src))
|
||
break;
|
||
if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
|
||
break;
|
||
|
||
switch(skl->skill_id) {
|
||
case RG_INTIMIDATE:
|
||
if (unit_warp(src,-1,-1,-1,3) == 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, 3);
|
||
}
|
||
break;
|
||
case BA_FROSTJOKER:
|
||
case DC_SCREAM:
|
||
range= skill_get_splash(skl->skill_id, skl->skill_lv);
|
||
map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
|
||
skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
|
||
break;
|
||
case NPC_EARTHQUAKE:
|
||
skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
|
||
skill_area_temp[1] = src->id;
|
||
skill_area_temp[2] = 0;
|
||
map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
|
||
if( skl->type > 1 )
|
||
skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
|
||
break;
|
||
case WZ_WATERBALL:
|
||
if (!status_isdead(target))
|
||
skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
|
||
if (skl->type>1 && !status_isdead(target)) {
|
||
skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
|
||
} else {
|
||
struct status_change *sc = status_get_sc(src);
|
||
if(sc) {
|
||
if(sc->data[SC_MAGICPOWER])
|
||
status_change_end(src,SC_MAGICPOWER,-1);
|
||
if(sc->data[SC_SPIRIT] &&
|
||
sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
|
||
sc->data[SC_SPIRIT]->val3 == skl->skill_id)
|
||
sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
|
||
}
|
||
}
|
||
break;
|
||
default:
|
||
skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
|
||
break;
|
||
}
|
||
}
|
||
else {
|
||
if(src->m != skl->map)
|
||
break;
|
||
switch( skl->skill_id )
|
||
{
|
||
case WZ_METEOR:
|
||
if( skl->type >= 0 )
|
||
{
|
||
int x = skl->type>>16, y = skl->type&0xFFFF;
|
||
if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
|
||
skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
|
||
if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
|
||
clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
|
||
}
|
||
else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
|
||
skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
|
||
break;
|
||
}
|
||
}
|
||
} while (0);
|
||
//Free skl now that it is no longer needed.
|
||
ers_free(skill_timer_ers, skl);
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
|
||
{
|
||
int i;
|
||
struct unit_data *ud;
|
||
nullpo_retr(1, src);
|
||
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_retr(0, src);
|
||
ud = unit_bl2ud(src);
|
||
nullpo_retr(0, ud);
|
||
|
||
for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
|
||
if(ud->skilltimerskill[i]) {
|
||
delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
|
||
ers_free(skill_timer_ers, ud->skilltimerskill[i]);
|
||
ud->skilltimerskill[i]=NULL;
|
||
}
|
||
}
|
||
return 1;
|
||
}
|
||
|
||
static int skill_reveal_trap (struct block_list *bl, va_list ap)
|
||
{
|
||
TBL_SKILL *su = (TBL_SKILL*)bl;
|
||
if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
|
||
{ //Reveal trap.
|
||
//Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
|
||
//clif_changetraplook(bl, su->group->unit_id);
|
||
clif_skill_setunit(su);
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
|
||
{
|
||
struct map_session_data *sd = NULL, *tsd = NULL;
|
||
struct status_data *tstatus;
|
||
struct status_change *sc;
|
||
|
||
if (skillid > 0 && skilllv <= 0) return 0;
|
||
|
||
nullpo_retr(1, src);
|
||
nullpo_retr(1, bl);
|
||
|
||
if (src->m != bl->m)
|
||
return 1;
|
||
|
||
if (bl->prev == NULL)
|
||
return 1;
|
||
|
||
sd = BL_CAST(BL_PC, src);
|
||
tsd = BL_CAST(BL_PC, bl);
|
||
|
||
if (status_isdead(bl))
|
||
return 1;
|
||
|
||
if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
|
||
{ //GTB makes all targetted magic display miss with a single bolt.
|
||
sc_type sct = status_skill2sc(skillid);
|
||
if(sct != SC_NONE)
|
||
status_change_end(bl, sct, -1);
|
||
clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
|
||
return 1;
|
||
}
|
||
|
||
sc = status_get_sc(src);
|
||
if (sc && !sc->count)
|
||
sc = NULL; //Unneeded
|
||
|
||
tstatus = status_get_status_data(bl);
|
||
|
||
map_freeblock_lock();
|
||
|
||
switch(skillid)
|
||
{
|
||
case MER_CRASH:
|
||
case SM_BASH:
|
||
case MS_BASH:
|
||
case MC_MAMMONITE:
|
||
case TF_DOUBLE:
|
||
case AC_DOUBLE:
|
||
case MA_DOUBLE:
|
||
case AS_SONICBLOW:
|
||
case KN_PIERCE:
|
||
case ML_PIERCE:
|
||
case KN_SPEARBOOMERANG:
|
||
case TF_POISON:
|
||
case TF_SPRINKLESAND:
|
||
case AC_CHARGEARROW:
|
||
case MA_CHARGEARROW:
|
||
case RG_INTIMIDATE:
|
||
case AM_ACIDTERROR:
|
||
case BA_MUSICALSTRIKE:
|
||
case DC_THROWARROW:
|
||
case BA_DISSONANCE:
|
||
case CR_HOLYCROSS:
|
||
case NPC_DARKCROSS:
|
||
case CR_SHIELDCHARGE:
|
||
case CR_SHIELDBOOMERANG:
|
||
case NPC_PIERCINGATT:
|
||
case NPC_MENTALBREAKER:
|
||
case NPC_RANGEATTACK:
|
||
case NPC_CRITICALSLASH:
|
||
case NPC_COMBOATTACK:
|
||
case NPC_GUIDEDATTACK:
|
||
case NPC_POISON:
|
||
case NPC_RANDOMATTACK:
|
||
case NPC_WATERATTACK:
|
||
case NPC_GROUNDATTACK:
|
||
case NPC_FIREATTACK:
|
||
case NPC_WINDATTACK:
|
||
case NPC_POISONATTACK:
|
||
case NPC_HOLYATTACK:
|
||
case NPC_DARKNESSATTACK:
|
||
case NPC_TELEKINESISATTACK:
|
||
case NPC_UNDEADATTACK:
|
||
case NPC_ARMORBRAKE:
|
||
case NPC_WEAPONBRAKER:
|
||
case NPC_HELMBRAKE:
|
||
case NPC_SHIELDBRAKE:
|
||
case NPC_BLINDATTACK:
|
||
case NPC_SILENCEATTACK:
|
||
case NPC_STUNATTACK:
|
||
case NPC_PETRIFYATTACK:
|
||
case NPC_CURSEATTACK:
|
||
case NPC_SLEEPATTACK:
|
||
case LK_AURABLADE:
|
||
case LK_SPIRALPIERCE:
|
||
case ML_SPIRALPIERCE:
|
||
case LK_HEADCRUSH:
|
||
case CG_ARROWVULCAN:
|
||
case HW_MAGICCRASHER:
|
||
case ITM_TOMAHAWK:
|
||
case MO_TRIPLEATTACK:
|
||
case CH_CHAINCRUSH:
|
||
case CH_TIGERFIST:
|
||
case PA_SHIELDCHAIN: // Shield Chain
|
||
case PA_SACRIFICE:
|
||
case WS_CARTTERMINATION: // Cart Termination
|
||
case AS_VENOMKNIFE:
|
||
case HT_PHANTASMIC:
|
||
case HT_POWER:
|
||
case TK_DOWNKICK:
|
||
case TK_COUNTER:
|
||
case GS_CHAINACTION:
|
||
case GS_TRIPLEACTION:
|
||
case GS_MAGICALBULLET:
|
||
case GS_TRACKING:
|
||
case GS_PIERCINGSHOT:
|
||
case GS_RAPIDSHOWER:
|
||
case GS_DUST:
|
||
case GS_DISARM: // Added disarm. [Reddozen]
|
||
case GS_FULLBUSTER:
|
||
case NJ_SYURIKEN:
|
||
case NJ_KUNAI:
|
||
case ASC_BREAKER:
|
||
case HFLI_MOON: //[orn]
|
||
case HFLI_SBR44: //[orn]
|
||
case NPC_BLEEDING:
|
||
case NPC_CRITICALWOUND:
|
||
case NPC_HELLPOWER:
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
|
||
case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
|
||
switch( rand()%6 ){
|
||
case 0: flag |= BREAK_ANKLE; break;
|
||
case 1: flag |= BREAK_WRIST; break;
|
||
case 2: flag |= BREAK_KNEE; break;
|
||
case 3: flag |= BREAK_SHOULDER; break;
|
||
case 4: flag |= BREAK_WAIST; break;
|
||
case 5: flag |= BREAK_NECK; break;
|
||
}
|
||
//TODO: is there really no cleaner way to do this?
|
||
sc = status_get_sc(bl);
|
||
if (sc) sc->jb_flag = flag;
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
|
||
case MO_COMBOFINISH:
|
||
if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
|
||
{ //Becomes a splash attack when Soul Linked.
|
||
map_foreachinrange(skill_area_sub, bl,
|
||
skill_get_splash(skillid, skilllv),splash_target(src),
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
} else
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
|
||
case TK_STORMKICK: // Taekwon kicks [Dralnu]
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_area_temp[1] = 0;
|
||
map_foreachinrange(skill_attack_area, src,
|
||
skill_get_splash(skillid, skilllv), splash_target(src),
|
||
BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
|
||
break;
|
||
|
||
case KN_CHARGEATK:
|
||
{
|
||
bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
|
||
unsigned int dist = distance_bl(src, bl);
|
||
unsigned int dir = map_calc_dir(bl, src->x, src->y);
|
||
|
||
// teleport to target (if not on WoE grounds)
|
||
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
|
||
clif_slide(src, bl->x, bl->y);
|
||
|
||
// cause damage and knockback if the path to target was a straight one
|
||
if( path )
|
||
{
|
||
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
|
||
skill_blown(src, bl, dist, dir, 0);
|
||
//HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
|
||
// make the caster look in the direction of the target
|
||
unit_setdir(src, (dir+4)%8);
|
||
}
|
||
|
||
}
|
||
break;
|
||
|
||
case TK_JUMPKICK:
|
||
if( unit_movepos(src, bl->x, bl->y, 1, 1) )
|
||
{
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
clif_slide(src,bl->x,bl->y);
|
||
}
|
||
break;
|
||
|
||
case SN_SHARPSHOOTING:
|
||
case MA_SHARPSHOOTING:
|
||
case NJ_KAMAITACHI:
|
||
//It won't shoot through walls since on castend there has to be a direct
|
||
//line of sight between caster and target.
|
||
skill_area_temp[1] = bl->id;
|
||
map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
|
||
skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
|
||
skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
|
||
break;
|
||
|
||
case NPC_ACIDBREATH:
|
||
case NPC_DARKNESSBREATH:
|
||
case NPC_FIREBREATH:
|
||
case NPC_ICEBREATH:
|
||
case NPC_THUNDERBREATH:
|
||
skill_area_temp[1] = bl->id;
|
||
map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
|
||
skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
|
||
skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
|
||
break;
|
||
|
||
case MO_INVESTIGATE:
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
if (sc && sc->data[SC_BLADESTOP])
|
||
status_change_end(src,SC_BLADESTOP,-1);
|
||
break;
|
||
|
||
case RG_BACKSTAP:
|
||
{
|
||
int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
|
||
if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
|
||
if (sc && sc->data[SC_HIDING])
|
||
status_change_end(src, SC_HIDING, -1);
|
||
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
|
||
dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
|
||
unit_setdir(bl,dir);
|
||
}
|
||
else if (sd)
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
}
|
||
break;
|
||
|
||
case MO_FINGEROFFENSIVE:
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
if (battle_config.finger_offensive_type && sd) {
|
||
int i;
|
||
for (i = 1; i < sd->spiritball_old; i++)
|
||
skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
|
||
}
|
||
if (sc && sc->data[SC_BLADESTOP])
|
||
status_change_end(src,SC_BLADESTOP,-1);
|
||
break;
|
||
|
||
case MO_CHAINCOMBO:
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
if (sc && sc->data[SC_BLADESTOP])
|
||
status_change_end(src,SC_BLADESTOP,-1);
|
||
break;
|
||
|
||
case NJ_ISSEN:
|
||
status_change_end(src,SC_NEN,-1);
|
||
status_change_end(src,SC_HIDING,-1);
|
||
// fall through
|
||
case MO_EXTREMITYFIST:
|
||
if( skillid == MO_EXTREMITYFIST )
|
||
{
|
||
status_change_end(src,SC_EXPLOSIONSPIRITS,-1);
|
||
status_change_end(src,SC_BLADESTOP,-1);
|
||
}
|
||
//Client expects you to move to target regardless of distance
|
||
{
|
||
struct unit_data *ud = unit_bl2ud(src);
|
||
short dx,dy;
|
||
int i,speed;
|
||
i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
|
||
dx = bl->x - src->x;
|
||
dy = bl->y - src->y;
|
||
if (dx < 0) dx-=i;
|
||
else if (dx > 0) dx+=i;
|
||
if (dy < 0) dy-=i;
|
||
else if (dy > 0) dy+=i;
|
||
if (!dx && !dy) dy++;
|
||
if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
|
||
{
|
||
dx = bl->x;
|
||
dy = bl->y;
|
||
} else {
|
||
dx = src->x + dx;
|
||
dy = src->y + dy;
|
||
}
|
||
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
|
||
if(unit_walktoxy(src, dx, dy, 2) && ud) {
|
||
//Increase can't walk delay to not alter your walk path
|
||
ud->canmove_tick = tick;
|
||
speed = status_get_speed(src);
|
||
for (i = 0; i < ud->walkpath.path_len; i ++)
|
||
{
|
||
if(ud->walkpath.path[i]&1)
|
||
ud->canmove_tick+=7*speed/5;
|
||
else
|
||
ud->canmove_tick+=speed;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
//Splash attack skills.
|
||
case AS_GRIMTOOTH:
|
||
case MC_CARTREVOLUTION:
|
||
case NPC_SPLASHATTACK:
|
||
flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
|
||
case AS_SPLASHER:
|
||
case SM_MAGNUM:
|
||
case MS_MAGNUM:
|
||
case HT_BLITZBEAT:
|
||
case AC_SHOWER:
|
||
case MA_SHOWER:
|
||
case MG_NAPALMBEAT:
|
||
case MG_FIREBALL:
|
||
case RG_RAID:
|
||
case HW_NAPALMVULCAN:
|
||
case NJ_HUUMA:
|
||
case NJ_BAKUENRYU:
|
||
case ASC_METEORASSAULT:
|
||
case GS_DESPERADO:
|
||
case GS_SPREADATTACK:
|
||
case NPC_EARTHQUAKE:
|
||
case NPC_PULSESTRIKE:
|
||
case NPC_HELLJUDGEMENT:
|
||
if( flag&1 )
|
||
{ //Recursive invocation
|
||
// skill_area_temp[0] holds number of targets in area
|
||
// skill_area_temp[1] holds the id of the original target
|
||
// skill_area_temp[2] counts how many targets have already been processed
|
||
int sflag = skill_area_temp[0] & 0xFFF;
|
||
if( flag&SD_LEVEL )
|
||
sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
|
||
if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
|
||
sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
|
||
|
||
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
|
||
}
|
||
else
|
||
{
|
||
if ( skillid == NJ_BAKUENRYU )
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
|
||
skill_area_temp[0] = 0;
|
||
skill_area_temp[1] = bl->id;
|
||
skill_area_temp[2] = 0;
|
||
|
||
// if skill damage should be split among targets, count them
|
||
//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
|
||
//special case: Venom Splasher uses a different range for searching than for splashing
|
||
if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
|
||
skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
|
||
|
||
// recursive invocation of skill_castend_damage_id() with flag|1
|
||
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
|
||
|
||
//FIXME: Isn't EarthQuake a ground skill after all?
|
||
if( skillid == NPC_EARTHQUAKE )
|
||
skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
|
||
|
||
//FIXME: move this to skill_additional_effect or some such? [ultramage]
|
||
if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
|
||
{ // Initiate 10% of your damage becomes fire element.
|
||
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
|
||
if( sd )
|
||
skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
|
||
if( bl->type == BL_MER )
|
||
skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
|
||
}
|
||
}
|
||
break;
|
||
|
||
case KN_BRANDISHSPEAR:
|
||
case ML_BRANDISH:
|
||
//Coded apart for it needs the flag passed to the damage calculation.
|
||
if (skill_area_temp[1] != bl->id)
|
||
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
|
||
else
|
||
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
|
||
break;
|
||
|
||
case KN_BOWLINGBASH:
|
||
case MS_BOWLINGBASH:
|
||
if(flag&1){
|
||
if(bl->id==skill_area_temp[1])
|
||
break;
|
||
//two hits for 500%
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
|
||
} else {
|
||
int i,c;
|
||
c = skill_get_blewcount(skillid,skilllv);
|
||
// keep moving target in the direction that src is looking, square by square
|
||
for(i=0;i<c;i++){
|
||
if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
|
||
break; //Can't knockback
|
||
skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
|
||
if( skill_area_temp[0] > 1 ) break; // collision
|
||
}
|
||
clif_blown(bl); //Update target pos.
|
||
if (i!=c) { //Splash
|
||
skill_area_temp[1] = bl->id;
|
||
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
|
||
}
|
||
//Weirdo dual-hit property, two attacks for 500%
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
|
||
}
|
||
break;
|
||
|
||
case KN_SPEARSTAB:
|
||
if(flag&1) {
|
||
if (bl->id==skill_area_temp[1])
|
||
break;
|
||
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
|
||
skill_blown(src,bl,skill_area_temp[2],-1,0);
|
||
} else {
|
||
int x=bl->x,y=bl->y,i,dir;
|
||
dir = map_calc_dir(bl,src->x,src->y);
|
||
skill_area_temp[1] = bl->id;
|
||
skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
|
||
// all the enemies between the caster and the target are hit, as well as the target
|
||
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
|
||
skill_blown(src,bl,skill_area_temp[2],-1,0);
|
||
for (i=0;i<4;i++) {
|
||
map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
|
||
src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
|
||
x += dirx[dir];
|
||
y += diry[dir];
|
||
}
|
||
}
|
||
break;
|
||
|
||
case TK_TURNKICK:
|
||
case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
|
||
{
|
||
skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
|
||
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
|
||
map_foreachinrange(skill_area_sub,bl,
|
||
skill_get_splash(skillid, skilllv),BL_CHAR,
|
||
src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
break;
|
||
case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
|
||
// clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
|
||
clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
|
||
skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
|
||
break;
|
||
|
||
case PR_TURNUNDEAD:
|
||
case ALL_RESURRECTION:
|
||
if (!battle_check_undead(tstatus->race, tstatus->def_ele))
|
||
break;
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
|
||
case MG_SOULSTRIKE:
|
||
case NPC_DARKSTRIKE:
|
||
case MG_COLDBOLT:
|
||
case MG_FIREBOLT:
|
||
case MG_LIGHTNINGBOLT:
|
||
case WZ_EARTHSPIKE:
|
||
case AL_HEAL:
|
||
case AL_HOLYLIGHT:
|
||
case WZ_JUPITEL:
|
||
case NPC_DARKTHUNDER:
|
||
case PR_ASPERSIO:
|
||
case MG_FROSTDIVER:
|
||
case WZ_SIGHTBLASTER:
|
||
case WZ_SIGHTRASHER:
|
||
case NJ_KOUENKA:
|
||
case NJ_HYOUSENSOU:
|
||
case NJ_HUUJIN:
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
|
||
case NPC_MAGICALATTACK:
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
|
||
break;
|
||
|
||
case HVAN_CAPRICE: //[blackhole89]
|
||
{
|
||
int ran=rand()%4;
|
||
int sid = 0;
|
||
switch(ran)
|
||
{
|
||
case 0: sid=MG_COLDBOLT; break;
|
||
case 1: sid=MG_FIREBOLT; break;
|
||
case 2: sid=MG_LIGHTNINGBOLT; break;
|
||
case 3: sid=WZ_EARTHSPIKE; break;
|
||
}
|
||
skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
|
||
}
|
||
break;
|
||
case WZ_WATERBALL:
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
{
|
||
int range = skilllv / 2;
|
||
int maxlv = skill_get_max(skillid); // learnable level
|
||
int count = 0;
|
||
int x, y;
|
||
struct skill_unit* unit;
|
||
|
||
if( skilllv > maxlv )
|
||
{
|
||
if( src->type == BL_MOB && skilllv == 10 )
|
||
range = 4;
|
||
else
|
||
range = maxlv / 2;
|
||
}
|
||
|
||
for( y = src->y - range; y <= src->y + range; ++y )
|
||
for( x = src->x - range; x <= src->x + range; ++x )
|
||
{
|
||
if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
|
||
{
|
||
if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
|
||
count++; // natural water cell
|
||
else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
|
||
{
|
||
count++; // skill-induced water cell
|
||
skill_delunit(unit); // consume cell
|
||
}
|
||
}
|
||
}
|
||
|
||
if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
|
||
skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
|
||
}
|
||
break;
|
||
|
||
case PR_BENEDICTIO:
|
||
//Should attack undead and demons. [Skotlex]
|
||
if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
|
||
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
|
||
break;
|
||
|
||
case SL_SMA:
|
||
if (sc && sc->data[SC_SMA])
|
||
status_change_end(src,SC_SMA,-1);
|
||
case SL_STIN:
|
||
case SL_STUN:
|
||
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
|
||
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
|
||
case NPC_DARKBREATH:
|
||
clif_emotion(src,7);
|
||
case SN_FALCONASSAULT:
|
||
case PA_PRESSURE:
|
||
case CR_ACIDDEMONSTRATION:
|
||
case TF_THROWSTONE:
|
||
case NPC_SMOKING:
|
||
case GS_FLING:
|
||
case NJ_ZENYNAGE:
|
||
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
|
||
case HVAN_EXPLOSION:
|
||
case NPC_SELFDESTRUCTION:
|
||
if (src != bl)
|
||
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
|
||
// Celest
|
||
case PF_SOULBURN:
|
||
if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (skilllv == 5)
|
||
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
|
||
status_percent_damage(src, bl, 0, 100, false);
|
||
} else {
|
||
clif_skill_nodamage(src,src,skillid,skilllv,1);
|
||
if (skilllv == 5)
|
||
skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
|
||
status_percent_damage(src, src, 0, 100, false);
|
||
}
|
||
if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
|
||
break;
|
||
|
||
case NPC_BLOODDRAIN:
|
||
case NPC_ENERGYDRAIN:
|
||
{
|
||
int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
|
||
src, src, bl, skillid, skilllv, tick, flag);
|
||
if (heal > 0){
|
||
clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
|
||
status_heal(src, heal, 0, 0);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case GS_BULLSEYE:
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
|
||
case NJ_KASUMIKIRI:
|
||
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
|
||
sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
|
||
break;
|
||
case NJ_KIRIKAGE:
|
||
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
|
||
{ //You don't move on GVG grounds.
|
||
short x, y;
|
||
map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
|
||
if (unit_movepos(src, x, y, 0, 0))
|
||
clif_slide(src,src->x,src->y);
|
||
}
|
||
if (sc && sc->data[SC_HIDING])
|
||
status_change_end(src, SC_HIDING, -1);
|
||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
case 0:
|
||
if(sd) {
|
||
if (flag & 3){
|
||
if (bl->id != skill_area_temp[1])
|
||
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
|
||
} else {
|
||
skill_area_temp[1] = bl->id;
|
||
map_foreachinrange(skill_area_sub, bl,
|
||
sd->splash_range, BL_CHAR,
|
||
src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
|
||
skill_castend_damage_id);
|
||
flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
|
||
}
|
||
}
|
||
break;
|
||
|
||
default:
|
||
ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
|
||
clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
|
||
0, abs(skill_get_num(skillid, skilllv)),
|
||
skillid, skilllv, skill_get_hit(skillid));
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
|
||
map_freeblock_unlock();
|
||
|
||
if( sd && !(flag&1) )
|
||
{
|
||
if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
|
||
battle_consume_ammo(sd, skillid, skilllv);
|
||
if( !sd->state.skillonskill )
|
||
skill_onskillusage(sd, bl, skillid, tick);
|
||
skill_consume_requirement(sd,skillid,skilllv,2);
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
|
||
{
|
||
struct map_session_data *sd, *dstsd;
|
||
struct mob_data *md, *dstmd;
|
||
struct homun_data *hd;
|
||
struct mercenary_data *mer;
|
||
struct status_data *sstatus, *tstatus;
|
||
struct status_change *tsc;
|
||
struct status_change_entry *tsce;
|
||
|
||
int i;
|
||
enum sc_type type;
|
||
|
||
if(skillid > 0 && skilllv <= 0) return 0; // celest
|
||
|
||
nullpo_retr(1, src);
|
||
nullpo_retr(1, bl);
|
||
|
||
if (src->m != bl->m)
|
||
return 1;
|
||
|
||
sd = BL_CAST(BL_PC, src);
|
||
hd = BL_CAST(BL_HOM, src);
|
||
md = BL_CAST(BL_MOB, src);
|
||
mer = BL_CAST(BL_MER, src);
|
||
|
||
dstsd = BL_CAST(BL_PC, bl);
|
||
dstmd = BL_CAST(BL_MOB, bl);
|
||
|
||
if(bl->prev == NULL)
|
||
return 1;
|
||
if(status_isdead(src))
|
||
return 1;
|
||
|
||
if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
|
||
return 1;
|
||
|
||
tstatus = status_get_status_data(bl);
|
||
sstatus = status_get_status_data(src);
|
||
|
||
//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
|
||
switch (skillid) {
|
||
case HLIF_HEAL: //[orn]
|
||
if (bl->type != BL_HOM) {
|
||
if (sd) clif_skill_fail(sd,skillid,0,0) ;
|
||
break ;
|
||
}
|
||
case AL_HEAL:
|
||
case ALL_RESURRECTION:
|
||
case PR_ASPERSIO:
|
||
//Apparently only player casted skills can be offensive like this.
|
||
if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
|
||
if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
|
||
//Offensive heal does not works on non-enemies. [Skotlex]
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
return 0;
|
||
}
|
||
return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
|
||
}
|
||
break;
|
||
case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
|
||
return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
|
||
default:
|
||
//Skill is actually ground placed.
|
||
if (src == bl && skill_get_unit_id(skillid,0))
|
||
return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
|
||
}
|
||
|
||
type = status_skill2sc(skillid);
|
||
tsc = status_get_sc(bl);
|
||
tsce = (tsc && type != -1)?tsc->data[type]:NULL;
|
||
|
||
if (src!=bl && type > -1 &&
|
||
(i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
|
||
skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
|
||
battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
|
||
return 1; //Skills that cause an status should be blocked if the target element blocks its element.
|
||
|
||
map_freeblock_lock();
|
||
switch(skillid)
|
||
{
|
||
case HLIF_HEAL: //[orn]
|
||
case AL_HEAL:
|
||
{
|
||
int heal = skill_calc_heal(src, bl, skillid, skilllv, true);
|
||
int heal_get_jobexp;
|
||
|
||
if( status_isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
|
||
heal=0;
|
||
|
||
if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
|
||
heal = heal*2;
|
||
|
||
if( tsc && tsc->count )
|
||
{
|
||
if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
|
||
{ //Bounce back heal
|
||
if (--tsc->data[SC_KAITE]->val2 <= 0)
|
||
status_change_end(bl, SC_KAITE, -1);
|
||
if (src == bl)
|
||
heal=0; //When you try to heal yourself under Kaite, the heal is voided.
|
||
else {
|
||
bl = src;
|
||
dstsd = sd;
|
||
}
|
||
} else
|
||
if (tsc->data[SC_BERSERK])
|
||
heal = 0; //Needed so that it actually displays 0 when healing.
|
||
}
|
||
heal_get_jobexp = status_heal(bl,heal,0,0);
|
||
clif_skill_nodamage (src, bl, skillid, heal, 1);
|
||
|
||
if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
|
||
heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
|
||
if (heal_get_jobexp <= 0)
|
||
heal_get_jobexp = 1;
|
||
pc_gainexp (sd, bl, 0, heal_get_jobexp);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case PR_REDEMPTIO:
|
||
if (sd && !(flag&1)) {
|
||
if (sd->status.party_id == 0) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
skill_area_temp[0] = 0;
|
||
party_foreachsamemap(skill_area_sub,
|
||
sd,skill_get_splash(skillid, skilllv),
|
||
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
|
||
skill_castend_nodamage_id);
|
||
if (skill_area_temp[0] == 0) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
|
||
if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
|
||
sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
|
||
sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
|
||
clif_updatestatus(sd,SP_BASEEXP);
|
||
clif_updatestatus(sd,SP_JOBEXP);
|
||
}
|
||
status_set_hp(src, 1, 0);
|
||
status_set_sp(src, 0, 0);
|
||
break;
|
||
} else if (status_isdead(bl) && flag&1) { //Revive
|
||
skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
|
||
skilllv = 3; //Resurrection level 3 is used
|
||
} else //Invalid target, skip resurrection.
|
||
break;
|
||
|
||
case ALL_RESURRECTION:
|
||
if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
|
||
{ //No reviving in WoE grounds!
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
if (!status_isdead(bl))
|
||
break;
|
||
{
|
||
int per = 0, sper = 0;
|
||
if (status_get_sc(bl)->data[SC_HELLPOWER])
|
||
break;
|
||
|
||
if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
|
||
break;
|
||
|
||
switch(skilllv){
|
||
case 1: per=10; break;
|
||
case 2: per=30; break;
|
||
case 3: per=50; break;
|
||
case 4: per=80; break;
|
||
}
|
||
if(dstsd && dstsd->special_state.restart_full_recover)
|
||
per = sper = 100;
|
||
if (status_revive(bl, per, sper))
|
||
{
|
||
clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
|
||
if(sd && dstsd && battle_config.resurrection_exp > 0)
|
||
{
|
||
int exp = 0,jexp = 0;
|
||
int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
|
||
if(lv > 0 && pc_nextbaseexp(dstsd)) {
|
||
exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
|
||
if (exp < 1) exp = 1;
|
||
}
|
||
if(jlv > 0 && pc_nextjobexp(dstsd)) {
|
||
jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
|
||
if (jexp < 1) jexp = 1;
|
||
}
|
||
if(exp > 0 || jexp > 0)
|
||
pc_gainexp (sd, bl, exp, jexp);
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case AL_DECAGI:
|
||
case MER_DECAGI:
|
||
clif_skill_nodamage (src, bl, skillid, skilllv,
|
||
sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
|
||
break;
|
||
|
||
case AL_CRUCIS:
|
||
if (flag&1)
|
||
sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
|
||
else {
|
||
map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
|
||
src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
|
||
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
|
||
}
|
||
break;
|
||
|
||
case PR_LEXDIVINA:
|
||
case MER_LEXDIVINA:
|
||
if( tsce )
|
||
status_change_end(bl,type, -1);
|
||
else
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
|
||
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
|
||
break;
|
||
|
||
case SA_ABRACADABRA:
|
||
{
|
||
int abra_skillid = 0, abra_skilllv;
|
||
do {
|
||
i = rand() % MAX_SKILL_ABRA_DB;
|
||
abra_skillid = skill_abra_db[i].skillid;
|
||
} while (abra_skillid == 0 ||
|
||
skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
|
||
rand()%10000 >= skill_abra_db[i].per
|
||
);
|
||
abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
|
||
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
|
||
|
||
if( sd )
|
||
{// player-casted
|
||
sd->state.abra_flag = 1;
|
||
sd->skillitem = abra_skillid;
|
||
sd->skillitemlv = abra_skilllv;
|
||
clif_item_skill(sd, abra_skillid, abra_skilllv);
|
||
}
|
||
else
|
||
{// mob-casted
|
||
struct unit_data *ud = unit_bl2ud(src);
|
||
int inf = skill_get_inf(abra_skillid);
|
||
int target_id = 0;
|
||
if (!ud) break;
|
||
if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
|
||
if (src->type == BL_PET)
|
||
bl = (struct block_list*)((TBL_PET*)src)->msd;
|
||
if (!bl) bl = src;
|
||
unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
|
||
} else { //Assume offensive skills
|
||
if (ud->target)
|
||
target_id = ud->target;
|
||
else switch (src->type) {
|
||
case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
|
||
case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
|
||
}
|
||
if (!target_id)
|
||
break;
|
||
if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
|
||
bl = map_id2bl(target_id);
|
||
if (!bl) bl = src;
|
||
unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
|
||
} else
|
||
unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SA_COMA:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
|
||
break;
|
||
case SA_FULLRECOVERY:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (status_isimmune(bl))
|
||
break;
|
||
status_percent_heal(bl, 100, 100);
|
||
break;
|
||
case NPC_ALLHEAL:
|
||
{
|
||
int heal;
|
||
if( status_isimmune(bl) )
|
||
break;
|
||
heal = status_percent_heal(bl, 100, 0);
|
||
clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
|
||
if( skillid == NPC_ALLHEAL && dstmd )
|
||
{ // Reset Damage Logs
|
||
memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
|
||
dstmd->tdmg = 0;
|
||
}
|
||
}
|
||
break;
|
||
case SA_SUMMONMONSTER:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
|
||
break;
|
||
case SA_LEVELUP:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
|
||
break;
|
||
case SA_INSTANTDEATH:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
status_set_hp(bl,1,0);
|
||
break;
|
||
case SA_QUESTION:
|
||
case SA_GRAVITY:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
case SA_CLASSCHANGE:
|
||
case SA_MONOCELL:
|
||
if (dstmd)
|
||
{
|
||
int class_;
|
||
if ( sd && dstmd->status.mode&MD_BOSS )
|
||
{
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
mob_class_change(dstmd,class_);
|
||
if( tsc && dstmd->status.mode&MD_BOSS )
|
||
{
|
||
const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
|
||
for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
|
||
if (tsc->data[i]) status_change_end(bl, (sc_type)i, -1);
|
||
for (i = 0; i < ARRAYLENGTH(scs); i++)
|
||
if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
|
||
}
|
||
}
|
||
break;
|
||
case SA_DEATH:
|
||
if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
|
||
{
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
status_kill(bl);
|
||
break;
|
||
case SA_REVERSEORCISH:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
|
||
break;
|
||
case SA_FORTUNE:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
|
||
break;
|
||
case SA_TAMINGMONSTER:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (sd && dstmd) {
|
||
ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
|
||
if( i < MAX_PET_DB )
|
||
pet_catch_process1(sd, dstmd->class_);
|
||
}
|
||
break;
|
||
|
||
case CR_PROVIDENCE:
|
||
if(sd && dstsd){ //Check they are not another crusader [Skotlex]
|
||
if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
|
||
case CG_MARIONETTE:
|
||
{
|
||
struct status_change* sc = status_get_sc(src);
|
||
|
||
if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
|
||
{// Cannot cast on another bard/dancer-type class of the same gender as caster
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
|
||
if( sc && tsc )
|
||
{
|
||
if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
|
||
{
|
||
sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
|
||
sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
else
|
||
if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
|
||
tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
|
||
{
|
||
status_change_end(src, SC_MARIONETTE, -1);
|
||
status_change_end(bl, SC_MARIONETTE2, -1);
|
||
}
|
||
else
|
||
{
|
||
if( sd )
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case RG_CLOSECONFINE:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
|
||
case SA_FROSTWEAPON:
|
||
case SA_LIGHTNINGLOADER:
|
||
case SA_SEISMICWEAPON:
|
||
if (dstsd) {
|
||
if(dstsd->status.weapon == W_FIST ||
|
||
(dstsd->sc.count && !dstsd->sc.data[type] &&
|
||
( //Allow re-enchanting to lenghten time. [Skotlex]
|
||
dstsd->sc.data[SC_FIREWEAPON] ||
|
||
dstsd->sc.data[SC_WATERWEAPON] ||
|
||
dstsd->sc.data[SC_WINDWEAPON] ||
|
||
dstsd->sc.data[SC_EARTHWEAPON] ||
|
||
dstsd->sc.data[SC_SHADOWWEAPON] ||
|
||
dstsd->sc.data[SC_GHOSTWEAPON] ||
|
||
dstsd->sc.data[SC_ENCPOISON]
|
||
))
|
||
) {
|
||
if (sd) clif_skill_fail(sd,skillid,0,0);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
break;
|
||
}
|
||
}
|
||
// 100% success rate at lv4 & 5, but lasts longer at lv5
|
||
if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
|
||
if (sd)
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
|
||
clif_displaymessage(sd->fd,"You broke target's weapon");
|
||
}
|
||
break;
|
||
|
||
case PR_ASPERSIO:
|
||
if (sd && dstmd) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
break;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
|
||
case ITEM_ENCHANTARMS:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start2(bl,type,100,skilllv,
|
||
skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
|
||
break;
|
||
|
||
case TK_SEVENWIND:
|
||
switch(skill_get_ele(skillid,skilllv)) {
|
||
case ELE_EARTH : type = SC_EARTHWEAPON; break;
|
||
case ELE_WIND : type = SC_WINDWEAPON; break;
|
||
case ELE_WATER : type = SC_WATERWEAPON; break;
|
||
case ELE_FIRE : type = SC_FIREWEAPON; break;
|
||
case ELE_GHOST : type = SC_GHOSTWEAPON; break;
|
||
case ELE_DARK : type = SC_SHADOWWEAPON; break;
|
||
case ELE_HOLY : type = SC_ASPERSIO; break;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
|
||
sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
|
||
|
||
break;
|
||
|
||
case PR_KYRIE:
|
||
clif_skill_nodamage(bl,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
//Passive Magnum, should had been casted on yourself.
|
||
case SM_MAGNUM:
|
||
case MS_MAGNUM:
|
||
skill_area_temp[1] = 0;
|
||
map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
|
||
clif_skill_nodamage (src,src,skillid,skilllv,1);
|
||
//Initiate 10% of your damage becomes fire element.
|
||
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
|
||
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
|
||
break;
|
||
|
||
case AL_INCAGI:
|
||
case AL_BLESSING:
|
||
if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
|
||
skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
|
||
break;
|
||
}
|
||
case PR_SLOWPOISON:
|
||
case PR_IMPOSITIO:
|
||
case PR_LEXAETERNA:
|
||
case PR_SUFFRAGIUM:
|
||
case PR_BENEDICTIO:
|
||
case LK_BERSERK:
|
||
case MS_BERSERK:
|
||
case KN_AUTOCOUNTER:
|
||
case KN_TWOHANDQUICKEN:
|
||
case KN_ONEHAND:
|
||
case MER_QUICKEN:
|
||
case CR_SPEARQUICKEN:
|
||
case CR_REFLECTSHIELD:
|
||
case MS_REFLECTSHIELD:
|
||
case AS_POISONREACT:
|
||
case MC_LOUD:
|
||
case MG_ENERGYCOAT:
|
||
case MO_EXPLOSIONSPIRITS:
|
||
case MO_STEELBODY:
|
||
case MO_BLADESTOP:
|
||
case LK_AURABLADE:
|
||
case LK_PARRYING:
|
||
case MS_PARRYING:
|
||
case LK_CONCENTRATION:
|
||
case WS_CARTBOOST:
|
||
case SN_SIGHT:
|
||
case WS_MELTDOWN:
|
||
case WS_OVERTHRUSTMAX:
|
||
case ST_REJECTSWORD:
|
||
case HW_MAGICPOWER:
|
||
case PF_MEMORIZE:
|
||
case PA_SACRIFICE:
|
||
case ASC_EDP:
|
||
case PF_DOUBLECASTING:
|
||
case SG_SUN_COMFORT:
|
||
case SG_MOON_COMFORT:
|
||
case SG_STAR_COMFORT:
|
||
case NPC_HALLUCINATION:
|
||
case GS_MADNESSCANCEL:
|
||
case GS_ADJUSTMENT:
|
||
case GS_INCREASING:
|
||
case NJ_KASUMIKIRI:
|
||
case NJ_UTSUSEMI:
|
||
case NJ_NEN:
|
||
case NPC_DEFENDER:
|
||
case NPC_MAGICMIRROR:
|
||
case ST_PRESERVE:
|
||
case NPC_INVINCIBLE:
|
||
case NPC_INVINCIBLEOFF:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
case NPC_STOP:
|
||
if( clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
|
||
sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
|
||
break;
|
||
case HP_ASSUMPTIO:
|
||
if( sd && dstmd )
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
else
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
case MG_SIGHT:
|
||
case MER_SIGHT:
|
||
case AL_RUWACH:
|
||
case WZ_SIGHTBLASTER:
|
||
case NPC_WIDESIGHT:
|
||
case NPC_STONESKIN:
|
||
case NPC_ANTIMAGIC:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
case HLIF_AVOID:
|
||
case HAMI_DEFENCE:
|
||
i = skill_get_time(skillid,skilllv);
|
||
clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
|
||
clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
|
||
break;
|
||
case NJ_BUNSINJYUTSU:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
if (tsc && tsc->data[SC_NEN])
|
||
status_change_end(bl,SC_NEN,-1);
|
||
break;
|
||
/* Was modified to only affect targetted char. [Skotlex]
|
||
case HP_ASSUMPTIO:
|
||
if (flag&1)
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
|
||
else
|
||
{
|
||
map_foreachinrange(skill_area_sub, bl,
|
||
skill_get_splash(skillid, skilllv), BL_PC,
|
||
src, skillid, skilllv, tick, flag|BCT_ALL|1,
|
||
skill_castend_nodamage_id);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
*/
|
||
case SM_ENDURE:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
if (sd)
|
||
skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
|
||
if (sd && dstsd && dstsd->sc.count) {
|
||
if (dstsd->sc.data[SC_FIREWEAPON] ||
|
||
dstsd->sc.data[SC_WATERWEAPON] ||
|
||
dstsd->sc.data[SC_WINDWEAPON] ||
|
||
dstsd->sc.data[SC_EARTHWEAPON] ||
|
||
dstsd->sc.data[SC_SHADOWWEAPON] ||
|
||
dstsd->sc.data[SC_GHOSTWEAPON]
|
||
// dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
|
||
) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
|
||
case LK_TENSIONRELAX:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
|
||
skill_get_time(skillid,skilllv)));
|
||
break;
|
||
|
||
case MC_CHANGECART:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
|
||
case TK_MISSION:
|
||
if (sd) {
|
||
int id;
|
||
if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
|
||
clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
id = mob_get_random_id(0,0xE, sd->status.base_level);
|
||
if (!id) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
sd->mission_mobid = id;
|
||
sd->mission_count = 0;
|
||
pc_setglobalreg(sd,"TK_MISSION_ID", id);
|
||
clif_mission_info(sd, id, 0);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
|
||
case AC_CONCENTRATION:
|
||
{
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
map_foreachinrange( status_change_timer_sub, src,
|
||
skill_get_splash(skillid, skilllv), BL_CHAR,
|
||
src,NULL,type,tick);
|
||
}
|
||
break;
|
||
|
||
case SM_PROVOKE:
|
||
case SM_SELFPROVOKE:
|
||
case MER_PROVOKE:
|
||
if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
|
||
{
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
(i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
|
||
if( !i )
|
||
{
|
||
if( sd )
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
unit_skillcastcancel(bl, 2);
|
||
|
||
if( tsc && tsc->count )
|
||
{
|
||
if( tsc->data[SC_FREEZE] )
|
||
status_change_end(bl,SC_FREEZE,-1);
|
||
if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
|
||
status_change_end(bl,SC_STONE,-1);
|
||
if( tsc->data[SC_SLEEP] )
|
||
status_change_end(bl,SC_SLEEP,-1);
|
||
}
|
||
|
||
if( dstmd )
|
||
{
|
||
dstmd->state.provoke_flag = src->id;
|
||
mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
|
||
}
|
||
break;
|
||
|
||
case ML_DEVOTION:
|
||
case CR_DEVOTION:
|
||
{
|
||
int count, lv;
|
||
if( !dstsd )
|
||
{ // Only players can be devoted
|
||
if( sd )
|
||
clif_skill_fail(sd, skillid, 0, 0);
|
||
break;
|
||
}
|
||
|
||
if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
|
||
lv = -lv;
|
||
if( lv > battle_config.devotion_level_difference || // Level difference requeriments
|
||
(dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
|
||
(skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
|
||
(dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER ) // Crusader Cannot be devoted
|
||
{
|
||
if( sd )
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
|
||
i = 0;
|
||
count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
|
||
if( sd )
|
||
{ // Player Devoting Player
|
||
ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
|
||
if( i == count )
|
||
{
|
||
ARR_FIND(0, count, i, sd->devotion[i] == 0 );
|
||
if( i == count )
|
||
{ // No free slots, skill Fail
|
||
clif_skill_fail(sd, skillid, 0, 0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
}
|
||
|
||
sd->devotion[i] = bl->id;
|
||
}
|
||
else
|
||
mer->devotion_flag = 1; // Mercenary Devoting Owner
|
||
|
||
clif_skill_nodamage(src, bl, skillid, skilllv,
|
||
sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000));
|
||
clif_devotion(src, NULL);
|
||
}
|
||
break;
|
||
|
||
case MO_CALLSPIRITS:
|
||
if(sd) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
|
||
}
|
||
break;
|
||
|
||
case CH_SOULCOLLECT:
|
||
if(sd) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
for (i = 0; i < 5; i++)
|
||
pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
|
||
}
|
||
break;
|
||
|
||
case MO_KITRANSLATION:
|
||
if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
|
||
pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
|
||
}
|
||
break;
|
||
|
||
case TK_TURNKICK:
|
||
case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
|
||
if (skill_area_temp[1] != bl->id) {
|
||
skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
|
||
skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
|
||
}
|
||
break;
|
||
|
||
case MO_ABSORBSPIRITS:
|
||
i = 0;
|
||
if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
|
||
{ // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
|
||
i = dstsd->spiritball * 7;
|
||
pc_delspiritball(dstsd,dstsd->spiritball,0);
|
||
} else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
|
||
{ // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
|
||
i = 2 * dstmd->level;
|
||
mob_target(dstmd,src,0);
|
||
}
|
||
if (i) status_heal(src, 0, i, 3);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
|
||
break;
|
||
|
||
case AC_MAKINGARROW:
|
||
if(sd) {
|
||
clif_arrow_create_list(sd);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
|
||
case AM_PHARMACY:
|
||
if(sd) {
|
||
clif_skill_produce_mix_list(sd,22);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
|
||
case SA_CREATECON:
|
||
if(sd) {
|
||
clif_skill_produce_mix_list(sd,23);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
|
||
case BS_HAMMERFALL:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
|
||
break;
|
||
case RG_RAID:
|
||
skill_area_temp[1] = 0;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_foreachinrange(skill_area_sub, bl,
|
||
skill_get_splash(skillid, skilllv), splash_target(src),
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
status_change_end(src, SC_HIDING, -1);
|
||
break;
|
||
|
||
case ASC_METEORASSAULT:
|
||
case GS_SPREADATTACK:
|
||
case NPC_EARTHQUAKE:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
case NPC_HELLJUDGEMENT:
|
||
case NPC_PULSESTRIKE:
|
||
skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
|
||
break;
|
||
|
||
case KN_BRANDISHSPEAR:
|
||
case ML_BRANDISH:
|
||
{
|
||
int c,n=4;
|
||
int dir = map_calc_dir(src,bl->x,bl->y);
|
||
struct square tc;
|
||
int x=bl->x,y=bl->y;
|
||
skill_brandishspear_first(&tc,dir,x,y);
|
||
skill_brandishspear_dir(&tc,dir,4);
|
||
skill_area_temp[1] = bl->id;
|
||
|
||
if(skilllv > 9){
|
||
for(c=1;c<4;c++){
|
||
map_foreachincell(skill_area_sub,
|
||
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
|
||
skill_castend_damage_id);
|
||
}
|
||
}
|
||
if(skilllv > 6){
|
||
skill_brandishspear_dir(&tc,dir,-1);
|
||
n--;
|
||
}else{
|
||
skill_brandishspear_dir(&tc,dir,-2);
|
||
n-=2;
|
||
}
|
||
|
||
if(skilllv > 3){
|
||
for(c=0;c<5;c++){
|
||
map_foreachincell(skill_area_sub,
|
||
bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
|
||
skill_castend_damage_id);
|
||
if(skilllv > 6 && n==3 && c==4){
|
||
skill_brandishspear_dir(&tc,dir,-1);
|
||
n--;c=-1;
|
||
}
|
||
}
|
||
}
|
||
for(c=0;c<10;c++){
|
||
if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
|
||
map_foreachincell(skill_area_sub,
|
||
bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case WZ_SIGHTRASHER:
|
||
//Passive side of the attack.
|
||
status_change_end(src,SC_SIGHT,-1);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_foreachinrange(skill_area_sub,src,
|
||
skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
break;
|
||
|
||
case NJ_HYOUSYOURAKU:
|
||
case NJ_RAIGEKISAI:
|
||
case WZ_FROSTNOVA:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_area_temp[1] = 0;
|
||
map_foreachinrange(skill_attack_area, src,
|
||
skill_get_splash(skillid, skilllv), splash_target(src),
|
||
BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
|
||
break;
|
||
|
||
case HVAN_EXPLOSION: //[orn]
|
||
case NPC_SELFDESTRUCTION:
|
||
//Self Destruction hits everyone in range (allies+enemies)
|
||
//Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
|
||
i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
|
||
BCT_ENEMY:BCT_ALL;
|
||
clif_skill_nodamage(src, src, skillid, -1, 1);
|
||
map_delblock(src); //Required to prevent chain-self-destructions hitting back.
|
||
map_foreachinrange(skill_area_sub, bl,
|
||
skill_get_splash(skillid, skilllv), splash_target(src),
|
||
src, skillid, skilllv, tick, flag|i,
|
||
skill_castend_damage_id);
|
||
map_addblock(src);
|
||
status_damage(src, src, sstatus->max_hp,0,0,1);
|
||
break;
|
||
|
||
case AL_ANGELUS:
|
||
case PR_MAGNIFICAT:
|
||
case PR_GLORIA:
|
||
case SN_WINDWALK:
|
||
case CASH_BLESSING:
|
||
case CASH_INCAGI:
|
||
case CASH_ASSUMPTIO:
|
||
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
|
||
clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
else if( sd )
|
||
party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
|
||
break;
|
||
case MER_MAGNIFICAT:
|
||
if( mer != NULL )
|
||
{
|
||
clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
|
||
party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
|
||
else if( mer->master && !(flag&1) )
|
||
clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
}
|
||
break;
|
||
|
||
case BS_ADRENALINE:
|
||
case BS_ADRENALINE2:
|
||
case BS_WEAPONPERFECT:
|
||
case BS_OVERTHRUST:
|
||
if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
|
||
clif_skill_nodamage(bl,bl,skillid,skilllv,
|
||
sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
|
||
} else if (sd) {
|
||
party_foreachsamemap(skill_area_sub,
|
||
sd,skill_get_splash(skillid, skilllv),
|
||
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
break;
|
||
|
||
case BS_MAXIMIZE:
|
||
case NV_TRICKDEAD:
|
||
case CR_DEFENDER:
|
||
case ML_DEFENDER:
|
||
case CR_AUTOGUARD:
|
||
case ML_AUTOGUARD:
|
||
case TK_READYSTORM:
|
||
case TK_READYDOWN:
|
||
case TK_READYTURN:
|
||
case TK_READYCOUNTER:
|
||
case TK_DODGE:
|
||
case CR_SHRINK:
|
||
case SG_FUSION:
|
||
case GS_GATLINGFEVER:
|
||
if( tsce )
|
||
{
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
case SL_KAITE:
|
||
case SL_KAAHI:
|
||
case SL_KAIZEL:
|
||
case SL_KAUPE:
|
||
if (sd) {
|
||
if (!dstsd || !(
|
||
(sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
|
||
(dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
|
||
dstsd->status.char_id == sd->status.char_id ||
|
||
dstsd->status.char_id == sd->status.partner_id ||
|
||
dstsd->status.char_id == sd->status.child
|
||
)) {
|
||
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
|
||
break;
|
||
case SM_AUTOBERSERK:
|
||
case MER_AUTOBERSERK:
|
||
if( tsce )
|
||
i = status_change_end(bl, type, -1);
|
||
else
|
||
i = sc_start(bl,type,100,skilllv,60000);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,i);
|
||
break;
|
||
case TF_HIDING:
|
||
case ST_CHASEWALK:
|
||
if (tsce)
|
||
{
|
||
clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, -1)); //Hide skill-scream animation.
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
case TK_RUN:
|
||
if (tsce)
|
||
{
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
|
||
if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
|
||
clif_walkok(sd); // So aegis has to resend the walk ok.
|
||
break;
|
||
case AS_CLOAKING:
|
||
if (tsce)
|
||
{
|
||
i = status_change_end(bl, type, -1);
|
||
if( i )
|
||
clif_skill_nodamage(src,bl,skillid,-1,i);
|
||
else if( sd )
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
|
||
if( i )
|
||
clif_skill_nodamage(src,bl,skillid,-1,i);
|
||
else if( sd )
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
|
||
case BD_ADAPTATION:
|
||
if(tsc && tsc->data[SC_DANCING]){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
status_change_end(bl, SC_DANCING, -1);
|
||
}
|
||
break;
|
||
|
||
case BA_FROSTJOKER:
|
||
case DC_SCREAM:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
|
||
|
||
if (md) {
|
||
// custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
|
||
//NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
|
||
char temp[70];
|
||
snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
|
||
clif_message(&md->bl,temp);
|
||
}
|
||
break;
|
||
|
||
case BA_PANGVOICE:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
|
||
case DC_WINKCHARM:
|
||
if( dstsd )
|
||
clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
|
||
else
|
||
if( dstmd )
|
||
{
|
||
if( status_get_lv(src) > status_get_lv(bl)
|
||
&& (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
|
||
&& !(tstatus->mode&MD_BOSS) )
|
||
clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
|
||
else
|
||
{
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
if(sd) clif_skill_fail(sd,skillid,0,0);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case TF_STEAL:
|
||
if(sd) {
|
||
if(pc_steal_item(sd,bl,skilllv))
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
else
|
||
clif_skill_fail(sd,skillid,0x0a,0);
|
||
}
|
||
break;
|
||
|
||
case RG_STEALCOIN:
|
||
if(sd) {
|
||
if(pc_steal_coin(sd,bl))
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
else
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
}
|
||
break;
|
||
|
||
case MG_STONECURSE:
|
||
{
|
||
if (tstatus->mode&MD_BOSS) {
|
||
if (sd) clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
if(status_isimmune(bl) || !tsc)
|
||
break;
|
||
if (dstmd)
|
||
mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
|
||
|
||
if (tsc->data[SC_STONE]) {
|
||
status_change_end(bl,SC_STONE,-1);
|
||
if (sd) clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
if (sc_start4(bl,SC_STONE,(skilllv*4+20),
|
||
skilllv, 0, 0, skill_get_time(skillid, skilllv),
|
||
skill_get_time2(skillid,skilllv)))
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
else if(sd) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
// Level 6-10 doesn't consume a red gem if it fails [celest]
|
||
if (skilllv > 5)
|
||
{ // not to consume items
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
|
||
case NV_FIRSTAID:
|
||
clif_skill_nodamage(src,bl,skillid,5,1);
|
||
status_heal(bl,5,0,0);
|
||
break;
|
||
|
||
case AL_CURE:
|
||
if(status_isimmune(bl)) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
break;
|
||
}
|
||
status_change_end(bl, SC_SILENCE , -1 );
|
||
status_change_end(bl, SC_BLIND , -1 );
|
||
status_change_end(bl, SC_CONFUSION, -1 );
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
|
||
case TF_DETOXIFY:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
status_change_end(bl, SC_POISON , -1 );
|
||
status_change_end(bl, SC_DPOISON , -1 );
|
||
break;
|
||
|
||
case PR_STRECOVERY:
|
||
if(status_isimmune(bl)) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
break;
|
||
}
|
||
if (tsc && tsc->opt1) {
|
||
status_change_end(bl, SC_FREEZE, -1 );
|
||
status_change_end(bl, SC_STONE, -1 );
|
||
status_change_end(bl, SC_SLEEP, -1 );
|
||
status_change_end(bl, SC_STUN, -1 );
|
||
}
|
||
//Is this equation really right? It looks so... special.
|
||
if(battle_check_undead(tstatus->race,tstatus->def_ele))
|
||
{
|
||
status_change_start(bl, SC_BLIND,
|
||
100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
|
||
1,0,0,0,
|
||
skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(dstmd)
|
||
mob_unlocktarget(dstmd,tick);
|
||
break;
|
||
|
||
// Mercenary Supportive Skills
|
||
case MER_BENEDICTION:
|
||
status_change_end(bl, SC_CURSE, -1);
|
||
status_change_end(bl, SC_BLIND, -1);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
case MER_COMPRESS:
|
||
status_change_end(bl, SC_BLEEDING, -1);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
case MER_MENTALCURE:
|
||
status_change_end(bl, SC_CONFUSION, -1);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
case MER_RECUPERATE:
|
||
status_change_end(bl, SC_POISON, -1);
|
||
status_change_end(bl, SC_SILENCE, -1);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
case MER_REGAIN:
|
||
status_change_end(bl, SC_SLEEP, -1);
|
||
status_change_end(bl, SC_STUN, -1);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
case MER_TENDER:
|
||
status_change_end(bl, SC_FREEZE, -1);
|
||
status_change_end(bl, SC_STONE, -1);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
|
||
case MER_SCAPEGOAT:
|
||
if( mer && mer->master )
|
||
{
|
||
status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
|
||
status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
|
||
}
|
||
break;
|
||
|
||
case MER_ESTIMATION:
|
||
if( !mer )
|
||
break;
|
||
sd = mer->master;
|
||
case WZ_ESTIMATION:
|
||
if( sd == NULL )
|
||
break;
|
||
if( dstsd )
|
||
{ // Fail on Players
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
|
||
break; // Cannot be Used on Emperium
|
||
|
||
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
|
||
clif_skill_estimation(sd, bl);
|
||
if( skillid == MER_ESTIMATION )
|
||
sd = NULL;
|
||
break;
|
||
|
||
case BS_REPAIRWEAPON:
|
||
if(sd && dstsd)
|
||
clif_item_repair_list(sd,dstsd);
|
||
break;
|
||
|
||
case MC_IDENTIFY:
|
||
if(sd)
|
||
clif_item_identify_list(sd);
|
||
break;
|
||
|
||
// Weapon Refining [Celest]
|
||
case WS_WEAPONREFINE:
|
||
if(sd)
|
||
clif_item_refine_list(sd);
|
||
break;
|
||
|
||
case MC_VENDING:
|
||
if(sd)
|
||
{ //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
|
||
if ( !pc_can_give_items(pc_isGM(sd)) )
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
else
|
||
clif_openvendingreq(sd,2+skilllv);
|
||
}
|
||
break;
|
||
|
||
case AL_TELEPORT:
|
||
if(sd)
|
||
{
|
||
if (map[bl->m].flag.noteleport && skilllv <= 2) {
|
||
clif_skill_teleportmessage(sd,0);
|
||
break;
|
||
}
|
||
if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
|
||
clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
|
||
break;
|
||
}
|
||
|
||
if( sd->state.autocast || sd->skillitem == AL_TELEPORT || (battle_config.skip_teleport_lv1_menu && skilllv == 1) || skilllv > 2 )
|
||
{
|
||
if( skilllv == 1 )
|
||
pc_randomwarp(sd,3);
|
||
else
|
||
pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
|
||
break;
|
||
}
|
||
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( skilllv == 1 )
|
||
clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
|
||
else
|
||
clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
|
||
} else
|
||
unit_warp(bl,-1,-1,-1,3);
|
||
break;
|
||
|
||
case NPC_EXPULSION:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
unit_warp(bl,-1,-1,-1,3);
|
||
break;
|
||
|
||
case AL_HOLYWATER:
|
||
if(sd) {
|
||
if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
else
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
}
|
||
break;
|
||
|
||
case TF_PICKSTONE:
|
||
if(sd) {
|
||
int eflag;
|
||
struct item item_tmp;
|
||
struct block_list tbl;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
memset(&item_tmp,0,sizeof(item_tmp));
|
||
memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
|
||
item_tmp.nameid = ITEMID_STONE;
|
||
item_tmp.identify = 1;
|
||
tbl.id = 0;
|
||
clif_takeitem(&sd->bl,&tbl);
|
||
eflag = pc_additem(sd,&item_tmp,1);
|
||
if(eflag) {
|
||
clif_additem(sd,0,0,eflag);
|
||
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
|
||
}
|
||
}
|
||
break;
|
||
case ASC_CDP:
|
||
if(sd) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
|
||
}
|
||
break;
|
||
|
||
case RG_STRIPWEAPON:
|
||
case RG_STRIPSHIELD:
|
||
case RG_STRIPARMOR:
|
||
case RG_STRIPHELM:
|
||
case ST_FULLSTRIP:
|
||
{
|
||
unsigned short location = 0;
|
||
int d = 0;
|
||
|
||
//Rate in percent
|
||
if ( skillid == ST_FULLSTRIP ) {
|
||
i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
|
||
} else {
|
||
i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
|
||
}
|
||
if (i < 5) i = 5; //Minimum rate 5%
|
||
|
||
//Duration in ms
|
||
d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
|
||
if (d < 0) d = 0; //Minimum duration 0ms
|
||
|
||
switch (skillid) {
|
||
case RG_STRIPWEAPON:
|
||
location = EQP_WEAPON;
|
||
break;
|
||
case RG_STRIPSHIELD:
|
||
location = EQP_SHIELD;
|
||
break;
|
||
case RG_STRIPARMOR:
|
||
location = EQP_ARMOR;
|
||
break;
|
||
case RG_STRIPHELM:
|
||
location = EQP_HELM;
|
||
break;
|
||
case ST_FULLSTRIP:
|
||
location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
|
||
break;
|
||
}
|
||
//Attempts to strip at rate i and duration d
|
||
if (!clif_skill_nodamage(src,bl,skillid,skilllv,skill_strip_equip(bl, location, i, skilllv, d)) && sd)
|
||
clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
|
||
}
|
||
break;
|
||
|
||
case AM_BERSERKPITCHER:
|
||
case AM_POTIONPITCHER:
|
||
{
|
||
int i,x,hp = 0,sp = 0,bonus=100;
|
||
if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
|
||
{
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
if( sd )
|
||
{
|
||
x = skilllv%11 - 1;
|
||
i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
|
||
if(i < 0 || skill_db[skillid].itemid[x] <= 0)
|
||
{
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
|
||
{
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
if( skillid == AM_BERSERKPITCHER )
|
||
{
|
||
if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
|
||
{
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
}
|
||
potion_flag = 1;
|
||
potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
|
||
potion_target = bl->id;
|
||
run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
|
||
potion_flag = potion_target = 0;
|
||
if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
|
||
bonus += sd->status.base_level;
|
||
if( potion_per_hp > 0 || potion_per_sp > 0 )
|
||
{
|
||
hp = tstatus->max_hp * potion_per_hp / 100;
|
||
hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
|
||
if( dstsd )
|
||
{
|
||
sp = dstsd->status.max_sp * potion_per_sp / 100;
|
||
sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if( potion_hp > 0 )
|
||
{
|
||
hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
|
||
hp = hp * (100 + (tstatus->vit<<1)) / 100;
|
||
if( dstsd )
|
||
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
|
||
}
|
||
if( potion_sp > 0 )
|
||
{
|
||
sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
|
||
sp = sp * (100 + (tstatus->int_<<1)) / 100;
|
||
if( dstsd )
|
||
sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
|
||
}
|
||
}
|
||
|
||
if (sd->itemgrouphealrate[IG_POTION]>0)
|
||
{
|
||
hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
|
||
sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
|
||
}
|
||
|
||
if( (i = pc_skillheal_bonus(sd, skillid)) )
|
||
{
|
||
hp += hp * i / 100;
|
||
sp += sp * i / 100;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
|
||
hp = hp * (100 + (tstatus->vit<<1)) / 100;
|
||
if( dstsd )
|
||
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
|
||
}
|
||
if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
|
||
{
|
||
hp += hp * i / 100;
|
||
sp += sp * i / 100;
|
||
}
|
||
if( tsc && tsc->data[SC_CRITICALWOUND] )
|
||
{
|
||
hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
|
||
sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
|
||
clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
|
||
if( sp > 0 )
|
||
clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
|
||
status_heal(bl,hp,sp,0);
|
||
}
|
||
break;
|
||
case AM_CP_WEAPON:
|
||
case AM_CP_SHIELD:
|
||
case AM_CP_ARMOR:
|
||
case AM_CP_HELM:
|
||
{
|
||
enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
|
||
if(tsc && tsc->data[scid])
|
||
status_change_end(bl, scid, -1 );
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
}
|
||
break;
|
||
case AM_TWILIGHT1:
|
||
if (sd) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
//Prepare 200 White Potions.
|
||
if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
}
|
||
break;
|
||
case AM_TWILIGHT2:
|
||
if (sd) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
//Prepare 200 Slim White Potions.
|
||
if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
}
|
||
break;
|
||
case AM_TWILIGHT3:
|
||
if (sd) {
|
||
//check if you can produce all three, if not, then fail:
|
||
if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
|
||
|| !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
|
||
|| !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
|
||
) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
|
||
skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
|
||
skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
|
||
}
|
||
break;
|
||
case SA_DISPELL:
|
||
if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
|
||
{
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
|
||
|| (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
|
||
|| rand()%100 >= 50+10*skilllv)
|
||
{
|
||
if (sd)
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
if(status_isimmune(bl) || !tsc || !tsc->count)
|
||
break;
|
||
for(i=0;i<SC_MAX;i++)
|
||
{
|
||
if (!tsc->data[i])
|
||
continue;
|
||
switch (i) {
|
||
case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
|
||
case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
|
||
case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
|
||
case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
|
||
case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
|
||
case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
|
||
case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
|
||
case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
|
||
case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
|
||
case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
|
||
case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
|
||
case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
|
||
case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
|
||
case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
|
||
case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
|
||
case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
|
||
case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
|
||
case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
|
||
case SC_JEXPBOOST:
|
||
continue;
|
||
case SC_ASSUMPTIO:
|
||
if( bl->type == BL_MOB )
|
||
continue;
|
||
break;
|
||
}
|
||
if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
|
||
status_change_end(bl,(sc_type)i,-1);
|
||
}
|
||
break;
|
||
}
|
||
//Affect all targets on splash area.
|
||
map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
|
||
src, skillid, skilllv, tick, flag|1,
|
||
skill_castend_damage_id);
|
||
break;
|
||
|
||
case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
|
||
break;
|
||
|
||
case TK_HIGHJUMP:
|
||
{
|
||
int x,y, dir = unit_getdir(src);
|
||
|
||
//Fails on noteleport maps, except for vs maps [Skotlex]
|
||
if(map[src->m].flag.noteleport &&
|
||
!(map_flag_vs(src->m) || map_flag_gvg2(src->m))
|
||
) {
|
||
x = src->x;
|
||
y = src->y;
|
||
} else {
|
||
x = src->x + dirx[dir]*skilllv*2;
|
||
y = src->y + diry[dir]*skilllv*2;
|
||
}
|
||
|
||
clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
|
||
if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
|
||
clif_slide(src,x,y);
|
||
unit_movepos(src, x, y, 1, 0);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SA_CASTCANCEL:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
unit_skillcastcancel(src,1);
|
||
if(sd) {
|
||
int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
|
||
sp = sp * (90 - (skilllv-1)*20) / 100;
|
||
if(sp < 0) sp = 0;
|
||
status_zap(src, 0, sp);
|
||
}
|
||
break;
|
||
case SA_SPELLBREAKER:
|
||
{
|
||
int sp;
|
||
if(tsc && tsc->data[SC_MAGICROD]) {
|
||
sp = skill_get_sp(skillid,skilllv);
|
||
sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
|
||
if(sp < 1) sp = 1;
|
||
status_heal(bl,0,sp,2);
|
||
clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
|
||
status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
|
||
} else {
|
||
struct unit_data *ud = unit_bl2ud(bl);
|
||
int bl_skillid=0,bl_skilllv=0,hp = 0;
|
||
if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
|
||
bl_skillid = ud->skillid;
|
||
bl_skilllv = ud->skilllv;
|
||
if (tstatus->mode & MD_BOSS)
|
||
{ //Only 10% success chance against bosses. [Skotlex]
|
||
if (rand()%100 < 90)
|
||
{
|
||
if (sd) clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
} else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
|
||
hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
|
||
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
unit_skillcastcancel(bl,0);
|
||
sp = skill_get_sp(bl_skillid,bl_skilllv);
|
||
status_zap(bl, hp, sp);
|
||
|
||
if (hp && skilllv >= 5)
|
||
hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
|
||
else
|
||
hp = 0;
|
||
|
||
if (sp) //Recover some of the SP used
|
||
sp = sp*(25*(skilllv-1))/100;
|
||
|
||
if(hp || sp)
|
||
status_heal(src, hp, sp, 2);
|
||
}
|
||
}
|
||
break;
|
||
case SA_MAGICROD:
|
||
//It activates silently, no use animation.
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
|
||
break;
|
||
case SA_AUTOSPELL:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(sd)
|
||
clif_autospell(sd,skilllv);
|
||
else {
|
||
int maxlv=1,spellid=0;
|
||
static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
|
||
if(skilllv >= 10) {
|
||
spellid = MG_FROSTDIVER;
|
||
// if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
|
||
// maxlv = 10;
|
||
// else
|
||
maxlv = skilllv - 9;
|
||
}
|
||
else if(skilllv >=8) {
|
||
spellid = MG_FIREBALL;
|
||
maxlv = skilllv - 7;
|
||
}
|
||
else if(skilllv >=5) {
|
||
spellid = MG_SOULSTRIKE;
|
||
maxlv = skilllv - 4;
|
||
}
|
||
else if(skilllv >=2) {
|
||
int i = rand()%3;
|
||
spellid = spellarray[i];
|
||
maxlv = skilllv - 1;
|
||
}
|
||
else if(skilllv > 0) {
|
||
spellid = MG_NAPALMBEAT;
|
||
maxlv = 3;
|
||
}
|
||
if(spellid > 0)
|
||
sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
|
||
skill_get_time(SA_AUTOSPELL,skilllv));
|
||
}
|
||
break;
|
||
|
||
case BS_GREED:
|
||
if(sd){
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_foreachinrange(skill_greed,bl,
|
||
skill_get_splash(skillid, skilllv),BL_ITEM,bl);
|
||
}
|
||
break;
|
||
|
||
case SA_ELEMENTWATER:
|
||
case SA_ELEMENTFIRE:
|
||
case SA_ELEMENTGROUND:
|
||
case SA_ELEMENTWIND:
|
||
if(sd && !dstmd) //Only works on monsters.
|
||
break;
|
||
if(tstatus->mode&MD_BOSS)
|
||
break;
|
||
case NPC_ATTRICHANGE:
|
||
case NPC_CHANGEWATER:
|
||
case NPC_CHANGEGROUND:
|
||
case NPC_CHANGEFIRE:
|
||
case NPC_CHANGEWIND:
|
||
case NPC_CHANGEPOISON:
|
||
case NPC_CHANGEHOLY:
|
||
case NPC_CHANGEDARKNESS:
|
||
case NPC_CHANGETELEKINESIS:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
|
||
skill_get_time(skillid, skilllv)));
|
||
break;
|
||
case NPC_CHANGEUNDEAD:
|
||
//This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
|
||
//TO-DO This is ugly, fix it
|
||
if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
|
||
skill_get_time(skillid, skilllv)));
|
||
break;
|
||
|
||
case NPC_PROVOCATION:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (md) mob_unlocktarget(md, tick);
|
||
break;
|
||
|
||
case NPC_KEEPING:
|
||
case NPC_BARRIER:
|
||
{
|
||
int skill_time = skill_get_time(skillid,skilllv);
|
||
struct unit_data *ud = unit_bl2ud(bl);
|
||
if (clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_time))
|
||
&& ud) { //Disable attacking/acting/moving for skill's duration.
|
||
ud->attackabletime =
|
||
ud->canact_tick =
|
||
ud->canmove_tick = tick + skill_time;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case NPC_REBIRTH:
|
||
if( md && md->state.rebirth )
|
||
break; // only works once
|
||
sc_start(bl,type,100,skilllv,-1);
|
||
break;
|
||
|
||
case NPC_DARKBLESSING:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
|
||
break;
|
||
|
||
case NPC_LICK:
|
||
status_zap(bl, 0, 100);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
|
||
break;
|
||
|
||
case NPC_SUICIDE:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
status_kill(src); //When suiciding, neither exp nor drops is given.
|
||
break;
|
||
|
||
case NPC_SUMMONSLAVE:
|
||
case NPC_SUMMONMONSTER:
|
||
if(md && md->skillidx >= 0)
|
||
mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
|
||
break;
|
||
|
||
case NPC_CALLSLAVE:
|
||
mob_warpslave(src,MOB_SLAVEDISTANCE);
|
||
break;
|
||
|
||
case NPC_RANDOMMOVE:
|
||
if (md) {
|
||
md->next_walktime = tick - 1;
|
||
mob_randomwalk(md,tick);
|
||
}
|
||
break;
|
||
|
||
case NPC_SPEEDUP:
|
||
{
|
||
// or does it increase casting rate? just a guess xD
|
||
int i = SC_ASPDPOTION0 + skilllv - 1;
|
||
if (i > SC_ASPDPOTION3)
|
||
i = SC_ASPDPOTION3;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
|
||
}
|
||
break;
|
||
|
||
case NPC_REVENGE:
|
||
// not really needed... but adding here anyway ^^
|
||
if (md && md->master_id > 0) {
|
||
struct block_list *mbl, *tbl;
|
||
if ((mbl = map_id2bl(md->master_id)) == NULL ||
|
||
(tbl = battle_gettargeted(mbl)) == NULL)
|
||
break;
|
||
md->state.provoke_flag = tbl->id;
|
||
mob_target(md, tbl, sstatus->rhw.range);
|
||
}
|
||
break;
|
||
|
||
case NPC_RUN:
|
||
{
|
||
const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
|
||
int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
|
||
unit_stop_attack(src);
|
||
//Run skillv tiles overriding the can-move check.
|
||
if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
|
||
md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
|
||
}
|
||
break;
|
||
|
||
case NPC_TRANSFORMATION:
|
||
case NPC_METAMORPHOSIS:
|
||
if(md && md->skillidx >= 0) {
|
||
int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
|
||
if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
|
||
mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
|
||
if (class_) mob_class_change(md, class_);
|
||
}
|
||
break;
|
||
|
||
case NPC_EMOTION_ON:
|
||
case NPC_EMOTION:
|
||
//va[0] is the emotion to use.
|
||
//NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
|
||
//val[1] 'sets' the mode
|
||
//val[2] adds to the current mode
|
||
//val[3] removes from the current mode
|
||
//val[4] if set, asks to delete the previous mode change.
|
||
if(md && md->skillidx >= 0 && tsc)
|
||
{
|
||
clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
|
||
if(md->db->skill[md->skillidx].val[4] && tsce)
|
||
status_change_end(bl, type, -1);
|
||
|
||
if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
|
||
sc_start4(src, type, 100, skilllv,
|
||
md->db->skill[md->skillidx].val[1],
|
||
md->db->skill[md->skillidx].val[2],
|
||
md->db->skill[md->skillidx].val[3],
|
||
skill_get_time(skillid, skilllv));
|
||
}
|
||
break;
|
||
|
||
case NPC_POWERUP:
|
||
sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
|
||
break;
|
||
|
||
case NPC_AGIUP:
|
||
sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
|
||
break;
|
||
|
||
case NPC_INVISIBLE:
|
||
//Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
|
||
break;
|
||
|
||
case NPC_SIEGEMODE:
|
||
// not sure what it does
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
|
||
case WE_MALE:
|
||
{
|
||
int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
|
||
int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
|
||
clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
|
||
}
|
||
break;
|
||
case WE_FEMALE:
|
||
{
|
||
int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
|
||
int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
|
||
clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
|
||
}
|
||
break;
|
||
|
||
// parent-baby skills
|
||
case WE_BABY:
|
||
if(sd){
|
||
struct map_session_data *f_sd = pc_get_father(sd);
|
||
struct map_session_data *m_sd = pc_get_mother(sd);
|
||
// if neither was found
|
||
if(!f_sd && !m_sd){
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
|
||
if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
|
||
if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
|
||
}
|
||
break;
|
||
|
||
case PF_HPCONVERSION:
|
||
{
|
||
int hp, sp;
|
||
hp = sstatus->max_hp/10;
|
||
sp = hp * 10 * skilllv / 100;
|
||
if (!status_charge(src,hp,0)) {
|
||
if (sd) clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
|
||
status_heal(bl,0,sp,2);
|
||
}
|
||
break;
|
||
|
||
case MA_REMOVETRAP:
|
||
case HT_REMOVETRAP:
|
||
//FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
|
||
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
|
||
{
|
||
struct skill_unit* su;
|
||
struct skill_unit_group* sg;
|
||
su = BL_CAST(BL_SKILL, bl);
|
||
|
||
// Mercenaries can remove any trap
|
||
// Players can only remove their own traps or traps on Vs maps.
|
||
if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
|
||
{
|
||
if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
|
||
{ // prevent picking up expired traps
|
||
if( battle_config.skill_removetrap_type )
|
||
{ // get back all items used to deploy the trap
|
||
for( i = 0; i < 10; i++ )
|
||
{
|
||
if( skill_db[su->group->skill_id].itemid[i] > 0 )
|
||
{
|
||
int flag;
|
||
struct item item_tmp;
|
||
memset(&item_tmp,0,sizeof(item_tmp));
|
||
item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
|
||
item_tmp.identify = 1;
|
||
if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
|
||
{
|
||
clif_additem(sd,0,0,flag);
|
||
map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{ // get back 1 trap
|
||
struct item item_tmp;
|
||
memset(&item_tmp,0,sizeof(item_tmp));
|
||
item_tmp.nameid = ITEMID_TRAP;
|
||
item_tmp.identify = 1;
|
||
if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
|
||
{
|
||
clif_additem(sd,0,0,flag);
|
||
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
|
||
}
|
||
}
|
||
}
|
||
skill_delunit(su);
|
||
}
|
||
}
|
||
break;
|
||
case HT_SPRINGTRAP:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
{
|
||
struct skill_unit *su=NULL;
|
||
if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
|
||
switch(su->group->unit_id){
|
||
case UNT_ANKLESNARE: // ankle snare
|
||
if (su->group->val2 != 0)
|
||
// if it is already trapping something don't spring it,
|
||
// remove trap should be used instead
|
||
break;
|
||
// otherwise fallthrough to below
|
||
case UNT_BLASTMINE:
|
||
case UNT_SKIDTRAP:
|
||
case UNT_LANDMINE:
|
||
case UNT_SHOCKWAVE:
|
||
case UNT_SANDMAN:
|
||
case UNT_FLASHER:
|
||
case UNT_FREEZINGTRAP:
|
||
case UNT_CLAYMORETRAP:
|
||
case UNT_TALKIEBOX:
|
||
su->group->unit_id = UNT_USED_TRAPS;
|
||
clif_changetraplook(bl, UNT_USED_TRAPS);
|
||
su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
|
||
su->limit=DIFF_TICK(tick+1500,su->group->tick);
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case BD_ENCORE:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(sd)
|
||
unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
|
||
break;
|
||
|
||
case AS_SPLASHER:
|
||
if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
|
||
if (sd) clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
|
||
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
|
||
break;
|
||
|
||
case PF_MINDBREAKER:
|
||
{
|
||
if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
|
||
{
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
|
||
if (tsce)
|
||
{ //HelloKitty2 (?) explained that this silently fails when target is
|
||
//already inflicted. [Skotlex]
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
|
||
//Has a 55% + skilllv*5% success chance.
|
||
if (!clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
|
||
{
|
||
if (sd) clif_skill_fail(sd,skillid,0,0);
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
|
||
unit_skillcastcancel(bl,0);
|
||
|
||
if(tsc && tsc->count){
|
||
if(tsc->data[SC_FREEZE])
|
||
status_change_end(bl,SC_FREEZE,-1);
|
||
if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
|
||
status_change_end(bl,SC_STONE,-1);
|
||
if(tsc->data[SC_SLEEP])
|
||
status_change_end(bl,SC_SLEEP,-1);
|
||
}
|
||
|
||
if(dstmd)
|
||
mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
|
||
}
|
||
break;
|
||
|
||
case PF_SOULCHANGE:
|
||
{
|
||
unsigned int sp1 = 0, sp2 = 0;
|
||
if (dstmd) {
|
||
if (dstmd->state.soul_change_flag) {
|
||
if(sd) clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
dstmd->state.soul_change_flag = 1;
|
||
sp2 = sstatus->max_sp * 3 /100;
|
||
status_heal(src, 0, sp2, 2);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
}
|
||
sp1 = sstatus->sp;
|
||
sp2 = tstatus->sp;
|
||
status_set_sp(src, sp2, 3);
|
||
status_set_sp(bl, sp1, 3);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
|
||
// Slim Pitcher
|
||
case CR_SLIMPITCHER:
|
||
if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
|
||
break;
|
||
if (potion_hp || potion_sp) {
|
||
int hp = potion_hp, sp = potion_sp;
|
||
hp = hp * (100 + (tstatus->vit<<1))/100;
|
||
sp = sp * (100 + (tstatus->int_<<1))/100;
|
||
if (dstsd) {
|
||
if (hp)
|
||
hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
|
||
if (sp)
|
||
sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
|
||
}
|
||
if (tsc && tsc->data[SC_CRITICALWOUND])
|
||
{
|
||
hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
|
||
sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 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:
|
||
{
|
||
int i, skilltime;
|
||
skilltime = skill_get_time(skillid,skilllv);
|
||
if (!tsc) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,0);
|
||
break;
|
||
}
|
||
for (i=0; i<4; i++) {
|
||
if(tsc->data[SC_STRIPWEAPON + i])
|
||
status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), -1 );
|
||
sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
|
||
case RG_CLEANER: //AppleGirl
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
break;
|
||
|
||
case CG_LONGINGFREEDOM:
|
||
{
|
||
if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
|
||
&& (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
|
||
{
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
}
|
||
}
|
||
break;
|
||
|
||
case CG_TAROTCARD:
|
||
{
|
||
int eff, count = -1;
|
||
if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
|
||
{
|
||
if( sd )
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
|
||
do {
|
||
eff = rand() % 14;
|
||
clif_specialeffect(bl, 523 + eff, AREA);
|
||
switch (eff)
|
||
{
|
||
case 0: // heals SP to 0
|
||
status_percent_damage(src, bl, 0, 100, false);
|
||
break;
|
||
case 1: // matk halved
|
||
sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case 2: // all buffs removed
|
||
status_change_clear_buffs(bl,1);
|
||
break;
|
||
case 3: // 1000 damage, random armor destroyed
|
||
{
|
||
int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
|
||
status_fix_damage(src, bl, 1000, 0);
|
||
clif_damage(src,bl,tick,0,0,1000,0,0,0);
|
||
if( !status_isdead(bl) )
|
||
skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
|
||
}
|
||
break;
|
||
case 4: // atk halved
|
||
sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case 5: // 2000HP heal, random teleported
|
||
status_heal(bl, 2000, 0, 0);
|
||
unit_warp(bl, -1,-1,-1, 3);
|
||
break;
|
||
case 6: // random 2 other effects
|
||
if (count == -1)
|
||
count = 3;
|
||
else
|
||
count++; //Should not retrigger this one.
|
||
break;
|
||
case 7: // stop freeze or stoned
|
||
{
|
||
enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
|
||
sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
|
||
}
|
||
break;
|
||
case 8: // curse coma and poison
|
||
sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
|
||
sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
|
||
sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case 9: // confusion
|
||
sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case 10: // 6666 damage, atk matk halved, cursed
|
||
status_fix_damage(src, bl, 6666, 0);
|
||
clif_damage(src,bl,tick,0,0,6666,0,0,0);
|
||
sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
|
||
sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
|
||
sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
case 11: // 4444 damage
|
||
status_fix_damage(src, bl, 4444, 0);
|
||
clif_damage(src,bl,tick,0,0,4444,0,0,0);
|
||
break;
|
||
case 12: // stun
|
||
sc_start(bl,SC_STUN,100,skilllv,5000);
|
||
break;
|
||
case 13: // atk,matk,hit,flee,def reduced
|
||
sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
|
||
sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
|
||
sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
|
||
sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
|
||
sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
} while ((--count) > 0);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
}
|
||
break;
|
||
|
||
case SL_ALCHEMIST:
|
||
case SL_ASSASIN:
|
||
case SL_BARDDANCER:
|
||
case SL_BLACKSMITH:
|
||
case SL_CRUSADER:
|
||
case SL_HUNTER:
|
||
case SL_KNIGHT:
|
||
case SL_MONK:
|
||
case SL_PRIEST:
|
||
case SL_ROGUE:
|
||
case SL_SAGE:
|
||
case SL_SOULLINKER:
|
||
case SL_STAR:
|
||
case SL_SUPERNOVICE:
|
||
case SL_WIZARD:
|
||
//NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
|
||
if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
|
||
{ //Erase death count 1% of the casts
|
||
dstsd->die_counter = 0;
|
||
pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
|
||
clif_misceffect2(bl, 0x152);
|
||
//SC_SPIRIT invokes status_calc_pc for us.
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
|
||
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
|
||
break;
|
||
case SL_HIGH:
|
||
if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
|
||
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
|
||
break;
|
||
|
||
case SL_SWOO:
|
||
if (tsce) {
|
||
sc_start(src,SC_STUN,100,skilllv,10000);
|
||
break;
|
||
}
|
||
case SL_SKA: // [marquis007]
|
||
case SL_SKE:
|
||
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
|
||
break;
|
||
}
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
if (skillid == SL_SKE)
|
||
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
|
||
break;
|
||
|
||
// New guild skills [Celest]
|
||
case GD_BATTLEORDER:
|
||
if(flag&1) {
|
||
if (status_get_guild_id(src) == status_get_guild_id(bl))
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
|
||
} else if (status_get_guild_id(src)) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_foreachinrange(skill_area_sub, src,
|
||
skill_get_splash(skillid, skilllv), BL_PC,
|
||
src,skillid,skilllv,tick, flag|BCT_GUILD|1,
|
||
skill_castend_nodamage_id);
|
||
if (sd)
|
||
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
|
||
}
|
||
break;
|
||
case GD_REGENERATION:
|
||
if(flag&1) {
|
||
if (status_get_guild_id(src) == status_get_guild_id(bl))
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
|
||
} else if (status_get_guild_id(src)) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_foreachinrange(skill_area_sub, src,
|
||
skill_get_splash(skillid, skilllv), BL_PC,
|
||
src,skillid,skilllv,tick, flag|BCT_GUILD|1,
|
||
skill_castend_nodamage_id);
|
||
if (sd)
|
||
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
|
||
}
|
||
break;
|
||
case GD_RESTORE:
|
||
if(flag&1) {
|
||
if (status_get_guild_id(src) == status_get_guild_id(bl))
|
||
clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
|
||
} else if (status_get_guild_id(src)) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_foreachinrange(skill_area_sub, src,
|
||
skill_get_splash(skillid, skilllv), BL_PC,
|
||
src,skillid,skilllv,tick, flag|BCT_GUILD|1,
|
||
skill_castend_nodamage_id);
|
||
if (sd)
|
||
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
|
||
}
|
||
break;
|
||
case GD_EMERGENCYCALL:
|
||
{
|
||
int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
|
||
int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
|
||
int j = 0;
|
||
struct guild *g = NULL;
|
||
// i don't know if it actually summons in a circle, but oh well. ;P
|
||
g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
|
||
if (!g)
|
||
break;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
for(i = 0; i < g->max_member; i++, j++) {
|
||
if (j>8) j=0;
|
||
if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
|
||
if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
|
||
continue;
|
||
if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
|
||
dx[j] = dy[j] = 0;
|
||
pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
|
||
}
|
||
}
|
||
if (sd)
|
||
guild_block_skill(sd,skill_get_time2(skillid,skilllv));
|
||
}
|
||
break;
|
||
|
||
case SG_FEEL:
|
||
//AuronX reported you CAN memorize the same map as all three. [Skotlex]
|
||
if (sd) {
|
||
if(!sd->feel_map[skilllv-1].index)
|
||
clif_parse_ReqFeel(sd->fd,sd, skilllv);
|
||
else
|
||
clif_feel_info(sd, skilllv-1, 1);
|
||
}
|
||
break;
|
||
|
||
case SG_HATE:
|
||
if (sd) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if (!pc_set_hate_mob(sd, skilllv-1, bl))
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
}
|
||
break;
|
||
|
||
case GS_GLITTERING:
|
||
if(sd) {
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
if(rand()%100 < (20+10*skilllv))
|
||
pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
|
||
else if(sd->spiritball > 0)
|
||
pc_delspiritball(sd,1,0);
|
||
}
|
||
break;
|
||
|
||
case GS_CRACKER:
|
||
if (!dstsd) // according to latest patch, should not work on players [Reddozen]
|
||
{
|
||
i =65 -5*distance_bl(src,bl); //Base rate
|
||
if (i < 30) i = 30;
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
|
||
}
|
||
else if (sd)
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
|
||
case AM_CALLHOMUN: //[orn]
|
||
if (sd && !merc_call_homunculus(sd))
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
|
||
case AM_REST:
|
||
if (sd)
|
||
{
|
||
if (merc_hom_vaporize(sd,1))
|
||
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
|
||
else
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
}
|
||
break;
|
||
|
||
case HAMI_CASTLE: //[orn]
|
||
if(rand()%100 < 20*skilllv && src != bl)
|
||
{
|
||
int x,y;
|
||
x = src->x;
|
||
y = src->y;
|
||
if (hd)
|
||
skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
|
||
|
||
if (unit_movepos(src,bl->x,bl->y,0,0)) {
|
||
clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
|
||
clif_slide(src,bl->x,bl->y) ;
|
||
if (unit_movepos(bl,x,y,0,0))
|
||
{
|
||
clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
|
||
clif_slide(bl,x,y) ;
|
||
}
|
||
|
||
//TODO: Shouldn't also players and the like switch targets?
|
||
map_foreachinrange(skill_chastle_mob_changetarget,src,
|
||
AREA_SIZE, BL_MOB, bl, src);
|
||
}
|
||
}
|
||
// Failed
|
||
else if (hd && hd->master)
|
||
clif_skill_fail(hd->master, skillid, 0, 0);
|
||
else if (sd)
|
||
clif_skill_fail(sd, skillid, 0, 0);
|
||
break;
|
||
case HVAN_CHAOTIC: //[orn]
|
||
{
|
||
static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
|
||
int rnd = rand()%100;
|
||
i = (skilllv-1)%5;
|
||
if(rnd<per[i][0]) //Self
|
||
bl = src;
|
||
else if(rnd<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, skillid, 1+rand()%skilllv, true);
|
||
//Eh? why double skill packet?
|
||
clif_skill_nodamage(src,bl,AL_HEAL,i,1);
|
||
clif_skill_nodamage(src,bl,skillid,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:
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,
|
||
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
|
||
if (hd)
|
||
skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case NPC_DRAGONFEAR:
|
||
if (flag&1) {
|
||
const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
|
||
int j;
|
||
j = i = rand()%ARRAYLENGTH(sc);
|
||
while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
|
||
i++;
|
||
if ( i == ARRAYLENGTH(sc) )
|
||
i = 0;
|
||
if (i == j)
|
||
break;
|
||
}
|
||
break;
|
||
}
|
||
case NPC_WIDEBLEEDING:
|
||
case NPC_WIDECONFUSE:
|
||
case NPC_WIDECURSE:
|
||
case NPC_WIDEFREEZE:
|
||
case NPC_WIDESLEEP:
|
||
case NPC_WIDESILENCE:
|
||
case NPC_WIDESTONE:
|
||
case NPC_WIDESTUN:
|
||
case NPC_SLOWCAST:
|
||
case NPC_WIDEHELLDIGNITY:
|
||
if (flag&1)
|
||
sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
|
||
else {
|
||
skill_area_temp[2] = 0; //For SD_PREAMBLE
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_foreachinrange(skill_area_sub, bl,
|
||
skill_get_splash(skillid, skilllv),BL_CHAR,
|
||
src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
break;
|
||
default:
|
||
ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
|
||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
}
|
||
|
||
if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
|
||
mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
|
||
mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
|
||
}
|
||
|
||
if( sd && !(flag&1) )
|
||
{
|
||
if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
|
||
battle_consume_ammo(sd, skillid, skilllv);
|
||
if( !sd->state.skillonskill )
|
||
skill_onskillusage(sd, bl, skillid, tick);
|
||
skill_consume_requirement(sd,skillid,skilllv,2);
|
||
}
|
||
|
||
map_freeblock_unlock();
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
|
||
{
|
||
struct block_list *target, *src;
|
||
struct map_session_data *sd;
|
||
struct mob_data *md;
|
||
struct unit_data *ud;
|
||
struct status_change *sc = NULL;
|
||
int inf,inf2,flag = 0;
|
||
|
||
src = map_id2bl(id);
|
||
if( src == NULL )
|
||
{
|
||
ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
|
||
return 0;// not found
|
||
}
|
||
|
||
ud = unit_bl2ud(src);
|
||
if( ud == NULL )
|
||
{
|
||
ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
|
||
return 0;// ???
|
||
}
|
||
|
||
sd = BL_CAST(BL_PC, src);
|
||
md = BL_CAST(BL_MOB, src);
|
||
|
||
if( src->prev == NULL ) {
|
||
ud->skilltimer = INVALID_TIMER;
|
||
return 0;
|
||
}
|
||
|
||
if(ud->skillid != SA_CASTCANCEL )
|
||
{// 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 != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
|
||
{// restore original walk speed
|
||
ud->skilltimer = INVALID_TIMER;
|
||
status_calc_bl(&sd->bl, SCB_SPEED);
|
||
}
|
||
|
||
ud->skilltimer = INVALID_TIMER;
|
||
}
|
||
|
||
if (ud->skilltarget == id)
|
||
target = src;
|
||
else
|
||
target = map_id2bl(ud->skilltarget);
|
||
|
||
// Use a do so that you can break out of it when the skill fails.
|
||
do {
|
||
if(!target || target->prev==NULL) break;
|
||
|
||
if(src->m != target->m || status_isdead(src)) break;
|
||
|
||
switch (ud->skillid) {
|
||
//These should become skill_castend_pos
|
||
case WE_CALLPARTNER:
|
||
case WE_CALLPARENT:
|
||
case WE_CALLBABY:
|
||
case AM_RESURRECTHOMUN:
|
||
case PF_SPIDERWEB:
|
||
//Find a random spot to place the skill. [Skotlex]
|
||
inf2 = skill_get_splash(ud->skillid, ud->skilllv);
|
||
ud->skillx = target->x + inf2;
|
||
ud->skilly = target->y + inf2;
|
||
if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
|
||
ud->skillx = target->x;
|
||
ud->skilly = target->y;
|
||
}
|
||
ud->skilltimer=tid;
|
||
return skill_castend_pos(tid,tick,id,data);
|
||
}
|
||
|
||
if(ud->skillid == RG_BACKSTAP) {
|
||
int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
|
||
if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
|
||
break;
|
||
}
|
||
}
|
||
else
|
||
if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
|
||
{
|
||
sc = status_get_sc(target);
|
||
if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
|
||
{ //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
|
||
clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
|
||
break;
|
||
}
|
||
}
|
||
else
|
||
if( ud->skillid == PR_TURNUNDEAD )
|
||
{
|
||
struct status_data *tstatus = status_get_status_data(target);
|
||
if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
|
||
break;
|
||
}
|
||
else
|
||
{ // Check target validity.
|
||
inf = skill_get_inf(ud->skillid);
|
||
inf2 = skill_get_inf2(ud->skillid);
|
||
|
||
if(inf&INF_ATTACK_SKILL ||
|
||
(inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
|
||
inf = BCT_ENEMY; //Offensive skill.
|
||
else if(inf2&INF2_NO_ENEMY)
|
||
inf = BCT_NOENEMY;
|
||
else
|
||
inf = 0;
|
||
|
||
if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
|
||
{
|
||
inf |=
|
||
(inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
|
||
(inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
|
||
//Remove neutral targets (but allow enemy if skill is designed to be so)
|
||
inf &= ~BCT_NEUTRAL;
|
||
}
|
||
|
||
if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
|
||
{
|
||
if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
|
||
break;
|
||
}
|
||
else
|
||
if (inf && battle_check_target(src, target, inf) <= 0)
|
||
break;
|
||
|
||
if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
|
||
sc->data[SC_FOGWALL] &&
|
||
rand()%100 < 75)
|
||
{ //Fogwall makes all offensive-type targetted skills fail at 75%
|
||
if (sd) clif_skill_fail(sd,ud->skillid,0,0);
|
||
break;
|
||
}
|
||
}
|
||
|
||
//Avoid doing double checks for instant-cast skills.
|
||
if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
|
||
break;
|
||
|
||
if(md) {
|
||
md->last_thinktime=tick +MIN_MOBTHINKTIME;
|
||
if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
|
||
clif_emotion(src, md->db->skill[md->skillidx].emotion);
|
||
}
|
||
|
||
if(src != target && battle_config.skill_add_range &&
|
||
!check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
|
||
{
|
||
if (sd) {
|
||
clif_skill_fail(sd,ud->skillid,0,0);
|
||
if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
|
||
skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
|
||
}
|
||
break;
|
||
}
|
||
|
||
if( sd )
|
||
{
|
||
if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
|
||
break;
|
||
else
|
||
skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
|
||
}
|
||
|
||
if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
|
||
break;
|
||
|
||
if (ud->state.running && ud->skillid == TK_JUMPKICK)
|
||
flag = 1;
|
||
|
||
if (ud->walktimer != -1 && ud->skillid != TK_RUN)
|
||
unit_stop_walking(src,1);
|
||
|
||
if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
|
||
ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
|
||
if( battle_config.display_status_timers && sd )
|
||
clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
|
||
if( sd )
|
||
{
|
||
switch( ud->skillid )
|
||
{
|
||
case GS_DESPERADO:
|
||
sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
|
||
break;
|
||
case CR_GRANDCROSS:
|
||
case NPC_GRANDDARKNESS:
|
||
if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
|
||
{
|
||
const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
|
||
if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
|
||
break;
|
||
}
|
||
sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
|
||
break;
|
||
}
|
||
}
|
||
if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
|
||
unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
|
||
|
||
if(battle_config.skill_log && battle_config.skill_log&src->type)
|
||
ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
|
||
src->type, src->id, ud->skillid, ud->skilllv, target->id);
|
||
|
||
map_freeblock_lock();
|
||
if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
|
||
skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
|
||
else
|
||
skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
|
||
|
||
sc = status_get_sc(src);
|
||
if(sc && sc->count) {
|
||
if(sc->data[SC_MAGICPOWER] &&
|
||
ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
|
||
status_change_end(src,SC_MAGICPOWER,-1);
|
||
if(sc->data[SC_SPIRIT] &&
|
||
sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
|
||
sc->data[SC_SPIRIT]->val3 == ud->skillid &&
|
||
ud->skillid != WZ_WATERBALL)
|
||
sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
|
||
}
|
||
|
||
if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
|
||
sd->skillitem = sd->skillitemlv = 0;
|
||
|
||
if (ud->skilltimer == -1) {
|
||
if(md) md->skillidx = -1;
|
||
else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
|
||
ud->skilllv = ud->skilltarget = 0;
|
||
}
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
} while(0);
|
||
|
||
//Skill failed.
|
||
if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
|
||
{ //When Asura fails... (except when it fails from Fog of Wall)
|
||
//Consume SP/spheres
|
||
skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
|
||
status_set_sp(src, 0, 0);
|
||
sc = &sd->sc;
|
||
if (sc->count)
|
||
{ //End states
|
||
if (sc->data[SC_EXPLOSIONSPIRITS])
|
||
status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
|
||
if (sc->data[SC_BLADESTOP])
|
||
status_change_end(src,SC_BLADESTOP,-1);
|
||
}
|
||
if (target && target->m == src->m)
|
||
{ //Move character to target anyway.
|
||
int dx,dy;
|
||
dx = target->x - src->x;
|
||
dy = target->y - src->y;
|
||
if(dx > 0) dx++;
|
||
else if(dx < 0) dx--;
|
||
if (dy > 0) dy++;
|
||
else if(dy < 0) dy--;
|
||
|
||
if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
|
||
{ //Display movement + animation.
|
||
clif_slide(src,src->x,src->y);
|
||
clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
|
||
}
|
||
clif_skill_fail(sd,ud->skillid,0,0);
|
||
}
|
||
}
|
||
|
||
ud->skillid = ud->skilllv = ud->skilltarget = 0;
|
||
if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
|
||
ud->canact_tick = tick;
|
||
//You can't place a skill failed packet here because it would be
|
||
//sent in ALL cases, even cases where skill_check_condition fails
|
||
//which would lead to double 'skill failed' messages u.u [Skotlex]
|
||
if(sd)
|
||
sd->skillitem = sd->skillitemlv = 0;
|
||
else if(md)
|
||
md->skillidx = -1;
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
|
||
{
|
||
struct block_list* src = map_id2bl(id);
|
||
int maxcount;
|
||
struct map_session_data *sd;
|
||
struct unit_data *ud = unit_bl2ud(src);
|
||
struct mob_data *md;
|
||
|
||
nullpo_retr(0, 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 != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
|
||
{// restore original walk speed
|
||
ud->skilltimer = INVALID_TIMER;
|
||
status_calc_bl(&sd->bl, SCB_SPEED);
|
||
}
|
||
ud->skilltimer = INVALID_TIMER;
|
||
|
||
do {
|
||
if( status_isdead(src) )
|
||
break;
|
||
|
||
if( !(src->type&battle_config.skill_reiteration) &&
|
||
skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
|
||
skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
|
||
)
|
||
{
|
||
if (sd) clif_skill_fail(sd,ud->skillid,0,0);
|
||
break;
|
||
}
|
||
if( src->type&battle_config.skill_nofootset &&
|
||
skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
|
||
skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
|
||
)
|
||
{
|
||
if (sd) clif_skill_fail(sd,ud->skillid,0,0);
|
||
break;
|
||
}
|
||
if( src->type&battle_config.land_skill_limit &&
|
||
(maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
|
||
) {
|
||
int i;
|
||
for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
|
||
if(ud->skillunit[i]->skill_id == ud->skillid)
|
||
maxcount--;
|
||
}
|
||
if( maxcount == 0 )
|
||
{
|
||
if (sd) clif_skill_fail(sd,ud->skillid,0,0);
|
||
break;
|
||
}
|
||
}
|
||
|
||
if(tid != -1)
|
||
{ //Avoid double checks on instant cast skills. [Skotlex]
|
||
if (!status_check_skilluse(src, NULL, ud->skillid, 1))
|
||
break;
|
||
if(battle_config.skill_add_range &&
|
||
!check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
|
||
if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
|
||
skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
|
||
break;
|
||
}
|
||
}
|
||
|
||
if( sd )
|
||
{
|
||
if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
|
||
break;
|
||
else
|
||
skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
|
||
}
|
||
|
||
if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
|
||
break;
|
||
|
||
if(md) {
|
||
md->last_thinktime=tick +MIN_MOBTHINKTIME;
|
||
if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
|
||
clif_emotion(src, md->db->skill[md->skillidx].emotion);
|
||
}
|
||
|
||
if(battle_config.skill_log && battle_config.skill_log&src->type)
|
||
ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
|
||
src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
|
||
|
||
if (ud->walktimer != -1)
|
||
unit_stop_walking(src,1);
|
||
|
||
if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
|
||
ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
|
||
if( battle_config.display_status_timers && sd )
|
||
clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv));
|
||
// if( sd )
|
||
// {
|
||
// switch( ud->skillid )
|
||
// {
|
||
// case ????:
|
||
// sd->canequip_tick = tick + ????;
|
||
// break;
|
||
// }
|
||
// }
|
||
unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
|
||
|
||
map_freeblock_lock();
|
||
skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
|
||
|
||
if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
|
||
sd->skillitem = sd->skillitemlv = 0;
|
||
|
||
if (ud->skilltimer == -1) {
|
||
if (md) md->skillidx = -1;
|
||
else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
|
||
ud->skilllv = ud->skillx = ud->skilly = 0;
|
||
}
|
||
|
||
map_freeblock_unlock();
|
||
return 1;
|
||
} while(0);
|
||
|
||
if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
|
||
ud->canact_tick = tick;
|
||
ud->skillid = ud->skilllv = 0;
|
||
if(sd)
|
||
sd->skillitem = sd->skillitemlv = 0;
|
||
else if(md)
|
||
md->skillidx = -1;
|
||
return 0;
|
||
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
|
||
{
|
||
struct map_session_data* sd;
|
||
struct status_change* sc;
|
||
struct status_change_entry *sce;
|
||
struct skill_unit_group* sg;
|
||
enum sc_type type;
|
||
int i;
|
||
|
||
//if(skilllv <= 0) return 0;
|
||
if(skillid > 0 && skilllv <= 0) return 0; // celest
|
||
|
||
nullpo_retr(0, src);
|
||
|
||
if(status_isdead(src))
|
||
return 0;
|
||
|
||
sd = BL_CAST(BL_PC, src);
|
||
|
||
sc = status_get_sc(src);
|
||
type = status_skill2sc(skillid);
|
||
sce = (sc && type != -1)?sc->data[type]:NULL;
|
||
|
||
switch (skillid) { //Skill effect.
|
||
case WZ_METEOR:
|
||
case MO_BODYRELOCATION:
|
||
case CR_CULTIVATION:
|
||
case HW_GANBANTEIN:
|
||
break; //Effect is displayed on respective switch case.
|
||
default:
|
||
if(skill_get_inf(skillid)&INF_SELF_SKILL)
|
||
clif_skill_nodamage(src,src,skillid,skilllv,1);
|
||
else
|
||
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
|
||
}
|
||
|
||
switch(skillid)
|
||
{
|
||
case PR_BENEDICTIO:
|
||
skill_area_temp[1] = src->id;
|
||
i = skill_get_splash(skillid, skilllv);
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m, x-i, y-i, x+i, y+i, BL_PC,
|
||
src, skillid, skilllv, tick, flag|BCT_ALL|1,
|
||
skill_castend_nodamage_id);
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m, x-i, y-i, x+i, y+i, BL_CHAR,
|
||
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
|
||
skill_castend_damage_id);
|
||
break;
|
||
|
||
case BS_HAMMERFALL:
|
||
i = skill_get_splash(skillid, skilllv);
|
||
map_foreachinarea (skill_area_sub,
|
||
src->m, x-i, y-i, x+i, y+i, BL_CHAR,
|
||
src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
|
||
skill_castend_nodamage_id);
|
||
break;
|
||
|
||
case HT_DETECTING:
|
||
i = skill_get_splash(skillid, skilllv);
|
||
map_foreachinarea( status_change_timer_sub,
|
||
src->m, x-i, y-i, x+i,y+i,BL_CHAR,
|
||
src,NULL,SC_SIGHT,tick);
|
||
if(battle_config.traps_setting&1)
|
||
map_foreachinarea( skill_reveal_trap,
|
||
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
|
||
break;
|
||
|
||
case SA_VOLCANO:
|
||
case SA_DELUGE:
|
||
case SA_VIOLENTGALE:
|
||
{ //Does not consumes if the skill is already active. [Skotlex]
|
||
struct skill_unit_group *sg;
|
||
if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
|
||
{
|
||
if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
|
||
{
|
||
skill_unitsetting(src,skillid,skilllv,x,y,0);
|
||
return 0; // not to consume items
|
||
}
|
||
else
|
||
sg->limit = 0; //Disable it.
|
||
}
|
||
skill_unitsetting(src,skillid,skilllv,x,y,0);
|
||
break;
|
||
}
|
||
case MG_SAFETYWALL:
|
||
case MG_FIREWALL:
|
||
case MG_THUNDERSTORM:
|
||
case AL_PNEUMA:
|
||
case WZ_ICEWALL:
|
||
case WZ_FIREPILLAR:
|
||
case WZ_QUAGMIRE:
|
||
case WZ_VERMILION:
|
||
case WZ_STORMGUST:
|
||
case WZ_HEAVENDRIVE:
|
||
case PR_SANCTUARY:
|
||
case PR_MAGNUS:
|
||
case CR_GRANDCROSS:
|
||
case NPC_GRANDDARKNESS:
|
||
case HT_SKIDTRAP:
|
||
case MA_SKIDTRAP:
|
||
case HT_LANDMINE:
|
||
case MA_LANDMINE:
|
||
case HT_ANKLESNARE:
|
||
case HT_SHOCKWAVE:
|
||
case HT_SANDMAN:
|
||
case MA_SANDMAN:
|
||
case HT_FLASHER:
|
||
case HT_FREEZINGTRAP:
|
||
case MA_FREEZINGTRAP:
|
||
case HT_BLASTMINE:
|
||
case HT_CLAYMORETRAP:
|
||
case AS_VENOMDUST:
|
||
case AM_DEMONSTRATION:
|
||
case PF_FOGWALL:
|
||
case PF_SPIDERWEB:
|
||
case HT_TALKIEBOX:
|
||
case WE_CALLPARTNER:
|
||
case WE_CALLPARENT:
|
||
case WE_CALLBABY:
|
||
case AC_SHOWER: //Ground-placed skill implementation.
|
||
case MA_SHOWER:
|
||
case SA_LANDPROTECTOR:
|
||
case BD_LULLABY:
|
||
case BD_RICHMANKIM:
|
||
case BD_ETERNALCHAOS:
|
||
case BD_DRUMBATTLEFIELD:
|
||
case BD_RINGNIBELUNGEN:
|
||
case BD_ROKISWEIL:
|
||
case BD_INTOABYSS:
|
||
case BD_SIEGFRIED:
|
||
case BA_DISSONANCE:
|
||
case BA_POEMBRAGI:
|
||
case BA_WHISTLE:
|
||
case BA_ASSASSINCROSS:
|
||
case BA_APPLEIDUN:
|
||
case DC_UGLYDANCE:
|
||
case DC_HUMMING:
|
||
case DC_DONTFORGETME:
|
||
case DC_FORTUNEKISS:
|
||
case DC_SERVICEFORYOU:
|
||
case CG_MOONLIT:
|
||
case GS_DESPERADO:
|
||
case NJ_KAENSIN:
|
||
case NJ_BAKUENRYU:
|
||
case NJ_SUITON:
|
||
case NJ_HYOUSYOURAKU:
|
||
case NJ_RAIGEKISAI:
|
||
case NJ_KAMAITACHI:
|
||
case NPC_EVILLAND:
|
||
flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
|
||
case GS_GROUNDDRIFT: //Ammo should be deleted right away.
|
||
skill_unitsetting(src,skillid,skilllv,x,y,0);
|
||
break;
|
||
case RG_GRAFFITI: /* Graffiti [Valaris] */
|
||
skill_clear_unitgroup(src);
|
||
skill_unitsetting(src,skillid,skilllv,x,y,0);
|
||
flag|=1;
|
||
break;
|
||
case HP_BASILICA:
|
||
if( sc->data[SC_BASILICA] )
|
||
status_change_end(src, SC_BASILICA, -1); // Cancel Basilica
|
||
else
|
||
{ // Create Basilica. Start SC on caster. Unit timer start SC on others.
|
||
skill_clear_unitgroup(src);
|
||
if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
|
||
sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
|
||
flag|=1;
|
||
}
|
||
break;
|
||
case CG_HERMODE:
|
||
skill_clear_unitgroup(src);
|
||
if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
|
||
sc_start4(src,SC_DANCING,100,
|
||
skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
|
||
flag|=1;
|
||
break;
|
||
case RG_CLEANER: // [Valaris]
|
||
i = skill_get_splash(skillid, skilllv);
|
||
map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
|
||
break;
|
||
|
||
case WZ_METEOR:
|
||
{
|
||
int flag = 0, area = skill_get_splash(skillid, skilllv);
|
||
short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
|
||
|
||
if( sc && sc->data[SC_MAGICPOWER] )
|
||
flag = flag|2; //Store the magic power flag for future use. [Skotlex]
|
||
|
||
for( i = 0; i < 2 + (skilllv>>1); i++ )
|
||
{
|
||
// Creates a random Cell in the Splash Area
|
||
tmpx = x - area + rand()%(area * 2 + 1);
|
||
tmpy = y - area + rand()%(area * 2 + 1);
|
||
|
||
if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
|
||
clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
|
||
|
||
if( i > 0 )
|
||
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
|
||
|
||
x1 = tmpx;
|
||
y1 = tmpy;
|
||
}
|
||
|
||
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
|
||
}
|
||
break;
|
||
|
||
case AL_WARP:
|
||
if(sd)
|
||
{
|
||
clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
|
||
(skilllv >= 2) ? sd->status.memo_point[0].map : 0,
|
||
(skilllv >= 3) ? sd->status.memo_point[1].map : 0,
|
||
(skilllv >= 4) ? sd->status.memo_point[2].map : 0
|
||
);
|
||
}
|
||
return 0; // not to consume item.
|
||
|
||
case MO_BODYRELOCATION:
|
||
if (unit_movepos(src, x, y, 1, 1)) {
|
||
clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
|
||
// clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
|
||
if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
|
||
}
|
||
break;
|
||
case NJ_SHADOWJUMP:
|
||
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
|
||
{ //You don't move on GVG grounds.
|
||
unit_movepos(src, x, y, 1, 0);
|
||
clif_slide(src,x,y);
|
||
}
|
||
if (sc && sc->data[SC_HIDING])
|
||
status_change_end(src, SC_HIDING, -1);
|
||
break;
|
||
case AM_SPHEREMINE:
|
||
case AM_CANNIBALIZE:
|
||
{
|
||
int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
|
||
//int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
|
||
int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
|
||
struct mob_data *md;
|
||
|
||
// Correct info, don't change any of this! [celest]
|
||
md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
|
||
if (md) {
|
||
md->master_id = src->id;
|
||
md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
|
||
if( md->deletetimer != INVALID_TIMER )
|
||
delete_timer(md->deletetimer, mob_timer_delete);
|
||
md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
|
||
mob_spawn (md); //Now it is ready for spawning.
|
||
}
|
||
}
|
||
break;
|
||
|
||
// Slim Pitcher [Celest]
|
||
case CR_SLIMPITCHER:
|
||
if (sd) {
|
||
int i = skilllv%11 - 1;
|
||
int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
|
||
if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
|
||
{
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
return 1;
|
||
}
|
||
potion_flag = 1;
|
||
potion_hp = 0;
|
||
potion_sp = 0;
|
||
run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
|
||
potion_flag = 0;
|
||
//Apply skill bonuses
|
||
i = pc_checkskill(sd,CR_SLIMPITCHER)*10
|
||
+ pc_checkskill(sd,AM_POTIONPITCHER)*10
|
||
+ pc_checkskill(sd,AM_LEARNINGPOTION)*5
|
||
+ pc_skillheal_bonus(sd, skillid);
|
||
|
||
potion_hp = potion_hp * (100+i)/100;
|
||
potion_sp = potion_sp * (100+i)/100;
|
||
|
||
if(potion_hp > 0 || potion_sp > 0) {
|
||
i = skill_get_splash(skillid, skilllv);
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
|
||
src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
} else {
|
||
int i = skilllv%11 - 1;
|
||
struct item_data *item = itemdb_search(i);
|
||
i = skill_db[skillid].itemid[i];
|
||
item = itemdb_search(i);
|
||
potion_flag = 1;
|
||
potion_hp = 0;
|
||
potion_sp = 0;
|
||
run_script(item->script,0,src->id,0);
|
||
potion_flag = 0;
|
||
i = skill_get_max(CR_SLIMPITCHER)*10;
|
||
|
||
potion_hp = potion_hp * (100+i)/100;
|
||
potion_sp = potion_sp * (100+i)/100;
|
||
|
||
if(potion_hp > 0 || potion_sp > 0) {
|
||
i = skill_get_splash(skillid, skilllv);
|
||
map_foreachinarea(skill_area_sub,
|
||
src->m,x-i,y-i,x+i,y+i,BL_CHAR,
|
||
src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
|
||
skill_castend_nodamage_id);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case HW_GANBANTEIN:
|
||
if (rand()%100 < 80) {
|
||
int dummy = 1;
|
||
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
|
||
i = skill_get_splash(skillid, skilllv);
|
||
map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
|
||
} else {
|
||
if (sd) clif_skill_fail(sd,skillid,0,0);
|
||
return 1;
|
||
}
|
||
break;
|
||
|
||
case HW_GRAVITATION:
|
||
if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
|
||
sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
|
||
flag|=1;
|
||
break;
|
||
|
||
// Plant Cultivation [Celest]
|
||
case CR_CULTIVATION:
|
||
if (sd) {
|
||
int i;
|
||
if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
|
||
{
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
return 1;
|
||
}
|
||
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
|
||
if (rand()%100 < 50) {
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
} else {
|
||
TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
|
||
if (!md) break;
|
||
if ((i = skill_get_time(skillid, skilllv)) > 0)
|
||
{
|
||
if( md->deletetimer != INVALID_TIMER )
|
||
delete_timer(md->deletetimer, mob_timer_delete);
|
||
md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
|
||
}
|
||
mob_spawn (md);
|
||
}
|
||
}
|
||
break;
|
||
|
||
case SG_SUN_WARM:
|
||
case SG_MOON_WARM:
|
||
case SG_STAR_WARM:
|
||
skill_clear_unitgroup(src);
|
||
if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
|
||
sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
|
||
flag|=1;
|
||
break;
|
||
|
||
case PA_GOSPEL:
|
||
if (sce && sce->val4 == BCT_SELF)
|
||
{
|
||
status_change_end(src,SC_GOSPEL,-1);
|
||
return 0;
|
||
}
|
||
else
|
||
{
|
||
sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
|
||
if (!sg) break;
|
||
if (sce)
|
||
status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
|
||
sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
|
||
clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
|
||
}
|
||
break;
|
||
case NJ_TATAMIGAESHI:
|
||
if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
|
||
sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
|
||
break;
|
||
|
||
case AM_RESURRECTHOMUN: //[orn]
|
||
if (sd)
|
||
{
|
||
if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
|
||
{
|
||
clif_skill_fail(sd,skillid,0,0);
|
||
break;
|
||
}
|
||
}
|
||
break;
|
||
|
||
default:
|
||
ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
|
||
return 1;
|
||
}
|
||
|
||
if (sc && sc->data[SC_MAGICPOWER])
|
||
status_change_end(src,SC_MAGICPOWER,-1);
|
||
|
||
if( sd )
|
||
{
|
||
if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
|
||
battle_consume_ammo(sd, skillid, skilllv);
|
||
if( !sd->state.skillonskill )
|
||
skill_onskillusage(sd, NULL, skillid, tick);
|
||
skill_consume_requirement(sd,skillid,skilllv,2);
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
|
||
{
|
||
nullpo_retr(0, sd);
|
||
|
||
//Simplify skill_failed code.
|
||
#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
|
||
if(skill_num != sd->menuskill_id)
|
||
return 0;
|
||
|
||
if( sd->bl.prev == NULL || pc_isdead(sd) ) {
|
||
skill_failed(sd);
|
||
return 0;
|
||
}
|
||
|
||
if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
|
||
skill_failed(sd);
|
||
return 0;
|
||
}
|
||
if(sd->sc.count && (
|
||
sd->sc.data[SC_SILENCE] ||
|
||
sd->sc.data[SC_ROKISWEIL] ||
|
||
sd->sc.data[SC_AUTOCOUNTER] ||
|
||
sd->sc.data[SC_STEELBODY] ||
|
||
sd->sc.data[SC_DANCING] ||
|
||
sd->sc.data[SC_BERSERK] ||
|
||
sd->sc.data[SC_BASILICA] ||
|
||
sd->sc.data[SC_MARIONETTE]
|
||
)) {
|
||
skill_failed(sd);
|
||
return 0;
|
||
}
|
||
|
||
pc_stop_attack(sd);
|
||
pc_stop_walking(sd,0);
|
||
|
||
if(battle_config.skill_log && battle_config.skill_log&BL_PC)
|
||
ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
|
||
|
||
if(strcmp(map,"cancel")==0) {
|
||
skill_failed(sd);
|
||
return 0;
|
||
}
|
||
|
||
switch(skill_num)
|
||
{
|
||
case AL_TELEPORT:
|
||
if(strcmp(map,"Random")==0)
|
||
pc_randomwarp(sd,3);
|
||
else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
|
||
pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
|
||
break;
|
||
|
||
case AL_WARP:
|
||
{
|
||
const struct point *p[4];
|
||
struct skill_unit_group *group;
|
||
int i, lv, wx, wy;
|
||
int maxcount=0;
|
||
int x,y;
|
||
unsigned short mapindex;
|
||
|
||
mapindex = mapindex_name2id((char*)map);
|
||
if(!mapindex) { //Given map not found?
|
||
clif_skill_fail(sd,skill_num,0,0);
|
||
skill_failed(sd);
|
||
return 0;
|
||
}
|
||
p[0] = &sd->status.save_point;
|
||
p[1] = &sd->status.memo_point[0];
|
||
p[2] = &sd->status.memo_point[1];
|
||
p[3] = &sd->status.memo_point[2];
|
||
|
||
if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
|
||
for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
|
||
if(sd->ud.skillunit[i]->skill_id == skill_num)
|
||
maxcount--;
|
||
}
|
||
if(!maxcount) {
|
||
clif_skill_fail(sd,skill_num,0,0);
|
||
skill_failed(sd);
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
|
||
wx = sd->menuskill_val>>16;
|
||
wy = sd->menuskill_val&0xffff;
|
||
|
||
if( lv <= 0 ) return 0;
|
||
if( lv > 4 ) lv = 4; // crash prevention
|
||
|
||
// check if the chosen map exists in the memo list
|
||
ARR_FIND( 0, lv, i, mapindex == p[i]->map );
|
||
if( i < lv ) {
|
||
x=p[i]->x;
|
||
y=p[i]->y;
|
||
} else {
|
||
skill_failed(sd);
|
||
return 0;
|
||
}
|
||
|
||
if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
|
||
{ // This checks versus skillid/skilllv...
|
||
skill_failed(sd);
|
||
return 0;
|
||
}
|
||
|
||
skill_consume_requirement(sd,sd->menuskill_id,lv,2);
|
||
sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
|
||
|
||
if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
|
||
skill_failed(sd);
|
||
return 0;
|
||
}
|
||
|
||
// record the destination coordinates
|
||
group->val2 = (x<<16)|y;
|
||
group->val3 = mapindex;
|
||
}
|
||
break;
|
||
}
|
||
|
||
sd->menuskill_id = sd->menuskill_val = 0;
|
||
return 0;
|
||
#undef skill_failed
|
||
}
|
||
|
||
/// transforms 'target' skill unit into dissonance (if conditions are met)
|
||
static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
|
||
{
|
||
struct skill_unit* target = (struct skill_unit*)bl;
|
||
struct skill_unit* src = va_arg(ap, struct skill_unit*);
|
||
int flag = va_arg(ap, int);
|
||
|
||
if (src == target)
|
||
return 0;
|
||
if (!target->group || !(target->group->state.song_dance&0x1))
|
||
return 0;
|
||
if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
|
||
return 0;
|
||
|
||
if (flag) //Set dissonance
|
||
target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
|
||
else //Remove dissonance
|
||
target->val2 &= ~UF_ENSEMBLE;
|
||
|
||
clif_skill_setunit(target); //Update look of affected cell.
|
||
|
||
return 1;
|
||
}
|
||
|
||
//Does the song/dance overlapping -> dissonance check. [Skotlex]
|
||
//When flag is 0, this unit is about to be removed, cancel the dissonance effect
|
||
//When 1, this unit has been positioned, so start the cancel effect.
|
||
int skill_dance_overlap(struct skill_unit* unit, int flag)
|
||
{
|
||
if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
|
||
return 0;
|
||
if (!flag && !(unit->val2&UF_ENSEMBLE))
|
||
return 0; //Nothing to remove, this unit is not overlapped.
|
||
|
||
if (unit->val1 != unit->group->skill_id)
|
||
{ //Reset state
|
||
unit->val1 = unit->group->skill_id;
|
||
unit->val2 &= ~UF_ENSEMBLE;
|
||
}
|
||
|
||
return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
|
||
}
|
||
|
||
/*==========================================
|
||
* Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
|
||
* Flag: 0 - Convert, 1 - Revert.
|
||
*------------------------------------------*/
|
||
static bool skill_dance_switch(struct skill_unit* unit, int flag)
|
||
{
|
||
static struct skill_unit_group backup;
|
||
struct skill_unit_group* group = unit->group;
|
||
|
||
//TODO: add protection against attempts to read an empty backup / write to a full backup
|
||
|
||
// val2&UF_ENSEMBLE is a hack to indicate dissonance
|
||
if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
|
||
return false;
|
||
|
||
if( !flag )
|
||
{ //Transform
|
||
int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
|
||
|
||
// backup
|
||
backup.skill_id = group->skill_id;
|
||
backup.skill_lv = group->skill_lv;
|
||
backup.unit_id = group->unit_id;
|
||
backup.target_flag = group->target_flag;
|
||
backup.bl_flag = group->bl_flag;
|
||
backup.interval = group->interval;
|
||
|
||
// replace
|
||
group->skill_id = skillid;
|
||
group->skill_lv = 1;
|
||
group->unit_id = skill_get_unit_id(skillid,0);
|
||
group->target_flag = skill_get_unit_target(skillid);
|
||
group->bl_flag = skill_get_unit_bl_target(skillid);
|
||
group->interval = skill_get_unit_interval(skillid);
|
||
}
|
||
else
|
||
{ //Restore
|
||
group->skill_id = backup.skill_id;
|
||
group->skill_lv = backup.skill_lv;
|
||
group->unit_id = backup.unit_id;
|
||
group->target_flag = backup.target_flag;
|
||
group->bl_flag = backup.bl_flag;
|
||
group->interval = backup.interval;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
/*==========================================
|
||
* Initializes and sets a ground skill.
|
||
* flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
|
||
* flag&2 is used to determine if this skill was casted with Magic Power active.
|
||
*------------------------------------------*/
|
||
struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
|
||
{
|
||
struct skill_unit_group *group;
|
||
int i,limit,val1=0,val2=0,val3=0;
|
||
int target,interval,range,unit_flag;
|
||
struct s_skill_unit_layout *layout;
|
||
struct map_session_data *sd;
|
||
struct status_data *status;
|
||
struct status_change *sc;
|
||
int active_flag=1;
|
||
int subunt=0;
|
||
|
||
nullpo_retr(NULL, src);
|
||
|
||
limit = skill_get_time(skillid,skilllv);
|
||
range = skill_get_unit_range(skillid,skilllv);
|
||
interval = skill_get_unit_interval(skillid);
|
||
target = skill_get_unit_target(skillid);
|
||
unit_flag = skill_get_unit_flag(skillid);
|
||
layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
|
||
|
||
sd = BL_CAST(BL_PC, src);
|
||
status = status_get_status_data(src);
|
||
sc = status_get_sc(src); // for traps, firewall and fogwall - celest
|
||
|
||
switch( skillid )
|
||
{
|
||
case MG_SAFETYWALL:
|
||
val2=skilllv+1;
|
||
break;
|
||
case MG_FIREWALL:
|
||
if(sc && sc->data[SC_VIOLENTGALE])
|
||
limit = limit*3/2;
|
||
val2=4+skilllv;
|
||
break;
|
||
|
||
case AL_WARP:
|
||
val1=skilllv+6;
|
||
if(!(flag&1))
|
||
limit=2000;
|
||
else // previous implementation (not used anymore)
|
||
{ //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
|
||
if( src->type != BL_SKILL ) return NULL;
|
||
group = ((TBL_SKILL*)src)->group;
|
||
src = map_id2bl(group->src_id);
|
||
if( !src ) return NULL;
|
||
val2 = group->val2; //Copy the (x,y) position you warp to
|
||
val3 = group->val3; //as well as the mapindex to warp to.
|
||
}
|
||
break;
|
||
case HP_BASILICA:
|
||
val1 = src->id; // Store caster id.
|
||
break;
|
||
|
||
case PR_SANCTUARY:
|
||
case NPC_EVILLAND:
|
||
val1=(skilllv+3)*2;
|
||
break;
|
||
|
||
case WZ_FIREPILLAR:
|
||
if((flag&1)!=0)
|
||
limit=1000;
|
||
val1=skilllv+2;
|
||
break;
|
||
case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
|
||
case AM_DEMONSTRATION:
|
||
if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
|
||
&& (src->type&battle_config.vs_traps_bctall))
|
||
target = BCT_ALL;
|
||
break;
|
||
case HT_SHOCKWAVE:
|
||
val1=skilllv*15+10;
|
||
case HT_SANDMAN:
|
||
case MA_SANDMAN:
|
||
case HT_CLAYMORETRAP:
|
||
case HT_SKIDTRAP:
|
||
case MA_SKIDTRAP:
|
||
case HT_LANDMINE:
|
||
case MA_LANDMINE:
|
||
case HT_ANKLESNARE:
|
||
case HT_FLASHER:
|
||
case HT_FREEZINGTRAP:
|
||
case MA_FREEZINGTRAP:
|
||
case HT_BLASTMINE:
|
||
if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
|
||
limit *= 4; // longer trap times in WOE [celest]
|
||
if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
|
||
target = BCT_ALL;
|
||
break;
|
||
|
||
case SA_LANDPROTECTOR:
|
||
case SA_VOLCANO:
|
||
case SA_DELUGE:
|
||
case SA_VIOLENTGALE:
|
||
{
|
||
struct skill_unit_group *old_sg;
|
||
if ((old_sg = skill_locate_element_field(src)) != NULL)
|
||
{ //HelloKitty confirmed that these are interchangeable,
|
||
//so you can change element and not consume gemstones.
|
||
if ((
|
||
old_sg->skill_id == SA_VOLCANO ||
|
||
old_sg->skill_id == SA_DELUGE ||
|
||
old_sg->skill_id == SA_VIOLENTGALE
|
||
) && old_sg->limit > 0)
|
||
{ //Use the previous limit (minus the elapsed time) [Skotlex]
|
||
limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
|
||
if (limit < 0) //This can happen...
|
||
limit = skill_get_time(skillid,skilllv);
|
||
}
|
||
skill_clear_group(src,1);
|
||
}
|
||
break;
|
||
}
|
||
|
||
case BA_DISSONANCE:
|
||
case DC_UGLYDANCE:
|
||
val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
|
||
break;
|
||
case BA_WHISTLE:
|
||
val1 = skilllv +status->agi/10; // Flee increase
|
||
val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
|
||
if(sd){
|
||
val1 += pc_checkskill(sd,BA_MUSICALLESSON);
|
||
val2 += pc_checkskill(sd,BA_MUSICALLESSON);
|
||
}
|
||
break;
|
||
case DC_HUMMING:
|
||
val1 = 2*skilllv+status->dex/10; // Hit increase
|
||
if(sd)
|
||
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
|
||
break;
|
||
case BA_POEMBRAGI:
|
||
val1 = 3*skilllv+status->dex/10; // Casting time reduction
|
||
//For some reason at level 10 the base delay reduction is 50%.
|
||
val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
|
||
if(sd){
|
||
val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
|
||
val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
|
||
}
|
||
break;
|
||
case DC_DONTFORGETME:
|
||
val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
|
||
val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
|
||
if(sd){
|
||
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
|
||
val2 += pc_checkskill(sd,DC_DANCINGLESSON);
|
||
}
|
||
break;
|
||
case BA_APPLEIDUN:
|
||
val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
|
||
if(sd)
|
||
val1 += pc_checkskill(sd,BA_MUSICALLESSON);
|
||
break;
|
||
case DC_SERVICEFORYOU:
|
||
val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
|
||
val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
|
||
if(sd){
|
||
val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
|
||
val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
|
||
}
|
||
break;
|
||
case BA_ASSASSINCROSS:
|
||
val1 = 100+10*skilllv+status->agi; // ASPD increase
|
||
if(sd)
|
||
val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
|
||
break;
|
||
case DC_FORTUNEKISS:
|
||
val1 = 10+skilllv+(status->luk/10); // Critical increase
|
||
if(sd)
|
||
val1 += pc_checkskill(sd,DC_DANCINGLESSON);
|
||
val1*=10; //Because every 10 crit is an actual cri point.
|
||
break;
|
||
case BD_DRUMBATTLEFIELD:
|
||
val1 = (skilllv+1)*25; //Watk increase
|
||
val2 = (skilllv+1)*2; //Def increase
|
||
break;
|
||
case BD_RINGNIBELUNGEN:
|
||
val1 = (skilllv+2)*25; //Watk increase
|
||
break;
|
||
case BD_RICHMANKIM:
|
||
val1 = 25 + 11*skilllv; //Exp increase bonus.
|
||
break;
|
||
case BD_SIEGFRIED:
|
||
val1 = 55 + skilllv*5; //Elemental Resistance
|
||
val2 = skilllv*10; //Status ailment resistance
|
||
break;
|
||
case WE_CALLPARTNER:
|
||
if (sd) val1 = sd->status.partner_id;
|
||
break;
|
||
case WE_CALLPARENT:
|
||
if (sd) {
|
||
val1 = sd->status.father;
|
||
val2 = sd->status.mother;
|
||
}
|
||
break;
|
||
case WE_CALLBABY:
|
||
if (sd) val1 = sd->status.child;
|
||
break;
|
||
case NJ_KAENSIN:
|
||
skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
|
||
val2 = (skilllv+1)/2 + 4;
|
||
break;
|
||
case NJ_SUITON:
|
||
skill_clear_group(src, 1);
|
||
break;
|
||
|
||
case GS_GROUNDDRIFT:
|
||
{
|
||
int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
|
||
|
||
val1 = status->rhw.ele;
|
||
if (!val1)
|
||
val1=element[rand()%5];
|
||
|
||
switch (val1)
|
||
{
|
||
case ELE_FIRE:
|
||
subunt++;
|
||
case ELE_WATER:
|
||
subunt++;
|
||
case ELE_POISON:
|
||
subunt++;
|
||
case ELE_DARK:
|
||
subunt++;
|
||
case ELE_WIND:
|
||
break;
|
||
default:
|
||
subunt=rand()%5;
|
||
break;
|
||
}
|
||
|
||
break;
|
||
}
|
||
}
|
||
|
||
nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
|
||
group->val1=val1;
|
||
group->val2=val2;
|
||
group->val3=val3;
|
||
group->target_flag=target;
|
||
group->bl_flag= skill_get_unit_bl_target(skillid);
|
||
group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
|
||
group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
|
||
group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
|
||
|
||
//if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
|
||
if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
|
||
active_flag = 0;
|
||
|
||
if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
|
||
group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
|
||
if (sd)
|
||
safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
|
||
else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
|
||
safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
|
||
}
|
||
|
||
if (group->state.song_dance) {
|
||
if(sd){
|
||
sd->skillid_dance = skillid;
|
||
sd->skilllv_dance = skilllv;
|
||
}
|
||
if (
|
||
sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
|
||
(group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
|
||
sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
|
||
)
|
||
skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
|
||
}
|
||
|
||
limit = group->limit;
|
||
for( i = 0; i < layout->count; i++ )
|
||
{
|
||
struct skill_unit *unit;
|
||
int ux = x + layout->dx[i];
|
||
int uy = y + layout->dy[i];
|
||
int val1 = skilllv;
|
||
int val2 = 0;
|
||
int alive = 1;
|
||
|
||
if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
|
||
continue; // don't place skill units on walls (except for songs/dances/encores)
|
||
if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
|
||
continue; // no path between cell and center of casting.
|
||
|
||
switch( skillid )
|
||
{
|
||
case MG_FIREWALL:
|
||
case NJ_KAENSIN:
|
||
val2=group->val2;
|
||
break;
|
||
case WZ_ICEWALL:
|
||
val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
|
||
val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
|
||
break;
|
||
case HT_LANDMINE:
|
||
case MA_LANDMINE:
|
||
case HT_ANKLESNARE:
|
||
case HT_SHOCKWAVE:
|
||
case HT_SANDMAN:
|
||
case MA_SANDMAN:
|
||
case HT_FLASHER:
|
||
case HT_FREEZINGTRAP:
|
||
case MA_FREEZINGTRAP:
|
||
case HT_TALKIEBOX:
|
||
case HT_SKIDTRAP:
|
||
case MA_SKIDTRAP:
|
||
val1 = 3500;
|
||
break;
|
||
case GS_DESPERADO:
|
||
val1 = abs(layout->dx[i]);
|
||
val2 = abs(layout->dy[i]);
|
||
if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
|
||
if (val2 > val1) val1 = val2;
|
||
if (val1) val1--;
|
||
val1 = 36 -12*val1;
|
||
} else //Diagonal edges
|
||
val1 = 28 -4*val1 -4*val2;
|
||
if (val1 < 1) val1 = 1;
|
||
val2 = 0;
|
||
break;
|
||
default:
|
||
if (group->state.song_dance&0x1)
|
||
val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
|
||
break;
|
||
}
|
||
|
||
if( range <= 0 )
|
||
map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
|
||
if( !alive )
|
||
continue;
|
||
|
||
nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
|
||
unit->limit=limit;
|
||
unit->range=range;
|
||
|
||
if (skillid == PF_FOGWALL && alive == 2)
|
||
{ //Double duration of cells on top of Deluge/Suiton
|
||
unit->limit *= 2;
|
||
group->limit = unit->limit;
|
||
}
|
||
|
||
// execute on all targets standing on this cell
|
||
if (range==0 && active_flag)
|
||
map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
|
||
}
|
||
|
||
if (!group->alive_count)
|
||
{ //No cells? Something that was blocked completely by Land Protector?
|
||
skill_delunitgroup(group);
|
||
return NULL;
|
||
}
|
||
|
||
|
||
if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
|
||
group->val1 = group->alive_count;
|
||
|
||
return group;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
|
||
{
|
||
struct skill_unit_group *sg;
|
||
struct block_list *ss;
|
||
struct status_change *sc;
|
||
struct status_change_entry *sce;
|
||
enum sc_type type;
|
||
int skillid;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, bl);
|
||
|
||
if(bl->prev==NULL || !src->alive || status_isdead(bl))
|
||
return 0;
|
||
|
||
nullpo_retr(0, sg=src->group);
|
||
nullpo_retr(0, ss=map_id2bl(sg->src_id));
|
||
|
||
if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
|
||
return 0; //AoE skills are ineffective. [Skotlex]
|
||
|
||
sc = status_get_sc(bl);
|
||
|
||
if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
|
||
return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
|
||
|
||
type = status_skill2sc(sg->skill_id);
|
||
sce = (sc && type != -1)?sc->data[type]:NULL;
|
||
skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
|
||
switch (sg->unit_id)
|
||
{
|
||
case UNT_SPIDERWEB:
|
||
if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
|
||
{ // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
|
||
sc->data[SC_SPIDERWEB]->val2++;
|
||
break;
|
||
}
|
||
else if( sc )
|
||
{
|
||
int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
|
||
if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec,8) )
|
||
{
|
||
const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
|
||
if( td )
|
||
sec = DIFF_TICK(td->tick, tick);
|
||
map_moveblock(bl, src->bl.x, src->bl.y, tick);
|
||
clif_fixpos(bl);
|
||
sg->val2 = bl->id;
|
||
}
|
||
else
|
||
sec = 3000; //Couldn't trap it?
|
||
sg->limit = DIFF_TICK(tick,sg->tick)+sec;
|
||
}
|
||
break;
|
||
case UNT_SAFETYWALL:
|
||
//TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
|
||
if (!sce)
|
||
sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
|
||
break;
|
||
|
||
case UNT_PNEUMA:
|
||
if (!sce)
|
||
sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
|
||
break;
|
||
|
||
case UNT_WARP_WAITING:
|
||
if(bl->type==BL_PC){
|
||
struct map_session_data *sd = (struct map_session_data *)bl;
|
||
if((!sd->chatID || battle_config.chat_warpportal)
|
||
&& sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
|
||
{
|
||
int x = sg->val2>>16;
|
||
int y = sg->val2&0xffff;
|
||
unsigned short m = sg->val3;
|
||
|
||
if( --sg->val1 <= 0 )
|
||
skill_delunitgroup(sg);
|
||
|
||
pc_setpos(sd,m,x,y,3);
|
||
sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
|
||
}
|
||
} else
|
||
if(bl->type == BL_MOB && battle_config.mob_warp&2)
|
||
{
|
||
int m = map_mapindex2mapid(sg->val3);
|
||
if (m < 0) break; //Map not available on this map-server.
|
||
unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
|
||
}
|
||
break;
|
||
|
||
case UNT_QUAGMIRE:
|
||
if(!sce)
|
||
sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
|
||
break;
|
||
|
||
case UNT_VOLCANO:
|
||
case UNT_DELUGE:
|
||
case UNT_VIOLENTGALE:
|
||
if(!sce)
|
||
sc_start(bl,type,100,sg->skill_lv,sg->limit);
|
||
break;
|
||
|
||
case UNT_SUITON:
|
||
if(!sce)
|
||
sc_start4(bl,type,100,sg->skill_lv,
|
||
map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
|
||
0,0,sg->limit);
|
||
break;
|
||
|
||
case UNT_HERMODE:
|
||
if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
|
||
status_change_clear_buffs(bl,1); //Should dispell only allies.
|
||
case UNT_RICHMANKIM:
|
||
case UNT_ETERNALCHAOS:
|
||
case UNT_DRUMBATTLEFIELD:
|
||
case UNT_RINGNIBELUNGEN:
|
||
case UNT_ROKISWEIL:
|
||
case UNT_INTOABYSS:
|
||
case UNT_SIEGFRIED:
|
||
//Needed to check when a dancer/bard leaves their ensemble area.
|
||
if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
|
||
return skillid;
|
||
if (!sce)
|
||
sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
|
||
break;
|
||
case UNT_WHISTLE:
|
||
case UNT_ASSASSINCROSS:
|
||
case UNT_POEMBRAGI:
|
||
case UNT_APPLEIDUN:
|
||
case UNT_HUMMING:
|
||
case UNT_DONTFORGETME:
|
||
case UNT_FORTUNEKISS:
|
||
case UNT_SERVICEFORYOU:
|
||
if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
|
||
return 0;
|
||
if (!sc) return 0;
|
||
if (!sce)
|
||
sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
|
||
else if (sce->val4 == 1) {
|
||
//Readjust timers since the effect will not last long.
|
||
sce->val4 = 0;
|
||
delete_timer(sce->timer, status_change_timer);
|
||
sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
|
||
}
|
||
break;
|
||
|
||
case UNT_FOGWALL:
|
||
if (!sce)
|
||
{
|
||
sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
|
||
if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
|
||
skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
|
||
}
|
||
break;
|
||
|
||
case UNT_GRAVITATION:
|
||
if (!sce)
|
||
sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
|
||
break;
|
||
|
||
// officially, icewall has no problems existing on occupied cells [ultramage]
|
||
// case UNT_ICEWALL: //Destroy the cell. [Skotlex]
|
||
// src->val1 = 0;
|
||
// if(src->limit + sg->tick > tick + 700)
|
||
// src->limit = DIFF_TICK(tick+700,sg->tick);
|
||
// break;
|
||
|
||
case UNT_MOONLIT:
|
||
//Knockback out of area if affected char isn't in Moonlit effect
|
||
if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
|
||
break;
|
||
if (ss == bl) //Also needed to prevent infinite loop crash.
|
||
break;
|
||
skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
|
||
break;
|
||
}
|
||
return skillid;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
|
||
{
|
||
struct skill_unit_group *sg;
|
||
struct block_list *ss;
|
||
TBL_PC* sd;
|
||
TBL_PC* tsd;
|
||
struct status_data *tstatus, *sstatus;
|
||
struct status_change *tsc, *sc;
|
||
struct skill_unit_group_tickset *ts;
|
||
enum sc_type type;
|
||
int skillid;
|
||
int diff=0;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, bl);
|
||
|
||
if (bl->prev==NULL || !src->alive || status_isdead(bl))
|
||
return 0;
|
||
|
||
nullpo_retr(0, sg=src->group);
|
||
nullpo_retr(0, ss=map_id2bl(sg->src_id));
|
||
sd = BL_CAST(BL_PC, ss);
|
||
tsd = BL_CAST(BL_PC, bl);
|
||
tsc = status_get_sc(bl);
|
||
tstatus = status_get_status_data(bl);
|
||
if (sg->state.magic_power) //For magic power.
|
||
{
|
||
sc = status_get_sc(ss);
|
||
sstatus = status_get_status_data(ss);
|
||
} else {
|
||
sc = NULL;
|
||
sstatus = NULL;
|
||
}
|
||
type = status_skill2sc(sg->skill_id);
|
||
skillid = sg->skill_id;
|
||
|
||
if (sg->interval == -1) {
|
||
switch (sg->unit_id) {
|
||
case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
|
||
case UNT_FIREPILLAR_ACTIVE:
|
||
return 0;
|
||
default:
|
||
ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
|
||
{ //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
|
||
diff = DIFF_TICK(tick,ts->tick);
|
||
if (diff < 0)
|
||
return 0;
|
||
ts->tick = tick+sg->interval;
|
||
|
||
if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
|
||
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
|
||
}
|
||
//Temporarily set magic power to have it take effect. [Skotlex]
|
||
if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
|
||
{ //Store previous values.
|
||
swap(sstatus->matk_min, sc->mp_matk_min);
|
||
swap(sstatus->matk_max, sc->mp_matk_max);
|
||
//Note to NOT return from the function until this is unset!
|
||
}
|
||
|
||
switch (sg->unit_id)
|
||
{
|
||
case UNT_FIREWALL:
|
||
case UNT_KAEN:
|
||
{
|
||
int count=0;
|
||
const int x = bl->x, y = bl->y;
|
||
|
||
//Take into account these hit more times than the timer interval can handle.
|
||
do
|
||
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
|
||
while(--src->val2 && x == bl->x && y == bl->y &&
|
||
++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
|
||
|
||
if (src->val2<=0)
|
||
skill_delunit(src);
|
||
}
|
||
break;
|
||
|
||
case UNT_SANCTUARY:
|
||
if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
|
||
{ //Only damage enemies with offensive Sanctuary. [Skotlex]
|
||
if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
|
||
sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
|
||
}
|
||
else
|
||
{
|
||
int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
|
||
struct mob_data *md = BL_CAST(BL_MOB, bl);
|
||
if( md && mob_is_battleground(md) )
|
||
break;
|
||
if( tstatus->hp >= tstatus->max_hp )
|
||
break;
|
||
if( status_isimmune(bl) )
|
||
heal = 0;
|
||
clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
|
||
status_heal(bl, heal, 0, 0);
|
||
if( diff >= 500 )
|
||
sg->val1--;
|
||
}
|
||
if( sg->val1 <= 0 )
|
||
skill_delunitgroup(sg);
|
||
break;
|
||
|
||
case UNT_EVILLAND:
|
||
//Will heal demon and undead element monsters, but not players.
|
||
if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
|
||
{ //Damage enemies
|
||
if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
|
||
skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
|
||
} else {
|
||
int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
|
||
if (tstatus->hp >= tstatus->max_hp)
|
||
break;
|
||
if (status_isimmune(bl))
|
||
heal = 0;
|
||
clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
|
||
status_heal(bl, heal, 0, 0);
|
||
}
|
||
break;
|
||
|
||
case UNT_MAGNUS:
|
||
if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
|
||
break;
|
||
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
break;
|
||
|
||
case UNT_DUMMYSKILL:
|
||
switch (sg->skill_id)
|
||
{
|
||
case SG_SUN_WARM: //SG skills [Komurka]
|
||
case SG_MOON_WARM:
|
||
case SG_STAR_WARM:
|
||
{
|
||
int count = 0;
|
||
const int x = bl->x, y = bl->y;
|
||
|
||
//If target isn't knocked back it should hit every "interval" ms [Playtester]
|
||
do
|
||
{
|
||
if( bl->type == BL_PC )
|
||
status_zap(bl, 0, 15); // sp damage to players
|
||
else // mobs
|
||
if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
|
||
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
|
||
else { //should end when out of sp.
|
||
sg->limit = DIFF_TICK(tick,sg->tick);
|
||
break;
|
||
}
|
||
} while( x == bl->x && y == bl->y &&
|
||
++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
|
||
}
|
||
break;
|
||
case WZ_STORMGUST:
|
||
if (tsc)
|
||
{ //Reset hit counter when under new storm gust.
|
||
if (tsc->sg_id != sg->group_id) {
|
||
tsc->sg_id = sg->group_id;
|
||
tsc->sg_counter = 0;
|
||
}
|
||
tsc->sg_counter++; //SG hit counter.
|
||
}
|
||
if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
|
||
tsc->sg_counter=0; //Attack absorbed.
|
||
break;
|
||
|
||
case GS_DESPERADO:
|
||
if (rand()%100 < src->val1)
|
||
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
break;
|
||
|
||
default:
|
||
skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
}
|
||
break;
|
||
|
||
case UNT_FIREPILLAR_WAITING:
|
||
skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
|
||
skill_delunit(src);
|
||
break;
|
||
|
||
case UNT_SKIDTRAP:
|
||
{
|
||
skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
|
||
sg->unit_id = UNT_USED_TRAPS;
|
||
clif_changetraplook(&src->bl, UNT_USED_TRAPS);
|
||
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
|
||
}
|
||
break;
|
||
|
||
case UNT_ANKLESNARE:
|
||
if( sg->val2 == 0 && tsc )
|
||
{
|
||
int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
|
||
if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
|
||
{
|
||
const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
|
||
if( td )
|
||
sec = DIFF_TICK(td->tick, tick);
|
||
map_moveblock(bl, src->bl.x, src->bl.y, tick);
|
||
clif_fixpos(bl);
|
||
sg->val2 = bl->id;
|
||
}
|
||
else
|
||
sec = 3000; //Couldn't trap it?
|
||
clif_01ac(&src->bl); // mysterious packet
|
||
sg->limit = DIFF_TICK(tick,sg->tick)+sec;
|
||
sg->interval = -1;
|
||
src->range = 0;
|
||
}
|
||
break;
|
||
|
||
case UNT_VENOMDUST:
|
||
if(tsc && !tsc->data[type])
|
||
status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
|
||
break;
|
||
|
||
case UNT_LANDMINE:
|
||
case UNT_CLAYMORETRAP:
|
||
case UNT_BLASTMINE:
|
||
case UNT_SHOCKWAVE:
|
||
case UNT_SANDMAN:
|
||
case UNT_FLASHER:
|
||
case UNT_FREEZINGTRAP:
|
||
case UNT_FIREPILLAR_ACTIVE:
|
||
map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
|
||
if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
|
||
clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
|
||
src->range = -1; //Disable range so it does not invoke a for each in area again.
|
||
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
|
||
break;
|
||
|
||
case UNT_TALKIEBOX:
|
||
if (sg->src_id == bl->id)
|
||
break;
|
||
if (sg->val2 == 0){
|
||
clif_talkiebox(&src->bl, sg->valstr);
|
||
sg->unit_id = UNT_USED_TRAPS;
|
||
clif_changetraplook(&src->bl, UNT_USED_TRAPS);
|
||
sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
|
||
sg->val2 = -1;
|
||
}
|
||
break;
|
||
|
||
case UNT_LULLABY:
|
||
if (ss->id == bl->id)
|
||
break;
|
||
skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
|
||
break;
|
||
|
||
case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
|
||
if (ss->id != bl->id)
|
||
skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
|
||
break;
|
||
|
||
case UNT_DISSONANCE:
|
||
skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
|
||
break;
|
||
|
||
case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
|
||
{
|
||
int heal;
|
||
if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
|
||
break; // affects self only when soullinked
|
||
heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
|
||
clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
|
||
status_heal(bl, heal, 0, 0);
|
||
break;
|
||
}
|
||
|
||
case UNT_TATAMIGAESHI:
|
||
case UNT_DEMONSTRATION:
|
||
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
break;
|
||
|
||
case UNT_GOSPEL:
|
||
if (rand()%100 > sg->skill_lv*10 || ss == bl)
|
||
break;
|
||
if (battle_check_target(ss,bl,BCT_PARTY)>0)
|
||
{ // Support Effect only on party, not guild
|
||
int heal;
|
||
int i = rand()%13; // Positive buff count
|
||
int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
|
||
switch (i)
|
||
{
|
||
case 0: // Heal 1~9999 HP
|
||
heal = rand() %9999+1;
|
||
clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
|
||
status_heal(bl,heal,0,0);
|
||
break;
|
||
case 1: // End all negative status
|
||
status_change_clear_buffs(bl,2);
|
||
if (tsd) clif_gospel_info(tsd, 0x15);
|
||
break;
|
||
case 2: // Immunity to all status
|
||
sc_start(bl,SC_SCRESIST,100,100,time);
|
||
if (tsd) clif_gospel_info(tsd, 0x16);
|
||
break;
|
||
case 3: // MaxHP +100%
|
||
sc_start(bl,SC_INCMHPRATE,100,100,time);
|
||
if (tsd) clif_gospel_info(tsd, 0x17);
|
||
break;
|
||
case 4: // MaxSP +100%
|
||
sc_start(bl,SC_INCMSPRATE,100,100,time);
|
||
if (tsd) clif_gospel_info(tsd, 0x18);
|
||
break;
|
||
case 5: // All stats +20
|
||
sc_start(bl,SC_INCALLSTATUS,100,20,time);
|
||
if (tsd) clif_gospel_info(tsd, 0x19);
|
||
break;
|
||
case 6: // Level 10 Blessing
|
||
sc_start(bl,SC_BLESSING,100,10,time);
|
||
break;
|
||
case 7: // Level 10 Increase AGI
|
||
sc_start(bl,SC_INCREASEAGI,100,10,time);
|
||
break;
|
||
case 8: // Enchant weapon with Holy element
|
||
sc_start(bl,SC_ASPERSIO,100,1,time);
|
||
if (tsd) clif_gospel_info(tsd, 0x1c);
|
||
break;
|
||
case 9: // Enchant armor with Holy element
|
||
sc_start(bl,SC_BENEDICTIO,100,1,time);
|
||
if (tsd) clif_gospel_info(tsd, 0x1d);
|
||
break;
|
||
case 10: // DEF +25%
|
||
sc_start(bl,SC_INCDEFRATE,100,25,time);
|
||
if (tsd) clif_gospel_info(tsd, 0x1e);
|
||
break;
|
||
case 11: // ATK +100%
|
||
sc_start(bl,SC_INCATKRATE,100,100,time);
|
||
if (tsd) clif_gospel_info(tsd, 0x1f);
|
||
break;
|
||
case 12: // HIT/Flee +50
|
||
sc_start(bl,SC_INCHIT,100,50,time);
|
||
sc_start(bl,SC_INCFLEE,100,50,time);
|
||
if (tsd) clif_gospel_info(tsd, 0x20);
|
||
break;
|
||
}
|
||
}
|
||
else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
|
||
{ // Offensive Effect
|
||
int i = rand()%9; // Negative buff count
|
||
int time = skill_get_time2(sg->skill_id, sg->skill_lv);
|
||
switch (i)
|
||
{
|
||
case 0: // Deal 1~9999 damage
|
||
skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
break;
|
||
case 1: // Curse
|
||
sc_start(bl,SC_CURSE,100,1,time);
|
||
break;
|
||
case 2: // Blind
|
||
sc_start(bl,SC_BLIND,100,1,time);
|
||
break;
|
||
case 3: // Poison
|
||
sc_start(bl,SC_POISON,100,1,time);
|
||
break;
|
||
case 4: // Level 10 Provoke
|
||
sc_start(bl,SC_PROVOKE,100,10,time);
|
||
break;
|
||
case 5: // DEF -100%
|
||
sc_start(bl,SC_INCDEFRATE,100,-100,time);
|
||
break;
|
||
case 6: // ATK -100%
|
||
sc_start(bl,SC_INCATKRATE,100,-100,time);
|
||
break;
|
||
case 7: // Flee -100%
|
||
sc_start(bl,SC_INCFLEERATE,100,-100,time);
|
||
break;
|
||
case 8: // Speed/ASPD -25%
|
||
sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
|
||
break;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case UNT_BASILICA:
|
||
{
|
||
int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
|
||
if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
|
||
{ // knock-back any enemy except Boss
|
||
skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
|
||
clif_fixpos(bl);
|
||
}
|
||
|
||
if( sg->src_id != bl->id && i <= 0 )
|
||
sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
|
||
}
|
||
break;
|
||
|
||
case UNT_GRAVITATION:
|
||
skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
break;
|
||
|
||
case UNT_GROUNDDRIFT_WIND:
|
||
case UNT_GROUNDDRIFT_DARK:
|
||
case UNT_GROUNDDRIFT_POISON:
|
||
case UNT_GROUNDDRIFT_WATER:
|
||
case UNT_GROUNDDRIFT_FIRE:
|
||
map_foreachinrange(skill_trap_splash,&src->bl,
|
||
skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
|
||
&src->bl,tick);
|
||
sg->unit_id = UNT_USED_TRAPS;
|
||
//clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
|
||
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
|
||
break;
|
||
}
|
||
|
||
if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
|
||
{ //Unset magic power.
|
||
swap(sstatus->matk_min, sc->mp_matk_min);
|
||
swap(sstatus->matk_max, sc->mp_matk_max);
|
||
}
|
||
|
||
if (bl->type == BL_MOB && ss != bl)
|
||
mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
|
||
|
||
return skillid;
|
||
}
|
||
/*==========================================
|
||
* Triggered when a char steps out of a skill cell
|
||
*------------------------------------------*/
|
||
int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
|
||
{
|
||
struct skill_unit_group *sg;
|
||
struct status_change *sc;
|
||
struct status_change_entry *sce;
|
||
enum sc_type type;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, sg=src->group);
|
||
sc = status_get_sc(bl);
|
||
type = status_skill2sc(sg->skill_id);
|
||
sce = (sc && type != -1)?sc->data[type]:NULL;
|
||
|
||
if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
|
||
(status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
|
||
return 0;
|
||
|
||
switch(sg->unit_id){
|
||
case UNT_SAFETYWALL:
|
||
case UNT_PNEUMA:
|
||
if (sce)
|
||
status_change_end(bl,type,-1);
|
||
break;
|
||
|
||
case UNT_BASILICA:
|
||
if( sce && sce->val4 == src->bl.id )
|
||
status_change_end(bl,type,-1);
|
||
break;
|
||
|
||
case UNT_HERMODE: //Clear Hermode if the owner moved.
|
||
if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
|
||
status_change_end(bl,type,-1);
|
||
break;
|
||
|
||
case UNT_SPIDERWEB:
|
||
{
|
||
struct block_list *target = map_id2bl(sg->val2);
|
||
if (target && target==bl)
|
||
{
|
||
if (sce && sce->val2 == sg->group_id)
|
||
status_change_end(bl,type,-1);
|
||
sg->limit = DIFF_TICK(tick,sg->tick)+1000;
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
return sg->skill_id;
|
||
}
|
||
|
||
/*==========================================
|
||
* Triggered when a char steps out of a skill group (entirely) [Skotlex]
|
||
*------------------------------------------*/
|
||
static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
|
||
{
|
||
struct status_change *sc;
|
||
struct status_change_entry *sce;
|
||
enum sc_type type;
|
||
|
||
sc = status_get_sc(bl);
|
||
if (sc && !sc->count)
|
||
sc = NULL;
|
||
|
||
type = status_skill2sc(skill_id);
|
||
sce = (sc && type != -1)?sc->data[type]:NULL;
|
||
|
||
switch (skill_id)
|
||
{
|
||
case WZ_QUAGMIRE:
|
||
if (bl->type==BL_MOB)
|
||
break;
|
||
if (sce)
|
||
status_change_end(bl, type, -1);
|
||
break;
|
||
|
||
case BD_LULLABY:
|
||
case BD_RICHMANKIM:
|
||
case BD_ETERNALCHAOS:
|
||
case BD_DRUMBATTLEFIELD:
|
||
case BD_RINGNIBELUNGEN:
|
||
case BD_ROKISWEIL:
|
||
case BD_INTOABYSS:
|
||
case BD_SIEGFRIED:
|
||
if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
|
||
{ //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
|
||
//We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
|
||
//FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
|
||
//it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
|
||
//which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
|
||
//your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
|
||
status_change_end(bl, SC_DANCING, -1);
|
||
}
|
||
case MG_SAFETYWALL:
|
||
case AL_PNEUMA:
|
||
case SA_VOLCANO:
|
||
case SA_DELUGE:
|
||
case SA_VIOLENTGALE:
|
||
case CG_HERMODE:
|
||
case HW_GRAVITATION:
|
||
case NJ_SUITON:
|
||
if (sce)
|
||
status_change_end(bl, type, -1);
|
||
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,-1);
|
||
if ((sce=sc->data[SC_BLIND]))
|
||
{
|
||
if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
|
||
status_change_end(bl, SC_BLIND, -1);
|
||
else {
|
||
delete_timer(sce->timer, status_change_timer);
|
||
sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
|
||
return skill_id;
|
||
}
|
||
|
||
/*==========================================
|
||
* Invoked when a unit cell has been placed/removed/deleted.
|
||
* flag values:
|
||
* flag&1: Invoke onplace function (otherwise invoke onout)
|
||
* flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
|
||
*------------------------------------------*/
|
||
static int skill_unit_effect (struct block_list* bl, va_list ap)
|
||
{
|
||
struct skill_unit* unit = va_arg(ap,struct skill_unit*);
|
||
struct skill_unit_group* group = unit->group;
|
||
unsigned int tick = va_arg(ap,unsigned int);
|
||
unsigned int flag = va_arg(ap,unsigned int);
|
||
int skill_id;
|
||
bool dissonance;
|
||
|
||
if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
|
||
return 0;
|
||
|
||
nullpo_retr(0, group);
|
||
|
||
dissonance = skill_dance_switch(unit, 0);
|
||
|
||
//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
|
||
skill_id = group->skill_id;
|
||
|
||
//Target-type check.
|
||
if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
|
||
{
|
||
if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
|
||
skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
|
||
}
|
||
else
|
||
{
|
||
if( flag&1 )
|
||
skill_unit_onplace(unit,bl,tick);
|
||
else
|
||
skill_unit_onout(unit,bl,tick);
|
||
|
||
if( flag&4 )
|
||
skill_unit_onleft(skill_id, bl, tick);
|
||
}
|
||
|
||
if( dissonance ) skill_dance_switch(unit, 1);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
|
||
{
|
||
struct skill_unit_group *sg;
|
||
|
||
nullpo_retr(0, src);
|
||
nullpo_retr(0, sg=src->group);
|
||
|
||
switch( sg->unit_id )
|
||
{
|
||
case UNT_SKIDTRAP:
|
||
case UNT_LANDMINE:
|
||
case UNT_SHOCKWAVE:
|
||
case UNT_SANDMAN:
|
||
case UNT_FLASHER:
|
||
case UNT_FREEZINGTRAP:
|
||
case UNT_TALKIEBOX:
|
||
case UNT_ANKLESNARE:
|
||
case UNT_ICEWALL:
|
||
src->val1-=damage;
|
||
break;
|
||
case UNT_BLASTMINE:
|
||
case UNT_CLAYMORETRAP:
|
||
skill_blown(bl, &src->bl, 2, -1, 0);
|
||
break;
|
||
default:
|
||
damage = 0;
|
||
break;
|
||
}
|
||
return damage;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
|
||
{
|
||
int *c, skillid;
|
||
struct block_list *src;
|
||
struct map_session_data *sd;
|
||
struct map_session_data *tsd;
|
||
int *p_sd; //Contains the list of characters found.
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, tsd=(struct map_session_data*)bl);
|
||
nullpo_retr(0, src=va_arg(ap,struct block_list *));
|
||
nullpo_retr(0, sd=(struct map_session_data*)src);
|
||
|
||
c=va_arg(ap,int *);
|
||
p_sd = va_arg(ap, int *);
|
||
skillid = va_arg(ap,int);
|
||
|
||
if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
|
||
return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
|
||
|
||
if (bl == src)
|
||
return 0;
|
||
|
||
if(pc_isdead(tsd))
|
||
return 0;
|
||
|
||
if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
|
||
return 0;
|
||
|
||
switch(skillid)
|
||
{
|
||
case PR_BENEDICTIO:
|
||
{
|
||
int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
|
||
dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
|
||
if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
|
||
&& sd->status.sp >= 10)
|
||
p_sd[(*c)++]=tsd->bl.id;
|
||
return 1;
|
||
}
|
||
default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
|
||
{
|
||
int skilllv;
|
||
if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
|
||
return 0;
|
||
if (sd->status.sex != tsd->status.sex &&
|
||
(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
|
||
(skilllv = pc_checkskill(tsd, skillid)) > 0 &&
|
||
(tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
|
||
sd->status.party_id && tsd->status.party_id &&
|
||
sd->status.party_id == tsd->status.party_id &&
|
||
!tsd->sc.data[SC_DANCING])
|
||
{
|
||
p_sd[(*c)++]=tsd->bl.id;
|
||
return skilllv;
|
||
} else {
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Checks and stores partners for ensemble skills [Skotlex]
|
||
*------------------------------------------*/
|
||
int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
|
||
{
|
||
static int c=0;
|
||
static int p_sd[2] = { 0, 0 };
|
||
int i;
|
||
|
||
if (!battle_config.player_skill_partner_check ||
|
||
(battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
|
||
return 99; //As if there were infinite partners.
|
||
|
||
if (cast_flag)
|
||
{ //Execute the skill on the partners.
|
||
struct map_session_data* tsd;
|
||
switch (skill_id)
|
||
{
|
||
case PR_BENEDICTIO:
|
||
for (i = 0; i < c; i++)
|
||
{
|
||
if ((tsd = map_id2sd(p_sd[i])) != NULL)
|
||
status_charge(&tsd->bl, 0, 10);
|
||
}
|
||
return c;
|
||
default: //Warning: Assuming Ensemble skills here (for speed)
|
||
if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
|
||
{
|
||
sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
|
||
sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
|
||
clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
|
||
tsd->skillid_dance = skill_id;
|
||
tsd->skilllv_dance = *skill_lv;
|
||
}
|
||
return c;
|
||
}
|
||
}
|
||
|
||
//Else: new search for partners.
|
||
c = 0;
|
||
memset (p_sd, 0, sizeof(p_sd));
|
||
i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
|
||
|
||
if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
|
||
*skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
|
||
return c;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
|
||
{
|
||
int *c,src_id,mob_class,skill;
|
||
struct mob_data *md;
|
||
|
||
md=(struct mob_data*)bl;
|
||
src_id=va_arg(ap,int);
|
||
mob_class=va_arg(ap,int);
|
||
skill=va_arg(ap,int);
|
||
c=va_arg(ap,int *);
|
||
|
||
if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
|
||
return 0; //Non alchemist summoned mobs have nothing to do here.
|
||
|
||
if(md->class_==mob_class)
|
||
(*c)++;
|
||
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
* Determines if a given skill should be made to consume ammo
|
||
* when used by the player. [Skotlex]
|
||
*------------------------------------------*/
|
||
int skill_isammotype (struct map_session_data *sd, int skill)
|
||
{
|
||
return (
|
||
battle_config.arrow_decrement==2 &&
|
||
(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
|
||
skill != HT_PHANTASMIC &&
|
||
skill_get_type(skill) == BF_WEAPON &&
|
||
!(skill_get_nk(skill)&NK_NO_DAMAGE) &&
|
||
!skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
|
||
);
|
||
}
|
||
|
||
int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
|
||
{
|
||
struct status_data *status;
|
||
struct status_change *sc;
|
||
struct skill_condition require;
|
||
int i;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if (lv <= 0 || sd->chatID) return 0;
|
||
|
||
if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
|
||
{ //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
|
||
sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
|
||
sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
|
||
return 1;
|
||
}
|
||
|
||
if( sd->menuskill_id == AM_PHARMACY )
|
||
{
|
||
switch( skill )
|
||
{
|
||
case AM_PHARMACY:
|
||
case AC_MAKINGARROW:
|
||
case BS_REPAIRWEAPON:
|
||
case AM_TWILIGHT1:
|
||
case AM_TWILIGHT2:
|
||
case AM_TWILIGHT3:
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
status = &sd->battle_status;
|
||
sc = &sd->sc;
|
||
if( !sc->count )
|
||
sc = NULL;
|
||
|
||
if( sd->skillitem == skill )
|
||
{
|
||
if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
|
||
sd->state.abra_flag = 0;
|
||
else
|
||
{ // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
|
||
if( (i = sd->itemindex) == -1 ||
|
||
sd->status.inventory[i].nameid != sd->itemid ||
|
||
sd->inventory_data[i] == NULL ||
|
||
!sd->inventory_data[i]->flag.delay_consume ||
|
||
sd->status.inventory[i].amount < 1
|
||
)
|
||
{ //Something went wrong, item exploit?
|
||
sd->itemid = sd->itemindex = -1;
|
||
return 0;
|
||
}
|
||
//Consume
|
||
sd->itemid = sd->itemindex = -1;
|
||
if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
|
||
; //Do not consume item.
|
||
else if( sd->status.inventory[i].expire_time == 0 )
|
||
pc_delitem(sd,i,1,0); // Rental usable items are not consumed until expiration
|
||
}
|
||
return 1;
|
||
}
|
||
|
||
if( pc_is90overweight(sd) )
|
||
{
|
||
clif_skill_fail(sd,skill,9,0);
|
||
return 0;
|
||
}
|
||
|
||
switch( skill )
|
||
{ // Turn off check.
|
||
case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
|
||
case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
|
||
case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
|
||
case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
|
||
if( sc && sc->data[status_skill2sc(skill)] )
|
||
return 1;
|
||
}
|
||
|
||
if( lv < 1 || lv > MAX_SKILL_LEVEL )
|
||
return 0;
|
||
|
||
require = skill_get_requirement(sd,skill,lv);
|
||
|
||
//Can only update state when weapon/arrow info is checked.
|
||
if (require.weapon) sd->state.arrow_atk = require.ammo?1:0;
|
||
|
||
// perform skill-specific checks (and actions)
|
||
switch( skill )
|
||
{
|
||
case SA_CASTCANCEL:
|
||
if(sd->ud.skilltimer == -1) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case AL_WARP:
|
||
if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
|
||
clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
|
||
return 0;
|
||
}
|
||
break;
|
||
case MO_CALLSPIRITS:
|
||
if(sd->spiritball >= lv) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case MO_FINGEROFFENSIVE:
|
||
case GS_FLING:
|
||
if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
|
||
sd->spiritball_old = require.spiritball = sd->spiritball;
|
||
else
|
||
sd->spiritball_old = require.spiritball;
|
||
break;
|
||
case MO_CHAINCOMBO:
|
||
if(!sc)
|
||
return 0;
|
||
if(sc->data[SC_BLADESTOP])
|
||
break;
|
||
if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
|
||
break;
|
||
return 0;
|
||
case MO_COMBOFINISH:
|
||
if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
|
||
return 0;
|
||
break;
|
||
case CH_TIGERFIST:
|
||
if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
|
||
return 0;
|
||
break;
|
||
case CH_CHAINCRUSH:
|
||
if(!(sc && sc->data[SC_COMBO]))
|
||
return 0;
|
||
if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
|
||
return 0;
|
||
break;
|
||
case MO_EXTREMITYFIST:
|
||
// if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
|
||
// return 0;
|
||
if( sc && sc->data[SC_BLADESTOP] )
|
||
break;
|
||
if( sc && sc->data[SC_COMBO] )
|
||
{
|
||
switch(sc->data[SC_COMBO]->val1) {
|
||
case MO_COMBOFINISH:
|
||
case CH_TIGERFIST:
|
||
case CH_CHAINCRUSH:
|
||
break;
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
else if( !unit_can_move(&sd->bl) )
|
||
{ //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
|
||
case TK_MISSION:
|
||
if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
|
||
{// Cannot be used by Non-Taekwon classes
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
|
||
case TK_READYCOUNTER:
|
||
case TK_READYDOWN:
|
||
case TK_READYSTORM:
|
||
case TK_READYTURN:
|
||
case TK_JUMPKICK:
|
||
if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
|
||
{// Soul Linkers cannot use this skill
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
|
||
case TK_TURNKICK:
|
||
case TK_STORMKICK:
|
||
case TK_DOWNKICK:
|
||
case TK_COUNTER:
|
||
if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
|
||
return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
|
||
if(!(sc && sc->data[SC_COMBO]))
|
||
return 0; //Combo needs to be ready
|
||
if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
|
||
{ //Unlimited Combo
|
||
if (skill == sd->skillid_old) {
|
||
status_change_end(&sd->bl, SC_COMBO, -1);
|
||
sd->skillid_old = sd->skilllv_old = 0;
|
||
return 0; //Can't repeat previous combo skill.
|
||
}
|
||
break;
|
||
}
|
||
if(sc->data[SC_COMBO]->val1 != skill)
|
||
{ //Cancel combo wait.
|
||
unit_cancel_combo(&sd->bl);
|
||
return 0;
|
||
}
|
||
break; //Combo ready.
|
||
case BD_ADAPTATION:
|
||
{
|
||
int time;
|
||
if(!(sc && sc->data[SC_DANCING]))
|
||
{
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
time = 1000*(sc->data[SC_DANCING]->val3>>16);
|
||
if (skill_get_time(
|
||
(sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
|
||
(sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
|
||
- time <= skill_get_time2(skill,lv))
|
||
{
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
|
||
case PR_BENEDICTIO:
|
||
if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
|
||
{
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
|
||
case SL_SMA:
|
||
if(!(sc && sc->data[SC_SMA]))
|
||
return 0;
|
||
break;
|
||
|
||
case HT_POWER:
|
||
if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
|
||
return 0;
|
||
break;
|
||
|
||
case CG_HERMODE:
|
||
if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
|
||
{
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
|
||
{
|
||
int i,x,y,range = skill_get_splash(skill, lv)+1;
|
||
int size = range*2+1;
|
||
for (i=0;i<size*size;i++) {
|
||
x = sd->bl.x+(i%size-range);
|
||
y = sd->bl.y+(i/size-range);
|
||
if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
case PR_REDEMPTIO:
|
||
{
|
||
int exp;
|
||
if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
|
||
((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
|
||
clif_skill_fail(sd,skill,0,0); //Not enough exp.
|
||
return 0;
|
||
}
|
||
break;
|
||
}
|
||
case AM_TWILIGHT2:
|
||
case AM_TWILIGHT3:
|
||
if (!party_skill_check(sd, sd->status.party_id, skill, lv))
|
||
{
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case SG_SUN_WARM:
|
||
case SG_MOON_WARM:
|
||
case SG_STAR_WARM:
|
||
if (sc && sc->data[SC_MIRACLE])
|
||
break;
|
||
i = skill-SG_SUN_WARM;
|
||
if (sd->bl.m == sd->feel_map[i].m)
|
||
break;
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
break;
|
||
case SG_SUN_COMFORT:
|
||
case SG_MOON_COMFORT:
|
||
case SG_STAR_COMFORT:
|
||
if (sc && sc->data[SC_MIRACLE])
|
||
break;
|
||
i = skill-SG_SUN_COMFORT;
|
||
if (sd->bl.m == sd->feel_map[i].m &&
|
||
(battle_config.allow_skill_without_day || sg_info[i].day_func()))
|
||
break;
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
case SG_FUSION:
|
||
if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
|
||
break;
|
||
//Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
|
||
//Only invoke on skill begin cast (instant cast skill). [Kevin]
|
||
if( require.sp > 0 )
|
||
{
|
||
if (status->sp < (unsigned int)require.sp)
|
||
clif_skill_fail(sd,skill,1,0);
|
||
else
|
||
status_zap(&sd->bl, 0, require.sp);
|
||
}
|
||
return 0;
|
||
case GD_BATTLEORDER:
|
||
case GD_REGENERATION:
|
||
case GD_RESTORE:
|
||
if (!map_flag_gvg2(sd->bl.m)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
case GD_EMERGENCYCALL:
|
||
// other checks were already done in skillnotok()
|
||
if (!sd->status.guild_id || !sd->state.gmaster_flag)
|
||
return 0;
|
||
break;
|
||
|
||
case GS_GLITTERING:
|
||
if(sd->spiritball >= 10) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
|
||
case NJ_ISSEN:
|
||
if (status->hp < 2) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
case NJ_BUNSINJYUTSU:
|
||
if (!(sc && sc->data[SC_NEN])) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
|
||
case NJ_ZENYNAGE:
|
||
if(sd->status.zeny < require.zeny) {
|
||
clif_skill_fail(sd,skill,5,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case PF_HPCONVERSION:
|
||
if (status->sp == status->max_sp)
|
||
return 0; //Unusable when at full SP.
|
||
break;
|
||
case AM_CALLHOMUN: //Can't summon if a hom is already out
|
||
if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
|
||
if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
|
||
{
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
}
|
||
|
||
switch(require.state) {
|
||
case ST_HIDING:
|
||
if(!(sc && sc->option&OPTION_HIDE)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_CLOAKING:
|
||
if(!pc_iscloaking(sd)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_HIDDEN:
|
||
if(!pc_ishiding(sd)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_RIDING:
|
||
if(!pc_isriding(sd)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_FALCON:
|
||
if(!pc_isfalcon(sd)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_CARTBOOST:
|
||
if(!(sc && sc->data[SC_CARTBOOST])) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
case ST_CART:
|
||
if(!pc_iscarton(sd)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_SHIELD:
|
||
if(sd->status.shield <= 0) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_SIGHT:
|
||
if(!(sc && sc->data[SC_SIGHT])) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_EXPLOSIONSPIRITS:
|
||
if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_RECOV_WEIGHT_RATE:
|
||
if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_MOVE_ENABLE:
|
||
if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
|
||
sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
|
||
|
||
if (!unit_can_move(&sd->bl)) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
break;
|
||
case ST_WATER:
|
||
if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
|
||
break;
|
||
if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
|
||
break;
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
|
||
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,2,0);
|
||
return 0;
|
||
}
|
||
|
||
if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
|
||
clif_skill_fail(sd,skill,6,0);
|
||
return 0;
|
||
}
|
||
|
||
if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
|
||
clif_skill_fail(sd,skill,1,0);
|
||
return 0;
|
||
}
|
||
|
||
if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
|
||
clif_skill_fail(sd,skill,5,0);
|
||
return 0;
|
||
}
|
||
|
||
if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
|
||
return 1;
|
||
}
|
||
|
||
int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
|
||
{
|
||
struct skill_condition require;
|
||
struct status_data *status;
|
||
int i;
|
||
int index[MAX_SKILL_ITEM_REQUIRE];
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if( lv <= 0 || sd->chatID )
|
||
return 0;
|
||
|
||
if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
|
||
{ //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
|
||
sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
|
||
sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
|
||
return 1;
|
||
}
|
||
|
||
if( sd->menuskill_id == AM_PHARMACY )
|
||
{ // Cast start or cast end??
|
||
switch( skill )
|
||
{
|
||
case AM_PHARMACY:
|
||
case AC_MAKINGARROW:
|
||
case BS_REPAIRWEAPON:
|
||
case AM_TWILIGHT1:
|
||
case AM_TWILIGHT2:
|
||
case AM_TWILIGHT3:
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
|
||
return 1;
|
||
|
||
if( pc_is90overweight(sd) )
|
||
{
|
||
clif_skill_fail(sd,skill,9,0);
|
||
return 0;
|
||
}
|
||
|
||
// perform skill-specific checks (and actions)
|
||
switch( skill )
|
||
{
|
||
case PR_BENEDICTIO:
|
||
skill_check_pc_partner(sd, skill, &lv, 1, 1);
|
||
break;
|
||
case AM_CANNIBALIZE:
|
||
case AM_SPHEREMINE:
|
||
{
|
||
int c=0;
|
||
int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
|
||
//int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
|
||
int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
|
||
int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
|
||
if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
|
||
i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
|
||
if(c >= maxcount ||
|
||
(skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
|
||
{ //Fails when: exceed max limit. There are other plant types already out.
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
status = &sd->battle_status;
|
||
|
||
require = skill_get_requirement(sd,skill,lv);
|
||
|
||
if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
|
||
clif_skill_fail(sd,skill,2,0);
|
||
return 0;
|
||
}
|
||
|
||
if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
|
||
if((i=sd->equip_index[EQI_AMMO]) < 0 ||
|
||
!sd->inventory_data[i] ||
|
||
sd->status.inventory[i].amount < require.ammo_qty
|
||
) {
|
||
clif_arrow_fail(sd,0);
|
||
return 0;
|
||
}
|
||
if (!(require.ammo&1<<sd->inventory_data[i]->look))
|
||
{ //Ammo type check. Send the "wrong weapon type" message
|
||
//which is the closest we have to wrong ammo type. [Skotlex]
|
||
clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
|
||
//clif_skill_fail(sd,skill,6,0);
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
|
||
{
|
||
if( !require.itemid[i] )
|
||
continue;
|
||
index[i] = pc_search_inventory(sd,require.itemid[i]);
|
||
if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
|
||
if( require.itemid[i] == ITEMID_RED_GEMSTONE )
|
||
clif_skill_fail(sd,skill,7,0);// red gemstone required
|
||
else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
|
||
clif_skill_fail(sd,skill,8,0);// blue gemstone required
|
||
else
|
||
clif_skill_fail(sd,skill,0,0);
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
return 1;
|
||
}
|
||
|
||
// type&2: consume items (after skill was used)
|
||
// type&1: consume the others (before skill was used)
|
||
int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
|
||
{
|
||
int n,i;
|
||
struct skill_condition req;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
req = skill_get_requirement(sd,skill,lv);
|
||
|
||
if( type&1 )
|
||
{
|
||
if( skill == CG_TAROTCARD || sd->state.autocast )
|
||
req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
|
||
if(req.hp || req.sp)
|
||
status_zap(&sd->bl, req.hp, req.sp);
|
||
|
||
if(req.spiritball > 0)
|
||
pc_delspiritball(sd,req.spiritball,0);
|
||
|
||
if(req.zeny > 0)
|
||
{
|
||
if( skill == NJ_ZENYNAGE )
|
||
req.zeny = 0; //Zeny is reduced on skill_attack.
|
||
if( sd->status.zeny < req.zeny )
|
||
req.zeny = sd->status.zeny;
|
||
pc_payzeny(sd,req.zeny);
|
||
}
|
||
}
|
||
|
||
if( type&2 )
|
||
{
|
||
struct status_change *sc = &sd->sc;
|
||
|
||
if( !sc->count )
|
||
sc = NULL;
|
||
|
||
for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
|
||
{
|
||
if( !req.itemid[i] )
|
||
continue;
|
||
|
||
if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
|
||
continue; //Gemstones are checked, but not substracted from inventory.
|
||
|
||
if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
|
||
pc_delitem(sd,n,req.amount[i],0);
|
||
}
|
||
}
|
||
|
||
return 1;
|
||
}
|
||
|
||
struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
|
||
{
|
||
struct skill_condition req;
|
||
struct status_data *status;
|
||
struct status_change *sc;
|
||
int i,j,hp_rate,sp_rate;
|
||
|
||
memset(&req,0,sizeof(req));
|
||
|
||
if( !sd )
|
||
return req;
|
||
|
||
if( sd->skillitem == skill )
|
||
return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
|
||
|
||
sc = &sd->sc;
|
||
if( !sc->count )
|
||
sc = NULL;
|
||
|
||
switch( skill )
|
||
{ // Turn off check.
|
||
case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
|
||
case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
|
||
case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
|
||
case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
|
||
if( sc && sc->data[status_skill2sc(skill)] )
|
||
return req;
|
||
}
|
||
|
||
j = skill_get_index(skill);
|
||
if( j == 0 ) // invalid skill id
|
||
return req;
|
||
if( lv < 1 || lv > MAX_SKILL_LEVEL )
|
||
return req;
|
||
|
||
status = &sd->battle_status;
|
||
|
||
req.hp = skill_db[j].hp[lv-1];
|
||
hp_rate = skill_db[j].hp_rate[lv-1];
|
||
if(hp_rate > 0)
|
||
req.hp += (status->hp * hp_rate)/100;
|
||
else
|
||
req.hp += (status->max_hp * (-hp_rate))/100;
|
||
|
||
req.sp = skill_db[j].sp[lv-1];
|
||
if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
|
||
req.sp /= 2;
|
||
sp_rate = skill_db[j].sp_rate[lv-1];
|
||
if(sp_rate > 0)
|
||
req.sp += (status->sp * sp_rate)/100;
|
||
else
|
||
req.sp += (status->max_sp * (-sp_rate))/100;
|
||
if( sd->dsprate!=100 )
|
||
req.sp = req.sp * sd->dsprate / 100;
|
||
|
||
req.zeny = skill_db[j].zeny[lv-1];
|
||
|
||
req.spiritball = skill_db[j].spiritball[lv-1];
|
||
|
||
req.state = skill_db[j].state;
|
||
|
||
req.mhp = skill_db[j].mhp[lv-1];
|
||
|
||
req.weapon = skill_db[j].weapon;
|
||
|
||
req.ammo = skill_db[j].ammo;
|
||
req.ammo_qty = skill_db[j].ammo_qty[lv-1];
|
||
if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill))
|
||
{ //Assume this skill is using the weapon, therefore it requires arrows.
|
||
req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
|
||
req.ammo_qty = 1;
|
||
}
|
||
|
||
for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
|
||
{
|
||
if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
|
||
continue;
|
||
|
||
switch( skill )
|
||
{
|
||
case AM_CALLHOMUN:
|
||
if (sd->status.hom_id) //Don't delete items when hom is already out.
|
||
continue;
|
||
break;
|
||
case WZ_FIREPILLAR: // celest
|
||
if (lv <= 5) // no gems required at level 1-5
|
||
continue;
|
||
break;
|
||
}
|
||
|
||
req.itemid[i] = skill_db[j].itemid[i];
|
||
req.amount[i] = skill_db[j].amount[i];
|
||
|
||
if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
|
||
{
|
||
if( sd->special_state.no_gemstone )
|
||
{ //Make it substract 1 gem rather than skipping the cost.
|
||
if( --req.amount[i] < 1 )
|
||
req.itemid[i] = 0;
|
||
}
|
||
if(sc && sc->data[SC_INTOABYSS])
|
||
{
|
||
if( skill != SA_ABRACADABRA )
|
||
req.itemid[i] = req.amount[i] = 0;
|
||
else if( --req.amount[i] < 1 )
|
||
req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
|
||
}
|
||
}
|
||
}
|
||
|
||
// Check for cost reductions due to skills & SCs
|
||
switch(skill) {
|
||
case MC_MAMMONITE:
|
||
if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
|
||
req.zeny -= req.zeny*10/100;
|
||
break;
|
||
case AL_HOLYLIGHT:
|
||
if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
|
||
req.sp *= 5;
|
||
break;
|
||
case SL_SMA:
|
||
case SL_STUN:
|
||
case SL_STIN:
|
||
{
|
||
int kaina_lv = pc_checkskill(sd,SL_KAINA);
|
||
|
||
if(kaina_lv==0 || sd->status.base_level<70)
|
||
break;
|
||
if(sd->status.base_level>=90)
|
||
req.sp -= req.sp*7*kaina_lv/100;
|
||
else if(sd->status.base_level>=80)
|
||
req.sp -= req.sp*5*kaina_lv/100;
|
||
else if(sd->status.base_level>=70)
|
||
req.sp -= req.sp*3*kaina_lv/100;
|
||
}
|
||
break;
|
||
case MO_TRIPLEATTACK:
|
||
case MO_CHAINCOMBO:
|
||
case MO_COMBOFINISH:
|
||
case CH_TIGERFIST:
|
||
case CH_CHAINCRUSH:
|
||
if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
|
||
req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
|
||
break;
|
||
case MO_BODYRELOCATION:
|
||
if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
|
||
req.spiritball = 0;
|
||
break;
|
||
case MO_EXTREMITYFIST:
|
||
if( sc )
|
||
{
|
||
if( sc->data[SC_BLADESTOP] )
|
||
req.spiritball--;
|
||
else if( sc->data[SC_COMBO] )
|
||
{
|
||
switch( sc->data[SC_COMBO]->val1 )
|
||
{
|
||
case MO_COMBOFINISH:
|
||
req.spiritball = 4;
|
||
break;
|
||
case CH_TIGERFIST:
|
||
req.spiritball = 3;
|
||
break;
|
||
case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
|
||
req.spiritball = sd->spiritball?sd->spiritball:1;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
|
||
return req;
|
||
}
|
||
|
||
/*==========================================
|
||
* Does cast-time reductions based on dex, item bonuses and config setting
|
||
*------------------------------------------*/
|
||
int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
|
||
{
|
||
int time = skill_get_cast(skill_id, skill_lv);
|
||
struct map_session_data *sd;
|
||
struct status_change *sc;
|
||
|
||
nullpo_retr(0, bl);
|
||
sd = BL_CAST(BL_PC, bl);
|
||
sc = status_get_sc(bl);
|
||
|
||
// calculate base cast time (reduced by dex)
|
||
if( !(skill_get_castnodex(skill_id, skill_lv)&1) )
|
||
{
|
||
int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
|
||
if( scale > 0 ) // not instant cast
|
||
time = time * scale / battle_config.castrate_dex_scale;
|
||
else return 0; // instant cast
|
||
}
|
||
|
||
// calculate cast time reduced by item/card bonuses
|
||
if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
|
||
{
|
||
int i;
|
||
if( sd->castrate != 100 )
|
||
time = time * sd->castrate / 100;
|
||
for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
|
||
{
|
||
if( sd->skillcast[i].id == skill_id )
|
||
{
|
||
time+= time * sd->skillcast[i].val / 100;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if( sc && sc->count && sc->data[SC_SKILLCASTRATE] && (sc->data[SC_SKILLCASTRATE]->val1 == skill_id || sc->data[SC_SKILLCASTRATE]->val2 == skill_id || sc->data[SC_SKILLCASTRATE]->val3 == skill_id) )
|
||
time += time * sc->data[SC_SKILLCASTRATE]->val4 / 100;
|
||
|
||
// config cast time multiplier
|
||
if (battle_config.cast_rate != 100)
|
||
time = time * battle_config.cast_rate / 100;
|
||
|
||
// return final cast time
|
||
return (time > 0) ? time : 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Does cast-time reductions based on sc data.
|
||
*------------------------------------------*/
|
||
int skill_castfix_sc (struct block_list *bl, int time)
|
||
{
|
||
struct status_change *sc = status_get_sc(bl);
|
||
|
||
if (sc && sc->count) {
|
||
if (sc->data[SC_SLOWCAST])
|
||
time += time * sc->data[SC_SLOWCAST]->val2 / 100;
|
||
if (sc->data[SC_FASTCAST])
|
||
time -= time * sc->data[SC_FASTCAST]->val1 / 100;
|
||
if (sc->data[SC_SUFFRAGIUM]) {
|
||
time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
|
||
status_change_end(bl, SC_SUFFRAGIUM, -1);
|
||
}
|
||
if (sc->data[SC_MEMORIZE]) {
|
||
time>>=1;
|
||
if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
|
||
status_change_end(bl, SC_MEMORIZE, -1);
|
||
}
|
||
if (sc->data[SC_POEMBRAGI])
|
||
time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
|
||
}
|
||
return (time > 0) ? time : 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Does delay reductions based on dex/agi, sc data, item bonuses, ...
|
||
*------------------------------------------*/
|
||
int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
|
||
{
|
||
int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
|
||
int time = skill_get_delay(skill_id, skill_lv);
|
||
struct map_session_data *sd;
|
||
struct status_change *sc = status_get_sc(bl);
|
||
|
||
nullpo_retr(0, bl);
|
||
sd = BL_CAST(BL_PC, 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;
|
||
|
||
if (time < 0)
|
||
time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
|
||
|
||
// Delay reductions
|
||
switch (skill_id)
|
||
{ //Monk combo skills have their delay reduced by agi/dex.
|
||
case MO_TRIPLEATTACK:
|
||
case MO_CHAINCOMBO:
|
||
case MO_COMBOFINISH:
|
||
case CH_TIGERFIST:
|
||
case CH_CHAINCRUSH:
|
||
time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
|
||
break;
|
||
case HP_BASILICA:
|
||
if( sc && !sc->data[SC_BASILICA] )
|
||
time = 0; // There is no Delay on Basilica creation, only on cancel
|
||
break;
|
||
default:
|
||
if (battle_config.delay_dependon_dex && !(delaynodex&1))
|
||
{ // if skill delay is allowed to be reduced by dex
|
||
int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
|
||
if (scale > 0)
|
||
time = time * scale / battle_config.castrate_dex_scale;
|
||
else //To be capped later to minimum.
|
||
time = 0;
|
||
}
|
||
if (battle_config.delay_dependon_agi && !(delaynodex&1))
|
||
{ // if skill delay is allowed to be reduced by agi
|
||
int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
|
||
if (scale > 0)
|
||
time = time * scale / battle_config.castrate_dex_scale;
|
||
else //To be capped later to minimum.
|
||
time = 0;
|
||
}
|
||
}
|
||
|
||
if ( sc && sc->data[SC_SPIRIT] )
|
||
{
|
||
switch (skill_id) {
|
||
case CR_SHIELDBOOMERANG:
|
||
if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
|
||
time /= 2;
|
||
break;
|
||
case AS_SONICBLOW:
|
||
if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
|
||
time /= 2;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (!(delaynodex&2))
|
||
{
|
||
if (sc && sc->count) {
|
||
if (sc->data[SC_POEMBRAGI])
|
||
time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
|
||
}
|
||
}
|
||
|
||
if( !(delaynodex&4) && sd && sd->delayrate != 100 )
|
||
time = time * sd->delayrate / 100;
|
||
|
||
if (battle_config.delay_rate != 100)
|
||
time = time * battle_config.delay_rate / 100;
|
||
|
||
if (time < status_get_amotion(bl))
|
||
time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
|
||
|
||
return max(time, battle_config.min_skill_delay_limit);
|
||
}
|
||
|
||
/*=========================================
|
||
*
|
||
*-----------------------------------------*/
|
||
void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
|
||
{
|
||
nullpo_retv(tc);
|
||
|
||
if(dir == 0){
|
||
tc->val1[0]=x-2;
|
||
tc->val1[1]=x-1;
|
||
tc->val1[2]=x;
|
||
tc->val1[3]=x+1;
|
||
tc->val1[4]=x+2;
|
||
tc->val2[0]=
|
||
tc->val2[1]=
|
||
tc->val2[2]=
|
||
tc->val2[3]=
|
||
tc->val2[4]=y-1;
|
||
}
|
||
else if(dir==2){
|
||
tc->val1[0]=
|
||
tc->val1[1]=
|
||
tc->val1[2]=
|
||
tc->val1[3]=
|
||
tc->val1[4]=x+1;
|
||
tc->val2[0]=y+2;
|
||
tc->val2[1]=y+1;
|
||
tc->val2[2]=y;
|
||
tc->val2[3]=y-1;
|
||
tc->val2[4]=y-2;
|
||
}
|
||
else if(dir==4){
|
||
tc->val1[0]=x-2;
|
||
tc->val1[1]=x-1;
|
||
tc->val1[2]=x;
|
||
tc->val1[3]=x+1;
|
||
tc->val1[4]=x+2;
|
||
tc->val2[0]=
|
||
tc->val2[1]=
|
||
tc->val2[2]=
|
||
tc->val2[3]=
|
||
tc->val2[4]=y+1;
|
||
}
|
||
else if(dir==6){
|
||
tc->val1[0]=
|
||
tc->val1[1]=
|
||
tc->val1[2]=
|
||
tc->val1[3]=
|
||
tc->val1[4]=x-1;
|
||
tc->val2[0]=y+2;
|
||
tc->val2[1]=y+1;
|
||
tc->val2[2]=y;
|
||
tc->val2[3]=y-1;
|
||
tc->val2[4]=y-2;
|
||
}
|
||
else if(dir==1){
|
||
tc->val1[0]=x-1;
|
||
tc->val1[1]=x;
|
||
tc->val1[2]=x+1;
|
||
tc->val1[3]=x+2;
|
||
tc->val1[4]=x+3;
|
||
tc->val2[0]=y-4;
|
||
tc->val2[1]=y-3;
|
||
tc->val2[2]=y-1;
|
||
tc->val2[3]=y;
|
||
tc->val2[4]=y+1;
|
||
}
|
||
else if(dir==3){
|
||
tc->val1[0]=x+3;
|
||
tc->val1[1]=x+2;
|
||
tc->val1[2]=x+1;
|
||
tc->val1[3]=x;
|
||
tc->val1[4]=x-1;
|
||
tc->val2[0]=y-1;
|
||
tc->val2[1]=y;
|
||
tc->val2[2]=y+1;
|
||
tc->val2[3]=y+2;
|
||
tc->val2[4]=y+3;
|
||
}
|
||
else if(dir==5){
|
||
tc->val1[0]=x+1;
|
||
tc->val1[1]=x;
|
||
tc->val1[2]=x-1;
|
||
tc->val1[3]=x-2;
|
||
tc->val1[4]=x-3;
|
||
tc->val2[0]=y+3;
|
||
tc->val2[1]=y+2;
|
||
tc->val2[2]=y+1;
|
||
tc->val2[3]=y;
|
||
tc->val2[4]=y-1;
|
||
}
|
||
else if(dir==7){
|
||
tc->val1[0]=x-3;
|
||
tc->val1[1]=x-2;
|
||
tc->val1[2]=x-1;
|
||
tc->val1[3]=x;
|
||
tc->val1[4]=x+1;
|
||
tc->val2[1]=y;
|
||
tc->val2[0]=y+1;
|
||
tc->val2[2]=y-1;
|
||
tc->val2[3]=y-2;
|
||
tc->val2[4]=y-3;
|
||
}
|
||
|
||
}
|
||
|
||
/*=========================================
|
||
*
|
||
*-----------------------------------------*/
|
||
void skill_brandishspear_dir (struct square* tc, int dir, int are)
|
||
{
|
||
int c;
|
||
nullpo_retv(tc);
|
||
|
||
for( c = 0; c < 5; c++ )
|
||
{
|
||
switch( dir )
|
||
{
|
||
case 0: tc->val2[c]+=are; break;
|
||
case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
|
||
case 2: tc->val1[c]-=are; break;
|
||
case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
|
||
case 4: tc->val2[c]-=are; break;
|
||
case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
|
||
case 6: tc->val1[c]+=are; break;
|
||
case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*==========================================
|
||
* Weapon Repair [Celest/DracoRPG]
|
||
*------------------------------------------*/
|
||
void skill_repairweapon (struct map_session_data *sd, int idx)
|
||
{
|
||
int material;
|
||
int materials[4] = { 1002, 998, 999, 756 };
|
||
struct item *item;
|
||
struct map_session_data *target_sd;
|
||
|
||
nullpo_retv(sd);
|
||
target_sd = map_id2sd(sd->menuskill_val);
|
||
if (!target_sd) //Failed....
|
||
return;
|
||
if(idx==0xFFFF) // No item selected ('Cancel' clicked)
|
||
return;
|
||
if(idx < 0 || idx >= MAX_INVENTORY)
|
||
return; //Invalid index??
|
||
|
||
item = &target_sd->status.inventory[idx];
|
||
if(item->nameid <= 0 || item->attribute == 0)
|
||
return; //Again invalid item....
|
||
|
||
if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
|
||
clif_item_repaireffect(sd,item->nameid,1);
|
||
return;
|
||
}
|
||
|
||
if (itemdb_type(item->nameid)==4)
|
||
material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
|
||
else
|
||
material = materials [2]; // Armors consume 1 Steel
|
||
if (pc_search_inventory(sd,material) < 0 ) {
|
||
clif_skill_fail(sd,sd->menuskill_id,0,0);
|
||
return;
|
||
}
|
||
clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
|
||
item->attribute=0;
|
||
clif_equiplist(target_sd);
|
||
pc_delitem(sd,pc_search_inventory(sd,material),1,0);
|
||
clif_item_repaireffect(sd,item->nameid,0);
|
||
if(sd!=target_sd)
|
||
clif_item_repaireffect(target_sd,item->nameid,0);
|
||
}
|
||
|
||
/*==========================================
|
||
* Item Appraisal
|
||
*------------------------------------------*/
|
||
void skill_identify (struct map_session_data *sd, int idx)
|
||
{
|
||
int flag=1;
|
||
|
||
nullpo_retv(sd);
|
||
|
||
if(idx >= 0 && idx < MAX_INVENTORY) {
|
||
if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
|
||
flag=0;
|
||
sd->status.inventory[idx].identify=1;
|
||
}
|
||
}
|
||
clif_item_identified(sd,idx,flag);
|
||
}
|
||
|
||
/*==========================================
|
||
* Weapon Refine [Celest]
|
||
*------------------------------------------*/
|
||
void skill_weaponrefine (struct map_session_data *sd, int idx)
|
||
{
|
||
int i = 0, ep = 0, per;
|
||
int material[5] = { 0, 1010, 1011, 984, 984 };
|
||
struct item *item;
|
||
|
||
nullpo_retv(sd);
|
||
|
||
if (idx >= 0 && idx < MAX_INVENTORY)
|
||
{
|
||
struct item_data *ditem = sd->inventory_data[idx];
|
||
item = &sd->status.inventory[idx];
|
||
|
||
if(item->nameid > 0 && ditem->type == 4)
|
||
{
|
||
if( item->refine >= sd->menuskill_val
|
||
|| item->refine >= MAX_REFINE // if it's no longer refineable
|
||
|| ditem->flag.no_refine // if the item isn't refinable
|
||
|| (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
|
||
{
|
||
clif_skill_fail(sd,sd->menuskill_id,0,0);
|
||
return;
|
||
}
|
||
|
||
per = percentrefinery [ditem->wlv][(int)item->refine];
|
||
per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
|
||
|
||
pc_delitem(sd, i, 1, 0);
|
||
if (per > rand() % 100) {
|
||
item->refine++;
|
||
if(item->equip) {
|
||
ep = item->equip;
|
||
pc_unequipitem(sd,idx,3);
|
||
}
|
||
clif_refine(sd->fd,0,idx,item->refine);
|
||
clif_delitem(sd,idx,1);
|
||
clif_additem(sd,idx,1,0);
|
||
if (ep)
|
||
pc_equipitem(sd,idx,ep);
|
||
clif_misceffect(&sd->bl,3);
|
||
if(item->refine == MAX_REFINE &&
|
||
item->card[0] == CARD0_FORGE &&
|
||
(int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
|
||
{ // Fame point system [DracoRPG]
|
||
switch(ditem->wlv){
|
||
case 1:
|
||
pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
|
||
break;
|
||
case 2:
|
||
pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
|
||
break;
|
||
case 3:
|
||
pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
|
||
break;
|
||
}
|
||
}
|
||
} else {
|
||
item->refine = 0;
|
||
if(item->equip)
|
||
pc_unequipitem(sd,idx,3);
|
||
clif_refine(sd->fd,1,idx,item->refine);
|
||
pc_delitem(sd,idx,1,0);
|
||
clif_misceffect(&sd->bl,2);
|
||
clif_emotion(&sd->bl, 23);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_autospell (struct map_session_data *sd, int skillid)
|
||
{
|
||
int skilllv;
|
||
int maxlv=1,lv;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
skilllv = sd->menuskill_val;
|
||
lv=pc_checkskill(sd,skillid);
|
||
|
||
if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
|
||
|
||
if(skillid==MG_NAPALMBEAT) maxlv=3;
|
||
else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
|
||
if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
|
||
maxlv =10; //Soul Linker bonus. [Skotlex]
|
||
else if(skilllv==2) maxlv=1;
|
||
else if(skilllv==3) maxlv=2;
|
||
else if(skilllv>=4) maxlv=3;
|
||
}
|
||
else if(skillid==MG_SOULSTRIKE){
|
||
if(skilllv==5) maxlv=1;
|
||
else if(skilllv==6) maxlv=2;
|
||
else if(skilllv>=7) maxlv=3;
|
||
}
|
||
else if(skillid==MG_FIREBALL){
|
||
if(skilllv==8) maxlv=1;
|
||
else if(skilllv>=9) maxlv=2;
|
||
}
|
||
else if(skillid==MG_FROSTDIVER) maxlv=1;
|
||
else return 0;
|
||
|
||
if(maxlv > lv)
|
||
maxlv = lv;
|
||
|
||
sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
|
||
skill_get_time(SA_AUTOSPELL,skilllv));
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Sitting skills functions.
|
||
*------------------------------------------*/
|
||
static int skill_sit_count (struct block_list *bl, va_list ap)
|
||
{
|
||
struct map_session_data *sd;
|
||
int type =va_arg(ap,int);
|
||
sd=(struct map_session_data*)bl;
|
||
|
||
if(!pc_issit(sd))
|
||
return 0;
|
||
|
||
if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
|
||
return 1;
|
||
|
||
if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
|
||
return 1;
|
||
|
||
return 0;
|
||
}
|
||
|
||
static int skill_sit_in (struct block_list *bl, va_list ap)
|
||
{
|
||
struct map_session_data *sd;
|
||
int type =va_arg(ap,int);
|
||
|
||
sd=(struct map_session_data*)bl;
|
||
|
||
if(!pc_issit(sd))
|
||
return 0;
|
||
|
||
if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
|
||
sd->state.gangsterparadise=1;
|
||
|
||
if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
|
||
{
|
||
sd->state.rest=1;
|
||
status_calc_regen(bl, &sd->battle_status, &sd->regen);
|
||
status_calc_regen_rate(bl, &sd->regen, &sd->sc);
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
static int skill_sit_out (struct block_list *bl, va_list ap)
|
||
{
|
||
struct map_session_data *sd;
|
||
int type =va_arg(ap,int);
|
||
sd=(struct map_session_data*)bl;
|
||
if(sd->state.gangsterparadise && type&1)
|
||
sd->state.gangsterparadise=0;
|
||
if(sd->state.rest && type&2) {
|
||
sd->state.rest=0;
|
||
status_calc_regen(bl, &sd->battle_status, &sd->regen);
|
||
status_calc_regen_rate(bl, &sd->regen, &sd->sc);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
int skill_sit (struct map_session_data *sd, int type)
|
||
{
|
||
int flag = 0;
|
||
int range = 0, lv;
|
||
nullpo_retr(0, 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 (!flag) return 0;
|
||
|
||
if(type) {
|
||
if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
|
||
map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
|
||
} else {
|
||
if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
|
||
map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_frostjoke_scream (struct block_list *bl, va_list ap)
|
||
{
|
||
struct block_list *src;
|
||
int skillnum,skilllv;
|
||
unsigned int tick;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, src=va_arg(ap,struct block_list*));
|
||
|
||
skillnum=va_arg(ap,int);
|
||
skilllv=va_arg(ap,int);
|
||
if(skilllv <= 0) return 0;
|
||
tick=va_arg(ap,unsigned int);
|
||
|
||
if (src == bl || status_isdead(bl))
|
||
return 0;
|
||
if (bl->type == BL_PC) {
|
||
struct map_session_data *sd = (struct map_session_data *)bl;
|
||
if (sd && sd->sc.option&OPTION_INVISIBLE)
|
||
return 0;
|
||
}
|
||
//It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
|
||
if(battle_check_target(src,bl,BCT_ENEMY) > 0)
|
||
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
|
||
else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
|
||
skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
|
||
{
|
||
int range = skill_get_unit_range(skill_num,skill_lv);
|
||
int x,y;
|
||
|
||
for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
|
||
for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
|
||
map_setcell(src->bl.m, x, y, cell, flag);
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_attack_area (struct block_list *bl, va_list ap)
|
||
{
|
||
struct block_list *src,*dsrc;
|
||
int atk_type,skillid,skilllv,flag,type;
|
||
unsigned int tick;
|
||
|
||
if(status_isdead(bl))
|
||
return 0;
|
||
|
||
atk_type = va_arg(ap,int);
|
||
src=va_arg(ap,struct block_list*);
|
||
dsrc=va_arg(ap,struct block_list*);
|
||
skillid=va_arg(ap,int);
|
||
skilllv=va_arg(ap,int);
|
||
tick=va_arg(ap,unsigned int);
|
||
flag=va_arg(ap,int);
|
||
type=va_arg(ap,int);
|
||
|
||
|
||
if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
|
||
return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
|
||
|
||
if(battle_check_target(dsrc,bl,type) <= 0 ||
|
||
!status_check_skilluse(NULL, bl, skillid, 2))
|
||
return 0;
|
||
|
||
|
||
switch (skillid) {
|
||
case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
|
||
case NPC_ACIDBREATH:
|
||
case NPC_DARKNESSBREATH:
|
||
case NPC_FIREBREATH:
|
||
case NPC_ICEBREATH:
|
||
case NPC_THUNDERBREATH:
|
||
return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
|
||
default:
|
||
//Area-splash, disable skill animation.
|
||
return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
|
||
}
|
||
}
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_clear_group (struct block_list *bl, int flag)
|
||
{
|
||
struct unit_data *ud = unit_bl2ud(bl);
|
||
struct skill_unit_group *group[MAX_SKILLUNITGROUP];
|
||
int i, count=0;
|
||
|
||
nullpo_retr(0, bl);
|
||
if (!ud) return 0;
|
||
|
||
//All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
|
||
for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
|
||
{
|
||
switch (ud->skillunit[i]->skill_id) {
|
||
case SA_DELUGE:
|
||
case SA_VOLCANO:
|
||
case SA_VIOLENTGALE:
|
||
case SA_LANDPROTECTOR:
|
||
case NJ_SUITON:
|
||
case NJ_KAENSIN:
|
||
if (flag&1)
|
||
group[count++]= ud->skillunit[i];
|
||
break;
|
||
default:
|
||
if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
|
||
group[count++]= ud->skillunit[i];
|
||
break;
|
||
}
|
||
|
||
}
|
||
for (i=0;i<count;i++)
|
||
skill_delunitgroup(group[i]);
|
||
return count;
|
||
}
|
||
|
||
/*==========================================
|
||
* Returns the first element field found [Skotlex]
|
||
*------------------------------------------*/
|
||
struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
|
||
{
|
||
struct unit_data *ud = unit_bl2ud(bl);
|
||
int i;
|
||
nullpo_retr(0, bl);
|
||
if (!ud) return NULL;
|
||
|
||
for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
|
||
switch (ud->skillunit[i]->skill_id) {
|
||
case SA_DELUGE:
|
||
case SA_VOLCANO:
|
||
case SA_VIOLENTGALE:
|
||
case SA_LANDPROTECTOR:
|
||
case NJ_SUITON:
|
||
return ud->skillunit[i];
|
||
}
|
||
}
|
||
return NULL;
|
||
}
|
||
|
||
// for graffiti cleaner [Valaris]
|
||
int skill_graffitiremover (struct block_list *bl, va_list ap)
|
||
{
|
||
struct skill_unit *unit=NULL;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
|
||
if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
|
||
return 0;
|
||
|
||
if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
|
||
skill_delunit(unit);
|
||
|
||
return 0;
|
||
}
|
||
|
||
int skill_greed (struct block_list *bl, va_list ap)
|
||
{
|
||
struct block_list *src;
|
||
struct map_session_data *sd=NULL;
|
||
struct flooritem_data *fitem=NULL;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, src = va_arg(ap, struct block_list *));
|
||
|
||
if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
|
||
pc_takeitem(sd, fitem);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
static int skill_cell_overlap(struct block_list *bl, va_list ap)
|
||
{
|
||
int skillid;
|
||
int *alive;
|
||
struct skill_unit *unit;
|
||
struct block_list *src;
|
||
|
||
skillid = va_arg(ap,int);
|
||
alive = va_arg(ap,int *);
|
||
src = va_arg(ap,struct block_list *);
|
||
unit = (struct skill_unit *)bl;
|
||
|
||
if (unit == NULL || unit->group == NULL || (*alive) == 0)
|
||
return 0;
|
||
|
||
switch (skillid)
|
||
{
|
||
case SA_LANDPROTECTOR:
|
||
if( unit->group->skill_id == SA_LANDPROTECTOR )
|
||
{ //Check for offensive Land Protector to delete both. [Skotlex]
|
||
(*alive) = 0;
|
||
skill_delunit(unit);
|
||
return 1;
|
||
}
|
||
if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
|
||
{ //It deletes everything except songs/dances and traps
|
||
skill_delunit(unit);
|
||
return 1;
|
||
}
|
||
break;
|
||
case HW_GANBANTEIN:
|
||
if( !(unit->group->state.song_dance&0x1) )
|
||
{// Don't touch song/dance.
|
||
skill_delunit(unit);
|
||
return 1;
|
||
}
|
||
break;
|
||
case SA_VOLCANO:
|
||
case SA_DELUGE:
|
||
case SA_VIOLENTGALE:
|
||
// The official implementation makes them fail to appear when casted on top of ANYTHING
|
||
// but I wonder if they didn't actually meant to fail when casted on top of each other?
|
||
// hence, I leave the alternate implementation here, commented. [Skotlex]
|
||
if (unit->range <= 0)
|
||
{
|
||
(*alive) = 0;
|
||
return 1;
|
||
}
|
||
/*
|
||
switch (unit->group->skill_id)
|
||
{ //These cannot override each other.
|
||
case SA_VOLCANO:
|
||
case SA_DELUGE:
|
||
case SA_VIOLENTGALE:
|
||
(*alive) = 0;
|
||
return 1;
|
||
}
|
||
*/
|
||
break;
|
||
case PF_FOGWALL:
|
||
switch(unit->group->skill_id)
|
||
{
|
||
case SA_VOLCANO: //Can't be placed on top of these
|
||
case SA_VIOLENTGALE:
|
||
(*alive) = 0;
|
||
return 1;
|
||
case SA_DELUGE:
|
||
case NJ_SUITON:
|
||
//Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
|
||
(*alive) = 2;
|
||
break;
|
||
}
|
||
break;
|
||
case HP_BASILICA:
|
||
if (unit->group->skill_id == HP_BASILICA)
|
||
{ //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
|
||
(*alive) = 0;
|
||
return 1;
|
||
}
|
||
break;
|
||
}
|
||
|
||
if (unit->group->skill_id == SA_LANDPROTECTOR &&
|
||
!(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
|
||
{ //It deletes everything except songs/dances/traps
|
||
(*alive) = 0;
|
||
return 1;
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data* md;
|
||
struct unit_data*ud = unit_bl2ud(bl);
|
||
struct block_list *from_bl;
|
||
struct block_list *to_bl;
|
||
md = (struct mob_data*)bl;
|
||
from_bl = va_arg(ap,struct block_list *);
|
||
to_bl = va_arg(ap,struct block_list *);
|
||
|
||
if(ud && ud->target == from_bl->id)
|
||
ud->target = to_bl->id;
|
||
|
||
if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
|
||
md->target_id = to_bl->id;
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
static int skill_trap_splash (struct block_list *bl, va_list ap)
|
||
{
|
||
struct block_list *src;
|
||
int tick;
|
||
struct skill_unit *unit;
|
||
struct skill_unit_group *sg;
|
||
struct block_list *ss;
|
||
src = va_arg(ap,struct block_list *);
|
||
unit = (struct skill_unit *)src;
|
||
tick = va_arg(ap,int);
|
||
|
||
nullpo_retr(0, sg = unit->group);
|
||
nullpo_retr(0, ss = map_id2bl(sg->src_id));
|
||
|
||
if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
|
||
return 0;
|
||
|
||
switch(sg->unit_id){
|
||
case UNT_SHOCKWAVE:
|
||
case UNT_SANDMAN:
|
||
case UNT_FLASHER:
|
||
skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
|
||
break;
|
||
case UNT_GROUNDDRIFT_WIND:
|
||
if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
|
||
sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
|
||
break;
|
||
case UNT_GROUNDDRIFT_DARK:
|
||
if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
|
||
sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
|
||
break;
|
||
case UNT_GROUNDDRIFT_POISON:
|
||
if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
|
||
sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
|
||
break;
|
||
case UNT_GROUNDDRIFT_WATER:
|
||
if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
|
||
sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
|
||
break;
|
||
case UNT_GROUNDDRIFT_FIRE:
|
||
if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
|
||
skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
|
||
break;
|
||
default:
|
||
skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
|
||
break;
|
||
}
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_enchant_elemental_end (struct block_list *bl, int type)
|
||
{
|
||
struct status_change *sc;
|
||
const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
|
||
int i;
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, sc= status_get_sc(bl));
|
||
|
||
if (!sc->count) return 0;
|
||
|
||
for (i = 0; i < ARRAYLENGTH(scs); i++)
|
||
if (type != scs[i] && sc->data[scs[i]])
|
||
status_change_end(bl, scs[i], -1);
|
||
|
||
return 0;
|
||
}
|
||
|
||
bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
|
||
{
|
||
static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
|
||
static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
|
||
bool wall = true;
|
||
int i;
|
||
|
||
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.
|
||
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, -1);
|
||
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;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
|
||
{
|
||
struct skill_unit *unit;
|
||
|
||
nullpo_retr(NULL, group);
|
||
nullpo_retr(NULL, group->unit); // crash-protection against poor coding
|
||
nullpo_retr(NULL, unit=&group->unit[idx]);
|
||
|
||
if(!unit->alive)
|
||
group->alive_count++;
|
||
|
||
unit->bl.id=map_get_new_object_id();
|
||
unit->bl.type=BL_SKILL;
|
||
unit->bl.m=group->map;
|
||
unit->bl.x=x;
|
||
unit->bl.y=y;
|
||
unit->group=group;
|
||
unit->alive=1;
|
||
unit->val1=val1;
|
||
unit->val2=val2;
|
||
|
||
idb_put(skillunit_db, unit->bl.id, unit);
|
||
map_addiddb(&unit->bl);
|
||
map_addblock(&unit->bl);
|
||
|
||
// perform oninit actions
|
||
switch (group->skill_id) {
|
||
case WZ_ICEWALL:
|
||
map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
|
||
clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
|
||
break;
|
||
case SA_LANDPROTECTOR:
|
||
skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
|
||
break;
|
||
case HP_BASILICA:
|
||
skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
|
||
break;
|
||
default:
|
||
if (group->state.song_dance&0x1) //Check for dissonance.
|
||
skill_dance_overlap(unit, 1);
|
||
break;
|
||
}
|
||
|
||
clif_skill_setunit(unit);
|
||
|
||
return unit;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_delunit (struct skill_unit* unit)
|
||
{
|
||
struct skill_unit_group *group;
|
||
|
||
nullpo_retr(0, unit);
|
||
if( !unit->alive )
|
||
return 0;
|
||
unit->alive=0;
|
||
|
||
nullpo_retr(0, group=unit->group);
|
||
|
||
if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
|
||
skill_dance_overlap(unit, 0);
|
||
|
||
// invoke onout event
|
||
if( !unit->range )
|
||
map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
|
||
|
||
// perform ondelete actions
|
||
switch (group->skill_id) {
|
||
case HT_ANKLESNARE:
|
||
{
|
||
struct block_list* target = map_id2bl(group->val2);
|
||
if( target )
|
||
status_change_end(target,SC_ANKLE,-1);
|
||
}
|
||
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
|
||
break;
|
||
case SA_LANDPROTECTOR:
|
||
skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
|
||
break;
|
||
case HP_BASILICA:
|
||
skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
|
||
break;
|
||
}
|
||
|
||
clif_skill_delunit(unit);
|
||
|
||
unit->group=NULL;
|
||
map_delblock(&unit->bl); // don't free yet
|
||
map_deliddb(&unit->bl);
|
||
idb_remove(skillunit_db, unit->bl.id);
|
||
if(--group->alive_count==0)
|
||
skill_delunitgroup(group);
|
||
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
|
||
|
||
/// Returns the target skill_unit_group or NULL if not found.
|
||
struct skill_unit_group* skill_id2group(int group_id)
|
||
{
|
||
return (struct skill_unit_group*)idb_get(group_db, group_id);
|
||
}
|
||
|
||
|
||
static int skill_unit_group_newid = MAX_SKILL_DB;
|
||
|
||
/// Returns a new group_id that isn't being used in group_db.
|
||
/// Fatal error if nothing is available.
|
||
static int skill_get_new_group_id(void)
|
||
{
|
||
if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
|
||
return skill_unit_group_newid++;// available
|
||
{// find next id
|
||
int base_id = skill_unit_group_newid;
|
||
while( base_id != ++skill_unit_group_newid )
|
||
{
|
||
if( skill_unit_group_newid < MAX_SKILL_DB )
|
||
skill_unit_group_newid = MAX_SKILL_DB;
|
||
if( skill_id2group(skill_unit_group_newid) == NULL )
|
||
return skill_unit_group_newid++;// available
|
||
}
|
||
// full loop, nothing available
|
||
ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
|
||
exit(1);
|
||
}
|
||
}
|
||
|
||
struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
|
||
{
|
||
struct unit_data* ud = unit_bl2ud( src );
|
||
struct skill_unit_group* group;
|
||
int i;
|
||
|
||
if(skillid <= 0 || skilllv <= 0) return 0;
|
||
|
||
nullpo_retr(NULL, src);
|
||
nullpo_retr(NULL, ud);
|
||
|
||
// find a free spot to store the new unit group
|
||
ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
|
||
if(i == MAX_SKILLUNITGROUP)
|
||
{
|
||
// array is full, make room by discarding oldest group
|
||
int j=0;
|
||
unsigned maxdiff=0,x,tick=gettick();
|
||
for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
|
||
if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
|
||
maxdiff=x;
|
||
j=i;
|
||
}
|
||
skill_delunitgroup(ud->skillunit[j]);
|
||
//Since elements must have shifted, we use the last slot.
|
||
i = MAX_SKILLUNITGROUP-1;
|
||
}
|
||
|
||
group = ers_alloc(skill_unit_ers, struct skill_unit_group);
|
||
group->src_id = src->id;
|
||
group->party_id = status_get_party_id(src);
|
||
group->guild_id = status_get_guild_id(src);
|
||
group->bg_id = bg_team_get_id(src);
|
||
group->group_id = skill_get_new_group_id();
|
||
group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
|
||
group->unit_count = count;
|
||
group->alive_count = 0;
|
||
group->val1 = 0;
|
||
group->val2 = 0;
|
||
group->val3 = 0;
|
||
group->skill_id = skillid;
|
||
group->skill_lv = skilllv;
|
||
group->unit_id = unit_id;
|
||
group->map = src->m;
|
||
group->limit = limit;
|
||
group->interval = interval;
|
||
group->tick = gettick();
|
||
group->valstr = NULL;
|
||
|
||
ud->skillunit[i] = group;
|
||
|
||
if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
|
||
group->tick += 1500;
|
||
|
||
idb_put(group_db, group->group_id, group);
|
||
return group;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_delunitgroup (struct skill_unit_group *group)
|
||
{
|
||
struct block_list* src;
|
||
struct unit_data *ud;
|
||
int i,j;
|
||
|
||
nullpo_retr(0, group);
|
||
|
||
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 (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
|
||
{
|
||
struct status_change* sc = status_get_sc(src);
|
||
if (sc && sc->data[SC_DANCING])
|
||
{
|
||
sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
|
||
status_change_end(src,SC_DANCING,-1);
|
||
}
|
||
}
|
||
|
||
// end Gospel's status change on 'src'
|
||
// (needs to be done when the group is deleted by other means than skill deactivation)
|
||
if (group->unit_id == UNT_GOSPEL) {
|
||
struct status_change *sc = status_get_sc(src);
|
||
if(sc && sc->data[SC_GOSPEL]) {
|
||
sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
|
||
status_change_end(src,SC_GOSPEL,-1);
|
||
}
|
||
}
|
||
|
||
if (group->skill_id == SG_SUN_WARM ||
|
||
group->skill_id == SG_MOON_WARM ||
|
||
group->skill_id == SG_STAR_WARM) {
|
||
struct status_change *sc = status_get_sc(src);
|
||
if(sc && sc->data[SC_WARM]) {
|
||
sc->data[SC_WARM]->val4 = 0;
|
||
status_change_end(src,SC_WARM,-1);
|
||
}
|
||
}
|
||
|
||
if (src->type==BL_PC && group->state.ammo_consume)
|
||
battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
|
||
|
||
group->alive_count=0;
|
||
|
||
// remove all unit cells
|
||
if(group->unit != NULL)
|
||
for( i = 0; i < group->unit_count; i++ )
|
||
skill_delunit(&group->unit[i]);
|
||
|
||
// clear Talkie-box string
|
||
if( group->valstr != NULL )
|
||
{
|
||
aFree(group->valstr);
|
||
group->valstr = NULL;
|
||
}
|
||
|
||
idb_remove(group_db, group->group_id);
|
||
map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
|
||
group->unit=NULL;
|
||
group->group_id=0;
|
||
group->unit_count=0;
|
||
|
||
// locate this group, swap with the last entry and delete it
|
||
ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
|
||
ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
|
||
if( i < MAX_SKILLUNITGROUP )
|
||
{
|
||
ud->skillunit[i] = ud->skillunit[j];
|
||
ud->skillunit[j] = NULL;
|
||
ers_free(skill_unit_ers, group);
|
||
}
|
||
else
|
||
ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
|
||
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_clear_unitgroup (struct block_list *src)
|
||
{
|
||
struct unit_data *ud = unit_bl2ud(src);
|
||
|
||
nullpo_retr(0, ud);
|
||
|
||
while (ud->skillunit[0])
|
||
skill_delunitgroup(ud->skillunit[0]);
|
||
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
|
||
{
|
||
int i,j=-1,k,s,id;
|
||
struct unit_data *ud;
|
||
struct skill_unit_group_tickset *set;
|
||
|
||
nullpo_retr(0, 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++) {
|
||
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];
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
|
||
{
|
||
struct skill_unit* unit = va_arg(ap,struct skill_unit *);
|
||
struct skill_unit_group* group = unit->group;
|
||
unsigned int tick = va_arg(ap,unsigned int);
|
||
|
||
if( !unit->alive || bl->prev == NULL )
|
||
return 0;
|
||
|
||
nullpo_retr(0, group);
|
||
|
||
if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
|
||
return 0; //AoE skills are ineffective. [Skotlex]
|
||
|
||
if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
|
||
return 0;
|
||
|
||
skill_unit_onplace_timer(unit,bl,tick);
|
||
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
|
||
{
|
||
struct skill_unit* unit = (struct skill_unit*)data;
|
||
struct skill_unit_group* group = unit->group;
|
||
unsigned int tick = va_arg(ap,unsigned int);
|
||
bool dissonance;
|
||
struct block_list* bl = &unit->bl;
|
||
|
||
if( !unit->alive )
|
||
return 0;
|
||
|
||
nullpo_retr(0, group);
|
||
|
||
// check for expiration
|
||
if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
|
||
{// skill unit expired (inlined from skill_unit_onlimit())
|
||
switch( group->unit_id )
|
||
{
|
||
case UNT_BLASTMINE:
|
||
case UNT_GROUNDDRIFT_WIND:
|
||
case UNT_GROUNDDRIFT_DARK:
|
||
case UNT_GROUNDDRIFT_POISON:
|
||
case UNT_GROUNDDRIFT_WATER:
|
||
case UNT_GROUNDDRIFT_FIRE:
|
||
group->unit_id = UNT_USED_TRAPS;
|
||
//clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
|
||
group->limit=DIFF_TICK(tick+1500,group->tick);
|
||
unit->limit=DIFF_TICK(tick+1500,group->tick);
|
||
break;
|
||
|
||
case UNT_ANKLESNARE:
|
||
if( group->val2 > 0 ) {
|
||
// Used Trap don't returns back to item
|
||
skill_delunit(unit);
|
||
break;
|
||
}
|
||
case UNT_SKIDTRAP:
|
||
case UNT_LANDMINE:
|
||
case UNT_SHOCKWAVE:
|
||
case UNT_SANDMAN:
|
||
case UNT_FLASHER:
|
||
case UNT_FREEZINGTRAP:
|
||
case UNT_CLAYMORETRAP:
|
||
case UNT_TALKIEBOX:
|
||
{
|
||
struct block_list* src;
|
||
if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
|
||
{ // revert unit back into a trap
|
||
struct item item_tmp;
|
||
memset(&item_tmp,0,sizeof(item_tmp));
|
||
item_tmp.nameid = ITEMID_TRAP;
|
||
item_tmp.identify = 1;
|
||
map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
|
||
}
|
||
skill_delunit(unit);
|
||
}
|
||
break;
|
||
|
||
case UNT_WARP_ACTIVE:
|
||
// warp portal opens (morph to a UNT_WARP_WAITING cell)
|
||
group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
|
||
clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
|
||
// restart timers
|
||
group->limit = skill_get_time(group->skill_id,group->skill_lv);
|
||
unit->limit = skill_get_time(group->skill_id,group->skill_lv);
|
||
// apply effect to all units standing on it
|
||
map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
|
||
break;
|
||
|
||
case UNT_CALLFAMILY:
|
||
{
|
||
struct map_session_data *sd = NULL;
|
||
if(group->val1) {
|
||
sd = map_charid2sd(group->val1);
|
||
group->val1 = 0;
|
||
if (sd && !map[sd->bl.m].flag.nowarp)
|
||
pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
|
||
}
|
||
if(group->val2) {
|
||
sd = map_charid2sd(group->val2);
|
||
group->val2 = 0;
|
||
if (sd && !map[sd->bl.m].flag.nowarp)
|
||
pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
|
||
}
|
||
skill_delunit(unit);
|
||
}
|
||
break;
|
||
|
||
default:
|
||
skill_delunit(unit);
|
||
}
|
||
}
|
||
else
|
||
{// skill unit is still active
|
||
switch( group->unit_id )
|
||
{
|
||
case UNT_ICEWALL:
|
||
// icewall loses 50 hp every second
|
||
unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
|
||
if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
|
||
unit->limit = DIFF_TICK(tick+700,group->tick);
|
||
break;
|
||
case UNT_SKIDTRAP:
|
||
case UNT_LANDMINE:
|
||
case UNT_SHOCKWAVE:
|
||
case UNT_SANDMAN:
|
||
case UNT_FLASHER:
|
||
case UNT_FREEZINGTRAP:
|
||
case UNT_TALKIEBOX:
|
||
case UNT_ANKLESNARE:
|
||
if( unit->val1 <= 0 ) {
|
||
if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
|
||
skill_delunit(unit);
|
||
else {
|
||
group->unit_id = UNT_USED_TRAPS;
|
||
group->limit = DIFF_TICK(tick, group->tick) + 1500;
|
||
}
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
//Don't continue if unit or even group is expired and has been deleted.
|
||
if( !group || !unit->alive )
|
||
return 0;
|
||
|
||
dissonance = skill_dance_switch(unit, 0);
|
||
|
||
if( unit->range >= 0 && group->interval != -1 )
|
||
{
|
||
if( battle_config.skill_wall_check )
|
||
map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
|
||
else
|
||
map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
|
||
|
||
if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
|
||
group->unit_id = UNT_USED_TRAPS;
|
||
|
||
if( group->unit_id == UNT_TATAMIGAESHI )
|
||
{
|
||
unit->range = -1; //Disable processed cell.
|
||
if (--group->val1 <= 0) // number of live cells
|
||
{ //All tiles were processed, disable skill.
|
||
group->target_flag=BCT_NOONE;
|
||
group->bl_flag= BL_NUL;
|
||
}
|
||
}
|
||
}
|
||
|
||
if( dissonance ) skill_dance_switch(unit, 1);
|
||
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
|
||
*------------------------------------------*/
|
||
int skill_unit_timer(int tid, unsigned int tick, int id, intptr data)
|
||
{
|
||
map_freeblock_lock();
|
||
|
||
skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
|
||
|
||
map_freeblock_unlock();
|
||
|
||
return 0;
|
||
}
|
||
|
||
static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_unit_move_sub (struct block_list* bl, va_list ap)
|
||
{
|
||
struct skill_unit* unit = (struct skill_unit *)bl;
|
||
struct skill_unit_group* group = unit->group;
|
||
|
||
struct block_list* target = va_arg(ap,struct block_list*);
|
||
unsigned int tick = va_arg(ap,unsigned int);
|
||
int flag = va_arg(ap,int);
|
||
|
||
bool dissonance;
|
||
int skill_id;
|
||
int i;
|
||
|
||
nullpo_retr(0, group);
|
||
|
||
if( !unit->alive || target->prev == NULL )
|
||
return 0;
|
||
|
||
if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
|
||
return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
|
||
|
||
dissonance = skill_dance_switch(unit, 0);
|
||
|
||
//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
|
||
skill_id = unit->group->skill_id;
|
||
|
||
if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
|
||
{ //Non-dualmode unit skills with a timer don't trigger when walking, so just return
|
||
if( dissonance ) skill_dance_switch(unit, 1);
|
||
return 0;
|
||
}
|
||
|
||
//Target-type check.
|
||
if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
|
||
{
|
||
if( group->src_id == target->id && group->state.song_dance&0x2 )
|
||
{ //Ensemble check to see if they went out/in of the area [Skotlex]
|
||
if( flag&1 )
|
||
{
|
||
if( flag&2 )
|
||
{ //Clear this skill id.
|
||
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
|
||
if( i < ARRAYLENGTH(skill_unit_temp) )
|
||
skill_unit_temp[i] = 0;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if( flag&2 )
|
||
{ //Store this skill id.
|
||
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
|
||
if( i < ARRAYLENGTH(skill_unit_temp) )
|
||
skill_unit_temp[i] = skill_id;
|
||
else
|
||
ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
|
||
}
|
||
|
||
}
|
||
|
||
if( flag&4 )
|
||
skill_unit_onleft(skill_id,target,tick);
|
||
}
|
||
|
||
if( dissonance ) skill_dance_switch(unit, 1);
|
||
|
||
return 0;
|
||
}
|
||
else
|
||
{
|
||
if( flag&1 )
|
||
{
|
||
int result = skill_unit_onplace(unit,target,tick);
|
||
if( flag&2 && result )
|
||
{ //Clear skill ids we have stored in onout.
|
||
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
|
||
if( i < ARRAYLENGTH(skill_unit_temp) )
|
||
skill_unit_temp[i] = 0;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
int result = skill_unit_onout(unit,target,tick);
|
||
if( flag&2 && result )
|
||
{ //Store this unit id.
|
||
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
|
||
if( i < ARRAYLENGTH(skill_unit_temp) )
|
||
skill_unit_temp[i] = skill_id;
|
||
else
|
||
ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
|
||
}
|
||
}
|
||
|
||
//TODO: Normally, this is dangerous since the unit and group could be freed
|
||
//inside the onout/onplace functions. Currently it is safe because we know song/dance
|
||
//cells do not get deleted within them. [Skotlex]
|
||
if( dissonance ) skill_dance_switch(unit, 1);
|
||
|
||
if( flag&4 )
|
||
skill_unit_onleft(skill_id,target,tick);
|
||
|
||
return 1;
|
||
}
|
||
}
|
||
|
||
/*==========================================
|
||
* Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
|
||
* Flag values:
|
||
* flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
|
||
* flag&2: this function is being invoked twice as a bl moves, store in memory the affected
|
||
* units to figure out when they have left a group.
|
||
* flag&4: Force a onleft event (triggered when the bl is killed, for example)
|
||
*------------------------------------------*/
|
||
int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
|
||
{
|
||
nullpo_retr(0, bl);
|
||
|
||
if( bl->prev == NULL )
|
||
return 0;
|
||
|
||
if( flag&2 && !(flag&1) )
|
||
{ //Onout, clear data
|
||
memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
|
||
}
|
||
|
||
map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
|
||
|
||
if( flag&2 && flag&1 )
|
||
{ //Onplace, check any skill units you have left.
|
||
int i;
|
||
for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
|
||
if( skill_unit_temp[i] )
|
||
skill_unit_onleft(skill_unit_temp[i], bl, tick);
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
|
||
{
|
||
int i,j;
|
||
unsigned int tick = gettick();
|
||
int *m_flag;
|
||
struct skill_unit *unit1;
|
||
struct skill_unit *unit2;
|
||
|
||
if (group == NULL)
|
||
return 0;
|
||
if (group->unit_count<=0)
|
||
return 0;
|
||
if (group->unit==NULL)
|
||
return 0;
|
||
|
||
if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
|
||
return 0; //Ensembles may not be moved around.
|
||
|
||
if( group->unit_id == UNT_ICEWALL )
|
||
return 0; //Icewalls don't get knocked back
|
||
|
||
m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
|
||
// m_flag
|
||
// 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
|
||
// 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
|
||
// 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
|
||
// 3: Both 1+2.
|
||
for(i=0;i<group->unit_count;i++){
|
||
unit1=&group->unit[i];
|
||
if (!unit1->alive || unit1->bl.m!=m)
|
||
continue;
|
||
for(j=0;j<group->unit_count;j++){
|
||
unit2=&group->unit[j];
|
||
if (!unit2->alive)
|
||
continue;
|
||
if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
|
||
m_flag[i] |= 0x1;
|
||
}
|
||
if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
|
||
m_flag[i] |= 0x2;
|
||
}
|
||
}
|
||
}
|
||
j = 0;
|
||
for (i=0;i<group->unit_count;i++) {
|
||
unit1=&group->unit[i];
|
||
if (!unit1->alive)
|
||
continue;
|
||
if (!(m_flag[i]&0x2)) {
|
||
if (group->state.song_dance&0x1) //Cancel dissonance effect.
|
||
skill_dance_overlap(unit1, 0);
|
||
map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
|
||
}
|
||
//Move Cell using "smart" criteria (avoid useless moving around)
|
||
switch(m_flag[i])
|
||
{
|
||
case 0:
|
||
//Cell moves independently, safely move it.
|
||
map_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++)
|
||
{
|
||
if(m_flag[j]!=2 || !group->unit[j].alive)
|
||
continue;
|
||
//Move to where this cell would had moved.
|
||
unit2 = &group->unit[j];
|
||
map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
|
||
j++; //Skip this cell as we have used it.
|
||
break;
|
||
}
|
||
break;
|
||
case 2:
|
||
case 3:
|
||
break; //Don't move the cell as a cell will end on this tile anyway.
|
||
}
|
||
if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
|
||
if (group->state.song_dance&0x1) //Check for dissonance effect.
|
||
skill_dance_overlap(unit1, 1);
|
||
clif_skill_setunit(unit1);
|
||
map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
|
||
}
|
||
}
|
||
aFree(m_flag);
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
|
||
{
|
||
int i,j;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if(nameid<=0)
|
||
return 0;
|
||
|
||
for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
|
||
if(skill_produce_db[i].nameid == nameid )
|
||
break;
|
||
}
|
||
if( i >= MAX_SKILL_PRODUCE_DB )
|
||
return 0;
|
||
|
||
if(trigger>=0){
|
||
if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
|
||
if(skill_produce_db[i].itemlv!=trigger)
|
||
return 0;
|
||
} else if(trigger>10) { // Food (any item level between 10 and 20 will do)
|
||
if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
|
||
return 0;
|
||
} else { // Weapon (itemlv must be higher or equal)
|
||
if(skill_produce_db[i].itemlv>trigger)
|
||
return 0;
|
||
}
|
||
}
|
||
if((j=skill_produce_db[i].req_skill)>0 &&
|
||
pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
|
||
return 0;
|
||
|
||
for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
|
||
int id,x,y;
|
||
if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
|
||
continue;
|
||
if(skill_produce_db[i].mat_amount[j] <= 0) {
|
||
if(pc_search_inventory(sd,id) < 0)
|
||
return 0;
|
||
}
|
||
else {
|
||
for(y=0,x=0;y<MAX_INVENTORY;y++)
|
||
if( sd->status.inventory[y].nameid == id )
|
||
x+=sd->status.inventory[y].amount;
|
||
if(x<qty*skill_produce_db[i].mat_amount[j])
|
||
return 0;
|
||
}
|
||
}
|
||
return i+1;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
|
||
{
|
||
int slot[3];
|
||
int i,sc,ele,idx,equip,wlv,make_per,flag;
|
||
int num = -1; // exclude the recipe
|
||
struct status_data *status;
|
||
|
||
nullpo_retr(0, sd);
|
||
status = status_get_status_data(&sd->bl);
|
||
|
||
if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
|
||
return 0;
|
||
idx--;
|
||
|
||
if (qty < 1)
|
||
qty = 1;
|
||
|
||
if (!skill_id) //A skill can be specified for some override cases.
|
||
skill_id = skill_produce_db[idx].req_skill;
|
||
|
||
slot[0]=slot1;
|
||
slot[1]=slot2;
|
||
slot[2]=slot3;
|
||
|
||
for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
|
||
int j;
|
||
if( slot[i]<=0 )
|
||
continue;
|
||
j = pc_search_inventory(sd,slot[i]);
|
||
if(j < 0)
|
||
continue;
|
||
if(slot[i]==1000){ /* Star Crumb */
|
||
pc_delitem(sd,j,1,1);
|
||
sc++;
|
||
}
|
||
if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
|
||
static const int ele_table[4]={3,1,4,2};
|
||
pc_delitem(sd,j,1,1);
|
||
ele=ele_table[slot[i]-994];
|
||
}
|
||
}
|
||
|
||
for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
|
||
int j,id,x;
|
||
if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
|
||
continue;
|
||
num++;
|
||
x=qty*skill_produce_db[idx].mat_amount[i];
|
||
do{
|
||
int y=0;
|
||
j = pc_search_inventory(sd,id);
|
||
|
||
if(j >= 0){
|
||
y = sd->status.inventory[j].amount;
|
||
if(y>x)y=x;
|
||
pc_delitem(sd,j,y,0);
|
||
} else
|
||
ShowError("skill_produce_mix: material item error\n");
|
||
|
||
x-=y;
|
||
}while( j>=0 && x>0 );
|
||
}
|
||
|
||
if((equip=itemdb_isequip(nameid)))
|
||
wlv = itemdb_wlv(nameid);
|
||
if(!equip) {
|
||
switch(skill_id){
|
||
case BS_IRON:
|
||
case BS_STEEL:
|
||
case BS_ENCHANTEDSTONE:
|
||
// Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
|
||
i = pc_checkskill(sd,skill_id);
|
||
make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
|
||
switch(nameid){
|
||
case 998: // Iron
|
||
make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
|
||
break;
|
||
case 999: // Steel
|
||
make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
|
||
break;
|
||
case 1000: //Star Crumb
|
||
make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
|
||
break;
|
||
default: // Enchanted Stones
|
||
make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
|
||
break;
|
||
}
|
||
break;
|
||
case ASC_CDP:
|
||
make_per = (2000 + 40*status->dex + 20*status->luk);
|
||
break;
|
||
case AL_HOLYWATER:
|
||
make_per = 100000; //100% success
|
||
break;
|
||
case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
|
||
case AM_TWILIGHT1:
|
||
case AM_TWILIGHT2:
|
||
case AM_TWILIGHT3:
|
||
make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
|
||
+ pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
|
||
+ (status->int_/2)*10 + status->dex*10+status->luk*10;
|
||
if(merc_is_hom_active(sd->hd)) {//Player got a homun
|
||
int skill;
|
||
if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
|
||
make_per += skill*100; //+1% bonus per level
|
||
}
|
||
switch(nameid){
|
||
case 501: // Red Potion
|
||
case 503: // Yellow Potion
|
||
case 504: // White Potion
|
||
make_per += (1+rand()%100)*10 + 2000;
|
||
break;
|
||
case 970: // Alcohol
|
||
make_per += (1+rand()%100)*10 + 1000;
|
||
break;
|
||
case 7135: // Bottle Grenade
|
||
case 7136: // Acid Bottle
|
||
case 7137: // Plant Bottle
|
||
case 7138: // Marine Sphere Bottle
|
||
make_per += (1+rand()%100)*10;
|
||
break;
|
||
case 546: // Condensed Yellow Potion
|
||
make_per -= (1+rand()%50)*10;
|
||
break;
|
||
case 547: // Condensed White Potion
|
||
case 7139: // Glistening Coat
|
||
make_per -= (1+rand()%100)*10;
|
||
break;
|
||
//Common items, recieve no bonus or penalty, listed just because they are commonly produced
|
||
case 505: // Blue Potion
|
||
case 545: // Condensed Red Potion
|
||
case 605: // Anodyne
|
||
case 606: // Aloevera
|
||
default:
|
||
break;
|
||
}
|
||
if(battle_config.pp_rate != 100)
|
||
make_per = make_per * battle_config.pp_rate / 100;
|
||
break;
|
||
case SA_CREATECON: // Elemental Converter Creation
|
||
make_per = 100000; // should be 100% success rate
|
||
break;
|
||
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 * (rand()%(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 * (rand()%4 + 1);
|
||
break;
|
||
}
|
||
make_per = 5000;
|
||
break;
|
||
}
|
||
} else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
|
||
make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
|
||
make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
|
||
make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
|
||
make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
|
||
if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
|
||
else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
|
||
else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
|
||
else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
|
||
if(battle_config.wp_rate != 100)
|
||
make_per = make_per * battle_config.wp_rate / 100;
|
||
}
|
||
|
||
if (sd->class_&JOBL_BABY) //if it's a Baby Class
|
||
make_per = (make_per * 70) / 100; //Baby penalty is 30%
|
||
|
||
if(make_per < 1) make_per = 1;
|
||
|
||
|
||
if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
|
||
struct item tmp_item;
|
||
memset(&tmp_item,0,sizeof(tmp_item));
|
||
tmp_item.nameid=nameid;
|
||
tmp_item.amount=1;
|
||
tmp_item.identify=1;
|
||
if(equip){
|
||
tmp_item.card[0]=CARD0_FORGE;
|
||
tmp_item.card[1]=((sc*5)<<8)+ele;
|
||
tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
|
||
tmp_item.card[3]=GetWord(sd->status.char_id,1);
|
||
} else {
|
||
//Flag is only used on the end, so it can be used here. [Skotlex]
|
||
switch (skill_id) {
|
||
case BS_DAGGER:
|
||
case BS_SWORD:
|
||
case BS_TWOHANDSWORD:
|
||
case BS_AXE:
|
||
case BS_MACE:
|
||
case BS_KNUCKLE:
|
||
case BS_SPEAR:
|
||
flag = battle_config.produce_item_name_input&0x1;
|
||
break;
|
||
case AM_PHARMACY:
|
||
case AM_TWILIGHT1:
|
||
case AM_TWILIGHT2:
|
||
case AM_TWILIGHT3:
|
||
flag = battle_config.produce_item_name_input&0x2;
|
||
break;
|
||
case AL_HOLYWATER:
|
||
flag = battle_config.produce_item_name_input&0x8;
|
||
break;
|
||
case ASC_CDP:
|
||
flag = battle_config.produce_item_name_input&0x10;
|
||
break;
|
||
default:
|
||
flag = battle_config.produce_item_name_input&0x80;
|
||
break;
|
||
}
|
||
if (flag) {
|
||
tmp_item.card[0]=CARD0_CREATE;
|
||
tmp_item.card[1]=0;
|
||
tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
|
||
tmp_item.card[3]=GetWord(sd->status.char_id,1);
|
||
}
|
||
}
|
||
|
||
// if(log_config.produce > 0)
|
||
// log_produce(sd,nameid,slot1,slot2,slot3,1);
|
||
//TODO update PICKLOG
|
||
|
||
if(equip){
|
||
clif_produceeffect(sd,0,nameid);
|
||
clif_misceffect(&sd->bl,3);
|
||
if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
|
||
pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
|
||
} else {
|
||
int fame = 0;
|
||
tmp_item.amount = 0;
|
||
for (i=0; i< qty; i++)
|
||
{ //Apply quantity modifiers.
|
||
if (rand()%10000 < make_per || qty == 1)
|
||
{ //Success
|
||
tmp_item.amount++;
|
||
if(nameid < 545 || nameid > 547)
|
||
continue;
|
||
if(skill_id != AM_PHARMACY &&
|
||
skill_id != AM_TWILIGHT1 &&
|
||
skill_id != AM_TWILIGHT2 &&
|
||
skill_id != AM_TWILIGHT3)
|
||
continue;
|
||
//Add fame as needed.
|
||
switch(++sd->potion_success_counter) {
|
||
case 3:
|
||
fame+=1; // Success to prepare 3 Condensed Potions in a row
|
||
break;
|
||
case 5:
|
||
fame+=3; // Success to prepare 5 Condensed Potions in a row
|
||
break;
|
||
case 7:
|
||
fame+=10; // Success to prepare 7 Condensed Potions in a row
|
||
break;
|
||
case 10:
|
||
fame+=50; // Success to prepare 10 Condensed Potions in a row
|
||
sd->potion_success_counter = 0;
|
||
break;
|
||
}
|
||
} else //Failure
|
||
sd->potion_success_counter = 0;
|
||
}
|
||
if (fame)
|
||
pc_addfame(sd,fame);
|
||
//Visual effects and the like.
|
||
switch (skill_id) {
|
||
case AM_PHARMACY:
|
||
case AM_TWILIGHT1:
|
||
case AM_TWILIGHT2:
|
||
case AM_TWILIGHT3:
|
||
case ASC_CDP:
|
||
clif_produceeffect(sd,2,nameid);
|
||
clif_misceffect(&sd->bl,5);
|
||
break;
|
||
case BS_IRON:
|
||
case BS_STEEL:
|
||
case BS_ENCHANTEDSTONE:
|
||
clif_produceeffect(sd,0,nameid);
|
||
clif_misceffect(&sd->bl,3);
|
||
break;
|
||
default: //Those that don't require a skill?
|
||
if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
|
||
{ //Cooking items.
|
||
clif_specialeffect(&sd->bl, 608, AREA);
|
||
if( sd->cook_mastery < 1999 )
|
||
pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
if (tmp_item.amount) { //Success
|
||
if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
|
||
clif_additem(sd,0,0,flag);
|
||
map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
|
||
}
|
||
return 1;
|
||
}
|
||
}
|
||
//Failure
|
||
// if(log_config.produce)
|
||
// log_produce(sd,nameid,slot1,slot2,slot3,0);
|
||
//TODO update PICKLOG
|
||
|
||
if(equip){
|
||
clif_produceeffect(sd,1,nameid);
|
||
clif_misceffect(&sd->bl,2);
|
||
} else {
|
||
switch (skill_id) {
|
||
case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
|
||
status_percent_damage(NULL, &sd->bl, -25, 0, true);
|
||
case AM_PHARMACY:
|
||
case AM_TWILIGHT1:
|
||
case AM_TWILIGHT2:
|
||
case AM_TWILIGHT3:
|
||
clif_produceeffect(sd,3,nameid);
|
||
clif_misceffect(&sd->bl,6);
|
||
sd->potion_success_counter = 0; // Fame point system [DracoRPG]
|
||
break;
|
||
case BS_IRON:
|
||
case BS_STEEL:
|
||
case BS_ENCHANTEDSTONE:
|
||
clif_produceeffect(sd,1,nameid);
|
||
clif_misceffect(&sd->bl,2);
|
||
break;
|
||
default:
|
||
if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
|
||
{ //Cooking items.
|
||
clif_specialeffect(&sd->bl, 609, AREA);
|
||
if( sd->cook_mastery > 0 )
|
||
pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
int skill_arrow_create (struct map_session_data *sd, int nameid)
|
||
{
|
||
int i,j,flag,index=-1;
|
||
struct item tmp_item;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
if(nameid <= 0)
|
||
return 1;
|
||
|
||
for(i=0;i<MAX_SKILL_ARROW_DB;i++)
|
||
if(nameid == skill_arrow_db[i].nameid) {
|
||
index = i;
|
||
break;
|
||
}
|
||
|
||
if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
|
||
return 1;
|
||
|
||
pc_delitem(sd,j,1,0);
|
||
for(i=0;i<MAX_ARROW_RESOURCE;i++) {
|
||
memset(&tmp_item,0,sizeof(tmp_item));
|
||
tmp_item.identify = 1;
|
||
tmp_item.nameid = skill_arrow_db[index].cre_id[i];
|
||
tmp_item.amount = skill_arrow_db[index].cre_amount[i];
|
||
if(battle_config.produce_item_name_input&0x4) {
|
||
tmp_item.card[0]=CARD0_CREATE;
|
||
tmp_item.card[1]=0;
|
||
tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
|
||
tmp_item.card[3]=GetWord(sd->status.char_id,1);
|
||
}
|
||
if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
|
||
continue;
|
||
if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
|
||
clif_additem(sd,0,0,flag);
|
||
map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int skill_blockpc_end(int tid, unsigned int tick, int id, intptr data)
|
||
{
|
||
struct map_session_data *sd = map_id2sd(id);
|
||
if (data <= 0 || data >= MAX_SKILL)
|
||
return 0;
|
||
if (!sd) return 0;
|
||
if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
|
||
sd->blockskill[data] = 0;
|
||
return 1;
|
||
}
|
||
|
||
int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
|
||
{
|
||
nullpo_retr (-1, sd);
|
||
|
||
skillid = skill_get_index(skillid);
|
||
if (skillid == 0)
|
||
return -1;
|
||
|
||
if (tick < 1) {
|
||
sd->blockskill[skillid] = 0;
|
||
return -1;
|
||
}
|
||
|
||
sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
|
||
return 0;
|
||
}
|
||
|
||
int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr data) //[orn]
|
||
{
|
||
struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
|
||
if (data <= 0 || data >= MAX_SKILL)
|
||
return 0;
|
||
if (hd) hd->blockskill[data] = 0;
|
||
|
||
return 1;
|
||
}
|
||
|
||
int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
|
||
{
|
||
nullpo_retr (-1, hd);
|
||
|
||
skillid = skill_get_index(skillid);
|
||
if (skillid == 0)
|
||
return -1;
|
||
|
||
if (tick < 1) {
|
||
hd->blockskill[skillid] = 0;
|
||
return -1;
|
||
}
|
||
hd->blockskill[skillid] = 1;
|
||
return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
|
||
}
|
||
|
||
int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr data) //[orn]
|
||
{
|
||
struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
|
||
if( data <= 0 || data >= MAX_SKILL )
|
||
return 0;
|
||
if( md ) md->blockskill[data] = 0;
|
||
|
||
return 1;
|
||
}
|
||
|
||
int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
|
||
{
|
||
nullpo_retr (-1, md);
|
||
|
||
if( (skillid = skill_get_index(skillid)) == 0 )
|
||
return -1;
|
||
if( tick < 1 )
|
||
{
|
||
md->blockskill[skillid] = 0;
|
||
return -1;
|
||
}
|
||
md->blockskill[skillid] = 1;
|
||
return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
|
||
}
|
||
|
||
/*
|
||
*
|
||
*/
|
||
int skill_split_str (char *str, char **val, int num)
|
||
{
|
||
int i;
|
||
|
||
for( i = 0; i < num && str; i++ )
|
||
{
|
||
val[i] = str;
|
||
str = strchr(str,',');
|
||
if( str )
|
||
*str++=0;
|
||
}
|
||
|
||
return i;
|
||
}
|
||
/*
|
||
*
|
||
*/
|
||
int skill_split_atoi (char *str, int *val)
|
||
{
|
||
int i, j, diff, step = 1;
|
||
|
||
for (i=0; i<MAX_SKILL_LEVEL; i++) {
|
||
if (!str) break;
|
||
val[i] = atoi(str);
|
||
str = strchr(str,':');
|
||
if (str)
|
||
*str++=0;
|
||
}
|
||
if(i==0) //No data found.
|
||
return 0;
|
||
if(i==1)
|
||
{ //Single value, have the whole range have the same value.
|
||
for (; i < MAX_SKILL_LEVEL; i++)
|
||
val[i] = val[i-1];
|
||
return i;
|
||
}
|
||
//Check for linear change with increasing steps until we reach half of the data acquired.
|
||
for (step = 1; step <= i/2; step++)
|
||
{
|
||
diff = val[i-1] - val[i-step-1];
|
||
for(j = i-1; j >= step; j--)
|
||
if ((val[j]-val[j-step]) != diff)
|
||
break;
|
||
|
||
if (j>=step) //No match, try next step.
|
||
continue;
|
||
|
||
for(; i < MAX_SKILL_LEVEL; i++)
|
||
{ //Apply linear increase
|
||
val[i] = val[i-step]+diff;
|
||
if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
|
||
{ val[i] = 1; diff = 0; step = 1; }
|
||
}
|
||
return i;
|
||
}
|
||
//Okay.. we can't figure this one out, just fill out the stuff with the previous value.
|
||
for (;i<MAX_SKILL_LEVEL; i++)
|
||
val[i] = val[i-1];
|
||
return i;
|
||
}
|
||
|
||
/*
|
||
*
|
||
*/
|
||
void skill_init_unit_layout (void)
|
||
{
|
||
int i,j,size,pos = 0;
|
||
|
||
memset(skill_unit_layout,0,sizeof(skill_unit_layout));
|
||
|
||
// standard square layouts go first
|
||
for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
|
||
size = i*2+1;
|
||
skill_unit_layout[i].count = size*size;
|
||
for (j=0; j<size*size; j++) {
|
||
skill_unit_layout[i].dx[j] = (j%size-i);
|
||
skill_unit_layout[i].dy[j] = (j/size-i);
|
||
}
|
||
}
|
||
|
||
// afterwards add special ones
|
||
pos = i;
|
||
for (i=0;i<MAX_SKILL_DB;i++) {
|
||
if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
|
||
continue;
|
||
switch (i) {
|
||
case MG_FIREWALL:
|
||
case WZ_ICEWALL:
|
||
// these will be handled later
|
||
break;
|
||
case PR_SANCTUARY:
|
||
case NPC_EVILLAND:
|
||
{
|
||
static const int dx[] = {
|
||
-1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
|
||
0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
|
||
static const int dy[]={
|
||
-2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
|
||
0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
|
||
skill_unit_layout[pos].count = 21;
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
break;
|
||
}
|
||
case PR_MAGNUS:
|
||
{
|
||
static const int dx[] = {
|
||
-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
|
||
1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
|
||
-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
|
||
static const int dy[] = {
|
||
-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
|
||
-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
|
||
1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
|
||
skill_unit_layout[pos].count = 33;
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
break;
|
||
}
|
||
case AS_VENOMDUST:
|
||
{
|
||
static const int dx[] = {-1, 0, 0, 0, 1};
|
||
static const int dy[] = { 0,-1, 0, 1, 0};
|
||
skill_unit_layout[pos].count = 5;
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
break;
|
||
}
|
||
case CR_GRANDCROSS:
|
||
case NPC_GRANDDARKNESS:
|
||
{
|
||
static const int dx[] = {
|
||
0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
|
||
-4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
|
||
-1, 0, 1, 2,-1, 0, 1, 0, 0};
|
||
static const int dy[] = {
|
||
-4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
|
||
0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
|
||
1, 1, 1, 1, 2, 2, 2, 3, 4};
|
||
skill_unit_layout[pos].count = 29;
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
break;
|
||
}
|
||
case PF_FOGWALL:
|
||
{
|
||
static const int dx[] = {
|
||
-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
|
||
static const int dy[] = {
|
||
-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
|
||
skill_unit_layout[pos].count = 15;
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
break;
|
||
}
|
||
case PA_GOSPEL:
|
||
{
|
||
static const int dx[] = {
|
||
-1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
|
||
1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
|
||
-3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
|
||
-1, 0, 1};
|
||
static const int dy[] = {
|
||
-3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
|
||
-1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
|
||
1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
|
||
3, 3, 3};
|
||
skill_unit_layout[pos].count = 33;
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
break;
|
||
}
|
||
case NJ_KAENSIN:
|
||
{
|
||
static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
|
||
static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
|
||
skill_unit_layout[pos].count = 24;
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
break;
|
||
}
|
||
case NJ_TATAMIGAESHI:
|
||
{
|
||
//Level 1 (count 4, cross of 3x3)
|
||
static const int dx1[] = {-1, 1, 0, 0};
|
||
static const int dy1[] = { 0, 0,-1, 1};
|
||
//Level 2-3 (count 8, cross of 5x5)
|
||
static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
|
||
static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
|
||
//Level 4-5 (count 12, cross of 7x7
|
||
static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
|
||
static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
|
||
//lv1
|
||
j = 0;
|
||
skill_unit_layout[pos].count = 4;
|
||
memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
|
||
memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
|
||
skill_db[i].unit_layout_type[j] = pos;
|
||
//lv2/3
|
||
j++;
|
||
pos++;
|
||
skill_unit_layout[pos].count = 8;
|
||
memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
|
||
memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
|
||
skill_db[i].unit_layout_type[j] = pos;
|
||
skill_db[i].unit_layout_type[++j] = pos;
|
||
//lv4/5
|
||
j++;
|
||
pos++;
|
||
skill_unit_layout[pos].count = 12;
|
||
memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
|
||
memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
|
||
skill_db[i].unit_layout_type[j] = pos;
|
||
skill_db[i].unit_layout_type[++j] = pos;
|
||
//Fill in the rest using lv 5.
|
||
for (;j<MAX_SKILL_LEVEL;j++)
|
||
skill_db[i].unit_layout_type[j] = pos;
|
||
//Skip, this way the check below will fail and continue to the next skill.
|
||
pos++;
|
||
break;
|
||
}
|
||
default:
|
||
ShowError("unknown unit layout at skill %d\n",i);
|
||
break;
|
||
}
|
||
if (!skill_unit_layout[pos].count)
|
||
continue;
|
||
for (j=0;j<MAX_SKILL_LEVEL;j++)
|
||
skill_db[i].unit_layout_type[j] = pos;
|
||
pos++;
|
||
}
|
||
|
||
// firewall and icewall have 8 layouts (direction-dependent)
|
||
firewall_unit_pos = pos;
|
||
for (i=0;i<8;i++) {
|
||
if (i&1) {
|
||
skill_unit_layout[pos].count = 5;
|
||
if (i&0x2) {
|
||
int dx[] = {-1,-1, 0, 0, 1};
|
||
int dy[] = { 1, 0, 0,-1,-1};
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
} else {
|
||
int dx[] = { 1, 1 ,0, 0,-1};
|
||
int dy[] = { 1, 0, 0,-1,-1};
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
}
|
||
} else {
|
||
skill_unit_layout[pos].count = 3;
|
||
if (i%4==0) {
|
||
int dx[] = {-1, 0, 1};
|
||
int dy[] = { 0, 0, 0};
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
} else {
|
||
int dx[] = { 0, 0, 0};
|
||
int dy[] = {-1, 0, 1};
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
}
|
||
}
|
||
pos++;
|
||
}
|
||
icewall_unit_pos = pos;
|
||
for (i=0;i<8;i++) {
|
||
skill_unit_layout[pos].count = 5;
|
||
if (i&1) {
|
||
if (i&0x2) {
|
||
int dx[] = {-2,-1, 0, 1, 2};
|
||
int dy[] = { 2, 1, 0,-1,-2};
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
} else {
|
||
int dx[] = { 2, 1 ,0,-1,-2};
|
||
int dy[] = { 2, 1, 0,-1,-2};
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
}
|
||
} else {
|
||
if (i%4==0) {
|
||
int dx[] = {-2,-1, 0, 1, 2};
|
||
int dy[] = { 0, 0, 0, 0, 0};
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
} else {
|
||
int dx[] = { 0, 0, 0, 0, 0};
|
||
int dy[] = {-2,-1, 0, 1, 2};
|
||
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
||
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
||
}
|
||
}
|
||
pos++;
|
||
}
|
||
}
|
||
|
||
/*==========================================
|
||
* DB reading.
|
||
* skill_db.txt
|
||
* skill_require_db.txt
|
||
* skill_cast_db.txt
|
||
* skill_castnodex_db.txt
|
||
* skill_nocast_db.txt
|
||
* skill_unit_db.txt
|
||
* produce_db.txt
|
||
* create_arrow_db.txt
|
||
* abra_db.txt
|
||
*------------------------------------------*/
|
||
|
||
static bool skill_parse_row_skilldb(char* split[], int columns, int current)
|
||
{// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
|
||
int id = atoi(split[0]);
|
||
int i;
|
||
if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
|
||
|| (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
|
||
|| (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
|
||
{
|
||
ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
|
||
return false;
|
||
}
|
||
|
||
i = skill_get_index(id);
|
||
if( !i ) // invalid skill id
|
||
return false;
|
||
|
||
skill_split_atoi(split[1],skill_db[i].range);
|
||
skill_db[i].hit = atoi(split[2]);
|
||
skill_db[i].inf = atoi(split[3]);
|
||
skill_split_atoi(split[4],skill_db[i].element);
|
||
skill_db[i].nk = (int)strtol(split[5], NULL, 0);
|
||
skill_split_atoi(split[6],skill_db[i].splash);
|
||
skill_db[i].max = atoi(split[7]);
|
||
skill_split_atoi(split[8],skill_db[i].num);
|
||
|
||
if( strcmpi(split[9],"yes") == 0 )
|
||
skill_db[i].castcancel = 1;
|
||
else
|
||
skill_db[i].castcancel = 0;
|
||
skill_db[i].cast_def_rate = atoi(split[10]);
|
||
skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
|
||
skill_split_atoi(split[12],skill_db[i].maxcount);
|
||
if( strcmpi(split[13],"weapon") == 0 )
|
||
skill_db[i].skill_type = BF_WEAPON;
|
||
else if( strcmpi(split[13],"magic") == 0 )
|
||
skill_db[i].skill_type = BF_MAGIC;
|
||
else if( strcmpi(split[13],"misc") == 0 )
|
||
skill_db[i].skill_type = BF_MISC;
|
||
else
|
||
skill_db[i].skill_type = 0;
|
||
skill_split_atoi(split[14],skill_db[i].blewcount);
|
||
safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
|
||
safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
|
||
strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
|
||
|
||
return true;
|
||
}
|
||
|
||
static bool skill_parse_row_requiredb(char* split[], int columns, int current)
|
||
{// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
|
||
char* p;
|
||
int j;
|
||
|
||
int i = atoi(split[0]);
|
||
i = skill_get_index(i);
|
||
if( !i ) // invalid skill id
|
||
return false;
|
||
|
||
skill_split_atoi(split[1],skill_db[i].hp);
|
||
skill_split_atoi(split[2],skill_db[i].mhp);
|
||
skill_split_atoi(split[3],skill_db[i].sp);
|
||
skill_split_atoi(split[4],skill_db[i].hp_rate);
|
||
skill_split_atoi(split[5],skill_db[i].sp_rate);
|
||
skill_split_atoi(split[6],skill_db[i].zeny);
|
||
|
||
//FIXME: document this
|
||
p = split[7];
|
||
for( j = 0; j < 32; j++ )
|
||
{
|
||
int l = atoi(p);
|
||
if( l == 99 ) // magic value?
|
||
{
|
||
skill_db[i].weapon = 0xffffffff;
|
||
break;
|
||
}
|
||
else
|
||
skill_db[i].weapon |= 1<<l;
|
||
p = strchr(p,':');
|
||
if(!p)
|
||
break;
|
||
p++;
|
||
}
|
||
|
||
//FIXME: document this
|
||
p = split[8];
|
||
for( j = 0; j < 32; j++ )
|
||
{
|
||
int l = atoi(p);
|
||
if( l == 99 ) // magic value?
|
||
{
|
||
skill_db[i].ammo = 0xffffffff;
|
||
break;
|
||
}
|
||
else if( l ) // 0 not allowed?
|
||
skill_db[i].ammo |= 1<<l;
|
||
p = strchr(p,':');
|
||
if( !p )
|
||
break;
|
||
p++;
|
||
}
|
||
skill_split_atoi(split[9],skill_db[i].ammo_qty);
|
||
|
||
if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
|
||
else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
|
||
else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
|
||
else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
|
||
else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
|
||
else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
|
||
else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
|
||
else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
|
||
else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
|
||
else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
|
||
else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
|
||
else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
|
||
else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
|
||
else skill_db[i].state = ST_NONE;
|
||
|
||
skill_split_atoi(split[11],skill_db[i].spiritball);
|
||
for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
|
||
skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
|
||
skill_db[i].amount[j] = atoi(split[13+ 2*j]);
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
static bool skill_parse_row_castdb(char* split[], int columns, int current)
|
||
{// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
|
||
int i = atoi(split[0]);
|
||
i = skill_get_index(i);
|
||
if( !i ) // invalid skill id
|
||
return false;
|
||
|
||
skill_split_atoi(split[1],skill_db[i].cast);
|
||
skill_split_atoi(split[2],skill_db[i].delay);
|
||
skill_split_atoi(split[3],skill_db[i].walkdelay);
|
||
skill_split_atoi(split[4],skill_db[i].upkeep_time);
|
||
skill_split_atoi(split[5],skill_db[i].upkeep_time2);
|
||
|
||
return true;
|
||
}
|
||
|
||
static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
|
||
{// Skill id,Cast,Delay (optional)
|
||
int i = atoi(split[0]);
|
||
i = skill_get_index(i);
|
||
if( !i ) // invalid skill id
|
||
return false;
|
||
|
||
skill_split_atoi(split[1],skill_db[i].castnodex);
|
||
if( split[2] ) // optional column
|
||
skill_split_atoi(split[2],skill_db[i].delaynodex);
|
||
|
||
return true;
|
||
}
|
||
|
||
static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
|
||
{// SkillID,Flag
|
||
int i = atoi(split[0]);
|
||
i = skill_get_index(i);
|
||
if( !i ) // invalid skill id
|
||
return false;
|
||
|
||
skill_db[i].nocast |= atoi(split[1]);
|
||
|
||
return true;
|
||
}
|
||
|
||
static bool skill_parse_row_unitdb(char* split[], int columns, int current)
|
||
{// ID,unit ID,unit ID 2,layout,range,interval,target,flag
|
||
int i = atoi(split[0]);
|
||
i = skill_get_index(i);
|
||
if( !i ) // invalid skill id
|
||
return false;
|
||
|
||
skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
|
||
skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
|
||
skill_split_atoi(split[3],skill_db[i].unit_layout_type);
|
||
skill_split_atoi(split[4],skill_db[i].unit_range);
|
||
skill_db[i].unit_interval = atoi(split[5]);
|
||
|
||
if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
|
||
else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
|
||
else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
|
||
else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
|
||
else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
|
||
else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
|
||
else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
|
||
else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
|
||
else skill_db[i].unit_target = strtol(split[6],NULL,16);
|
||
|
||
skill_db[i].unit_flag = strtol(split[7],NULL,16);
|
||
|
||
if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
|
||
skill_db[i].unit_target = BCT_NOENEMY;
|
||
|
||
//By default, target just characters.
|
||
skill_db[i].unit_target |= BL_CHAR;
|
||
if (skill_db[i].unit_flag&UF_NOPC)
|
||
skill_db[i].unit_target &= ~BL_PC;
|
||
if (skill_db[i].unit_flag&UF_NOMOB)
|
||
skill_db[i].unit_target &= ~BL_MOB;
|
||
if (skill_db[i].unit_flag&UF_SKILL)
|
||
skill_db[i].unit_target |= BL_SKILL;
|
||
|
||
return true;
|
||
}
|
||
|
||
static bool skill_parse_row_producedb(char* split[], int columns, int current)
|
||
{// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
|
||
int x,y;
|
||
|
||
int i = atoi(split[0]);
|
||
if( !i )
|
||
return false;
|
||
|
||
skill_produce_db[current].nameid = i;
|
||
skill_produce_db[current].itemlv = atoi(split[1]);
|
||
skill_produce_db[current].req_skill = atoi(split[2]);
|
||
skill_produce_db[current].req_skill_lv = atoi(split[3]);
|
||
|
||
for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
|
||
{
|
||
skill_produce_db[current].mat_id[y] = atoi(split[x]);
|
||
skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
|
||
{// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
|
||
int x,y;
|
||
|
||
int i = atoi(split[0]);
|
||
if( !i )
|
||
return false;
|
||
|
||
skill_arrow_db[current].nameid = i;
|
||
|
||
for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
|
||
{
|
||
skill_arrow_db[current].cre_id[y] = atoi(split[x]);
|
||
skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
static bool skill_parse_row_abradb(char* split[], int columns, int current)
|
||
{// SkillID,DummyName,RequiredHocusPocusLevel,Rate
|
||
int i = atoi(split[0]);
|
||
if( !skill_get_index(i) || !skill_get_max(i) )
|
||
{
|
||
ShowError("abra_db: Invalid skill ID %d\n", i);
|
||
return false;
|
||
}
|
||
if ( !skill_get_inf(i) )
|
||
{
|
||
ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
|
||
return false;
|
||
}
|
||
|
||
skill_abra_db[current].skillid = i;
|
||
skill_abra_db[current].req_lv = atoi(split[2]);
|
||
skill_abra_db[current].per = atoi(split[3]);
|
||
|
||
return true;
|
||
}
|
||
|
||
static void skill_readdb(void)
|
||
{
|
||
// init skill db structures
|
||
db_clear(skilldb_name2id);
|
||
memset(skill_db,0,sizeof(skill_db));
|
||
memset(skill_produce_db,0,sizeof(skill_produce_db));
|
||
memset(skill_arrow_db,0,sizeof(skill_arrow_db));
|
||
memset(skill_abra_db,0,sizeof(skill_abra_db));
|
||
|
||
// load skill databases
|
||
safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
|
||
safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
|
||
sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
|
||
sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
|
||
sv_readdb(db_path, "skill_cast_db.txt" , ',', 6, 6, MAX_SKILL_DB, skill_parse_row_castdb);
|
||
sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
|
||
sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
|
||
sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
|
||
skill_init_unit_layout();
|
||
sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
|
||
sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
|
||
sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
|
||
}
|
||
|
||
void skill_reload (void)
|
||
{
|
||
skill_readdb();
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------*/
|
||
int do_init_skill (void)
|
||
{
|
||
skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
|
||
skill_readdb();
|
||
|
||
group_db = idb_alloc(DB_OPT_BASE);
|
||
skillunit_db = idb_alloc(DB_OPT_BASE);
|
||
skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
|
||
skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
|
||
|
||
add_timer_func_list(skill_unit_timer,"skill_unit_timer");
|
||
add_timer_func_list(skill_castend_id,"skill_castend_id");
|
||
add_timer_func_list(skill_castend_pos,"skill_castend_pos");
|
||
add_timer_func_list(skill_timerskill,"skill_timerskill");
|
||
add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
|
||
|
||
add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
|
||
|
||
return 0;
|
||
}
|
||
|
||
int do_final_skill(void)
|
||
{
|
||
db_destroy(skilldb_name2id);
|
||
db_destroy(group_db);
|
||
db_destroy(skillunit_db);
|
||
ers_destroy(skill_unit_ers);
|
||
ers_destroy(skill_timer_ers);
|
||
return 0;
|
||
}
|