/
skill.c
15389 lines (13949 loc) · 480 KB
/
skill.c
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// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/strlib.h"
#include "../common/utils.h"
#include "../common/ers.h"
#include "skill.h"
#include "map.h"
#include "path.h"
#include "clif.h"
#include "pc.h"
#include "status.h"
#include "pet.h"
#include "homunculus.h"
#include "mercenary.h"
#include "mob.h"
#include "npc.h"
#include "battle.h"
#include "battleground.h"
#include "party.h"
#include "itemdb.h"
#include "script.h"
#include "intif.h"
#include "log.h"
#include "chrif.h"
#include "guild.h"
#include "date.h"
#include "unit.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#define SKILLUNITTIMER_INTERVAL 100
// ranges reserved for mapping skill ids to skilldb offsets
#define HM_SKILLRANGEMIN 1101
#define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN+MAX_HOMUNSKILL)
#define MC_SKILLRANGEMIN 1301
#define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN+MAX_MERCSKILL)
#define EL_SKILLRANGEMIN 1501
#define EL_SKILLRANGEMAX (EL_SKILLRANGEMIN+MAX_ELEMSKILL)
#define GD_SKILLRANGEMIN 1701
#define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN+MAX_GUILDSKILL)
static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
DBMap* skilldb_name2id = NULL;
struct s_skill_db skill_db[MAX_SKILL_DB];
struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;
//Since only mob-casted splash skills can hit ice-walls
static inline int splash_target(struct block_list* bl)
{
return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
}
/// Returns the id of the skill, or 0 if not found.
int skill_name2id(const char* name)
{
if( name == NULL )
return 0;
return (int)(intptr_t)strdb_get(skilldb_name2id, name);
}
/// Maps skill ids to skill db offsets.
/// Returns the skill's array index, or 0 (Unknown Skill).
int skill_get_index( int id )
{
// avoid ranges reserved for mapping homunculus/mercenary/elemental/guild skills
if( (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
|| (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
|| (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX)
|| (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX) )
return 0;
// map skill id to skill db index
if( id >= GD_SKILLBASE )
id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
else
if( id >= EL_SKILLBASE )
id = EL_SKILLRANGEMIN + id - EL_SKILLBASE;
else
if( id >= MC_SKILLBASE )
id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
else
if( id >= HM_SKILLBASE )
id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
else
; // identity
// validate result
if( id <= 0 || id >= MAX_SKILL_DB )
return 0;
return id;
}
const char* skill_get_name( int id )
{
return skill_db[skill_get_index(id)].name;
}
const char* skill_get_desc( int id )
{
return skill_db[skill_get_index(id)].desc;
}
// out of bounds error checking [celest]
static void skill_chk(int* id, int lv)
{
*id = skill_get_index(*id); // checks/adjusts id
if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
}
#define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
// Skill DB
int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
int skill_get_fixed_cast( int id ,int lv ){ skill_get (skill_db[id].fixed_cast[lv-1], id, lv); }
int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
int skill_tree_get_max(int id, int b_class)
{
int i;
b_class = pc_class2idx(b_class);
ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
return skill_tree[b_class][i].max;
else
return skill_get_max(id);
}
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap);
int skill_detonator(struct block_list *bl, va_list ap); // [Jobbie]
static int skill_cell_overlap(struct block_list *bl, va_list ap);
static int skill_trap_splash(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
static int skill_unit_effect(struct block_list *bl,va_list ap);
int enchant_eff[5] = { 10, 14, 17, 19, 20 };
int deluge_eff[5] = { 5, 9, 12, 14, 15 };
int skill_get_casttype (int id)
{
int inf = skill_get_inf(id);
if (inf&(INF_GROUND_SKILL))
return CAST_GROUND;
if (inf&INF_SUPPORT_SKILL)
return CAST_NODAMAGE;
if (inf&INF_SELF_SKILL) {
if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
return CAST_DAMAGE; //Combo skill.
return CAST_NODAMAGE;
}
if (skill_get_nk(id)&NK_NO_DAMAGE)
return CAST_NODAMAGE;
return CAST_DAMAGE;
};
//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
int skill_get_range2 (struct block_list *bl, int id, int lv)
{
int range;
if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
return 9; //Mobs have a range of 9 regardless of skill used.
range = skill_get_range(id, lv);
if( range < 0 )
{
if( battle_config.use_weapon_skill_range&bl->type )
return status_get_range(bl);
range *=-1;
}
if(bl->type == BL_PC && pc_checkskill((TBL_PC*)bl, WL_RADIUS) && id >= WL_WHITEIMPRISON && id <= WL_FREEZE_SP ) // 3ceam v1.
range = range + (pc_checkskill((TBL_PC*)bl, WL_RADIUS));
//TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
switch( id )
{
case AC_SHOWER: case MA_SHOWER:
case AC_DOUBLE: case MA_DOUBLE:
case HT_BLITZBEAT: case RA_ARROWSTORM:
case AC_CHARGEARROW: case RA_AIMEDBOLT:
case MA_CHARGEARROW: case RA_WUGBITE:
case SN_FALCONASSAULT:
case HT_POWER:
if( bl->type == BL_PC )
range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
else
range += 10; //Assume level 10?
break;
// added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
case GS_RAPIDSHOWER:
case GS_PIERCINGSHOT:
case GS_FULLBUSTER:
case GS_SPREADATTACK:
case GS_GROUNDDRIFT:
if (bl->type == BL_PC)
range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
else
range += 10; //Assume level 10?
break;
case NJ_KIRIKAGE:
if (bl->type == BL_PC)
range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
break;
case WL_WHITEIMPRISON: case WL_CRIMSONROCK:
case WL_SOULEXPANSION: case WL_HELLINFERNO:
case WL_FROSTMISTY: case WL_COMET:
case WL_JACKFROST: case WL_CHAINLIGHTNING:
case WL_MARSHOFABYSS: case WL_EARTHSTRAIN:
case WL_SIENNAEXECRATE: case WL_TETRAVORTEX:
case WL_DRAINLIFE: case WL_RELEASE:
if( bl->type == BL_PC )
range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
break;
//Added to allow increasing traps range
case HT_LANDMINE: case RA_CLUSTERBOMB:
case HT_ANKLESNARE: case RA_MAGENTATRAP:
case HT_SHOCKWAVE: case RA_COBALTTRAP:
case HT_SANDMAN: case RA_MAIZETRAP:
case HT_FLASHER: case RA_VERDURETRAP:
case HT_FREEZINGTRAP: case RA_FIRINGTRAP:
case HT_BLASTMINE: case RA_ICEBOUNDTRAP:
case HT_CLAYMORETRAP:
case HT_TALKIEBOX:
if( bl->type == BL_PC )
range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
break;
}
if( !range && bl->type != BL_PC )
return 9; // Enable non players to use self skills on others. [Skotlex]
return range;
}
int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
{
int skill, hp;
struct map_session_data *sd = BL_CAST(BL_PC, src);
struct map_session_data *tsd = BL_CAST(BL_PC, target);
struct status_change* sc;
switch( skill_id )
{
case BA_APPLEIDUN:
hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
if( sd )
hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
break;
case PR_SANCTUARY:
hp = (skill_lv>6)?777:skill_lv*100;
break;
case NPC_EVILLAND:
hp = (skill_lv>6)?666:skill_lv*100;
break;
case AB_HIGHNESSHEAL:
if( sd ) skill_lv = pc_checkskill(sd, AL_HEAL);
default:
if (skill_lv >= battle_config.max_heal_lv)
return battle_config.max_heal;
hp = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
hp += hp * skill * 2 / 100;
else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
hp += hp * skill * 2 / 100;
break;
}
if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
hp >>= 1;
if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
hp += hp*skill/100;
if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
hp += hp*skill/100;
sc = status_get_sc(target);
if( sc && sc->count )
{
if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
}
return hp;
}
// Making plagiarize check its own function [Aru]
int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
{
// Never copy NPC/Wedding Skills
if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
return 0;
// High-class skills
if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
{
if(battle_config.copyskill_restrict == 2)
return 0;
else if(battle_config.copyskill_restrict)
return (sd->status.class_ == JOB_STALKER);
}
//Added so plagarize can't copy agi/bless if you're undead since it damages you
if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
skillid == MER_INCAGI || skillid == MER_BLESSING))
return 0;
// Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
if ( sd && !(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING))
return 0;
return 1;
}
// [MouseJstr] - skill ok to cast? and when?
int skillnotok (int skillid, struct map_session_data *sd)
{
int i,m;
nullpo_retr (1, sd);
m = sd->bl.m;
i = skill_get_index(skillid);
if (i == 0)
return 1; // invalid skill id
if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
return 0; // GMs can do any damn thing they want
if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
return 0; // Teleport lv 3 bypasses this check.[Inkfish]
if (sd->blockskill[i] > 0)
return 1;
// Check skill restrictions [Celest]
if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
return 1;
if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
return 1;
if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
return 1;
if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
return 1;
if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
return 1;
switch (skillid) {
case AL_WARP:
case RETURN_TO_ELDICASTES:
if(map[m].flag.nowarp) {
clif_skill_teleportmessage(sd,0);
return 1;
}
return 0;
case AL_TELEPORT:
case SC_FATALMENACE:
case SC_DIMENSIONDOOR:
if(map[m].flag.noteleport) {
clif_skill_teleportmessage(sd,0);
return 1;
}
return 0; // gonna be checked in 'skill_castend_nodamage_id'
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
if (map[m].flag.nomemo) {
clif_skill_teleportmessage(sd,1);
return 1;
}
break;
case MC_VENDING:
case MC_IDENTIFY:
case ALL_BUYING_STORE:
return 0; // always allowed
case WZ_ICEWALL:
// noicewall flag [Valaris]
if (map[m].flag.noicewall) {
clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0,0);
return 1;
}
break;
case WM_LULLABY_DEEPSLEEP:
if( !map_flag_vs(m) )
{
clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
return 1;
}
break;
case GD_EMERGENCYCALL:
if (
!(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
!(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
(battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
) {
clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0,0);
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_ret(src);
nullpo_ret(bl);
if(skillid < 0) return 0;
if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
return 0;
sd = BL_CAST(BL_PC, src);
md = BL_CAST(BL_MOB, src);
dstsd = BL_CAST(BL_PC, bl);
dstmd = BL_CAST(BL_MOB, bl);
sc = status_get_sc(src);
tsc = status_get_sc(bl);
sstatus = status_get_status_data(src);
tstatus = status_get_status_data(bl);
if (!tsc) //skill additional effect is about adding effects to the target...
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
if( sd )
{ // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
{ // Trigger status effects
enum sc_type type;
int i;
for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
{
rate = sd->addeff[i].rate;
if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
rate += sd->addeff[i].arrow_rate;
if( !rate ) continue;
if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
{ // Trigger has attack type consideration.
if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
(sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
(sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
else
continue;
}
if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
{ // Trigger has range consideration.
if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
(sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
continue; //Range Failed.
}
type = sd->addeff[i].id;
skill = skill_get_time2(status_sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET)
status_change_start(bl,type,rate,7,0,0,0,skill,0);
if (sd->addeff[i].flag&ATF_SELF)
status_change_start(src,type,rate,7,0,0,0,skill,0);
}
}
if( skillid )
{ // Trigger status effects on skills
enum sc_type type;
int i;
for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
{
if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
continue;
type = sd->addeff3[i].id;
skill = skill_get_time2(status_sc2skill(type),7);
if( sd->addeff3[i].target&ATF_TARGET )
status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
if( sd->addeff3[i].target&ATF_SELF )
status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
}
}
}
if( dmg_lv < ATK_DEF ) // no damage, return;
return 0;
switch(skillid)
{
case 0: // Normal attacks (no skill used)
{
if( attack_type&BF_SKILL )
break; // If a normal attack is a skill, it's splash damage. [Inkfish]
if(sd) {
// Automatic trigger of Blitz Beat
if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
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);
}
// Automatic trigger of Warg Strike [Jobbie]
if (pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE))>0 &&
rand()%1000 <= sstatus->luk*10/3+1 ) {
rate=(sd->status.job_level+9)/10;
skill_castend_damage_id(src,bl,RA_WUGSTRIKE,(skill<rate)?skill:rate,tick,0);
}
// Gank
if(dstmd && sd->status.weapon != W_BOW &&
(skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
(skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > 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,USESKILL_FAIL_LEVEL,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, INVALID_TIMER);
}
sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
(2000 - 4*sstatus->agi - 2*sstatus->dex));
}
}
}
if (sc) {
struct status_change_entry *sce;
// Enchant Poison gives a chance to poison attacked enemies
if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
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,USESKILL_FAIL_LEVEL,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:
sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
break;
case WZ_FROSTNOVA:
sc_start(bl,SC_FREEZE,skilllv*5+33,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,E_OMG);
break;
case AM_DEMONSTRATION:
skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
break;
case CR_SHIELDCHARGE:
sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
break;
case PA_PRESSURE:
status_percent_damage(src, bl, 0, 15+5*skilllv, false);
break;
case RG_RAID:
sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
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, INVALID_TIMER);
status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
status_change_end(bl, SC_KAITE, INVALID_TIMER);
status_change_end(bl, SC_KAAHI, INVALID_TIMER);
status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
}
break;
case TK_TURNKICK:
case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
if(attack_type&BF_MISC) //70% base stun chance...
sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
break;
case GS_BULLSEYE: //0.1% coma rate.
if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
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;
case RK_WINDCUTTER:
sc_start(bl,SC_FEAR,3 + 2 * skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
case RK_HUNDREDSPEAR:
if ( pc_checkskill(sd,KN_SPEARBOOMERANG) > 0 && rand()%100 < 10 + 3 * skilllv )