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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-07-18 14:33:52 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-07-18 14:33:52 +0000 |
commit | 6713158b3247af09d6bf036028d94baf1e715525 (patch) | |
tree | 45a39cd1e04bc80742a40410d3065bae7cfb86d7 | |
parent | ea64ed822782ca2e9f2dadf954a85da6d559ed54 (diff) | |
download | hercules-6713158b3247af09d6bf036028d94baf1e715525.tar.gz hercules-6713158b3247af09d6bf036028d94baf1e715525.tar.bz2 hercules-6713158b3247af09d6bf036028d94baf1e715525.tar.xz hercules-6713158b3247af09d6bf036028d94baf1e715525.zip |
- Corrected Venom splasher's splash damage
- You now can't move/attack/use-skills when using Cloaking of a level less than 3
- Fixed compilation of mercenary.c
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7729 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | Changelog-Trunk.txt | 4 | ||||
-rw-r--r-- | src/map/battle.c | 9 | ||||
-rw-r--r-- | src/map/mercenary.c | 48 | ||||
-rw-r--r-- | src/map/skill.c | 25 | ||||
-rw-r--r-- | src/map/status.c | 8 | ||||
-rw-r--r-- | src/map/unit.c | 3 |
6 files changed, 22 insertions, 75 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index b349e2d0b..e12d0b12a 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/07/18
+ * Corrected Venom splasher's splash damage [Skotlex]
+ * You now can't move/attack/use-skills when using Cloaking of a level less
+ than 3 [Skotlex]
+ * Fixed compilation of mercenary.c [Skotlex]
* Corrected Fog of Wall's "targetted spells fail 75% of the time" feature
by making it behave like GTB, that is, you just get a skill-failed on
cast-end, no skill-animation at all. [Skotlex]
diff --git a/src/map/battle.c b/src/map/battle.c index 3d38e3af9..dee87da15 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -1406,11 +1406,10 @@ static struct Damage battle_calc_weapon_attack( skillratio += 100+100*skill_lv; break; case AS_SPLASHER: - skillratio += 400+50*skill_lv; - if (sd) - skillratio += 20*pc_checkskill(sd,AS_POISONREACT); - if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex] - skillratio /= wflag; + i = 400+50*skill_lv; + if (sd) i += 20*pc_checkskill(sd,AS_POISONREACT); + if (wflag) i/=2; //Splash damage is half. + skillratio += i; flag.cardfix = 0; break; case ASC_BREAKER: diff --git a/src/map/mercenary.c b/src/map/mercenary.c index 301a28955..a415fb7c7 100644 --- a/src/map/mercenary.c +++ b/src/map/mercenary.c @@ -448,38 +448,6 @@ static void merc_natural_heal_sp(struct homun_data *hd) return;
}
-static void merc_bleeding (struct homun_data *hd)
-{
- int hp = 0, sp = 0;
-
- if (hd->hp_loss_value > 0) {
- hd->hp_loss_tick += natural_heal_diff_tick;
- if (hd->hp_loss_tick >= hd->hp_loss_rate) {
- do {
- hp += hd->hp_loss_value;
- hd->hp_loss_tick -= hd->hp_loss_rate;
- } while (hd->hp_loss_tick >= hd->hp_loss_rate);
- hd->hp_loss_tick = 0;
- }
- }
-
- if (hd->sp_loss_value > 0) {
- hd->sp_loss_tick += natural_heal_diff_tick;
- if (hd->sp_loss_tick >= hd->sp_loss_rate) {
- do {
- sp += hd->sp_loss_value;
- hd->sp_loss_tick -= hd->sp_loss_rate;
- } while (hd->sp_loss_tick >= hd->sp_loss_rate);
- hd->sp_loss_tick = 0;
- }
- }
-
- if (hp > 0 || sp > 0)
- status_zap(&hd->bl, hp, sp);
-
- return;
-}
-
/*==========================================
* HP/SP natural heal
*------------------------------------------
@@ -500,20 +468,10 @@ static int merc_natural_heal_sub(struct homun_data *hd,int tick) { ) { //Cannot heal neither natural or special.
hd->hp_sub = hd->inchealhptick = 0;
hd->sp_sub = hd->inchealsptick = 0;
- } else {
- if ( DIFF_TICK (tick, hd->canregen_tick)<0 ) {
- hd->hp_sub = hd->inchealhptick = 0;
- hd->sp_sub = hd->inchealsptick = 0;
- } else { //natural heal
- merc_natural_heal_hp(hd);
- merc_natural_heal_sp(hd);
- hd->canregen_tick = tick;
- }
+ } else { //natural heal
+ merc_natural_heal_hp(hd);
+ merc_natural_heal_sp(hd);
}
- if (hd->hp_loss_value > 0 || hd->sp_loss_value > 0)
- merc_bleeding(hd);
- else
- hd->hp_loss_tick = hd->sp_loss_tick = 0;
return 0;
}
diff --git a/src/map/skill.c b/src/map/skill.c index 5ff138468..d1f2a77fb 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2601,7 +2601,6 @@ static int skill_reveal_trap (struct block_list *bl, va_list ap) 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 homun_data *hd = NULL ; //[orn] struct status_data *tstatus; struct status_change *sc; @@ -2620,10 +2619,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int sd = (struct map_session_data *)src; if (bl->type == BL_PC) tsd = (struct map_session_data *)bl; - if (bl->type == BL_HOMUNCULUS) //[orn] - hd = (struct homun_data *)bl; - if (status_isdead(src) || (src != bl && status_isdead(bl))) + if (status_isdead(bl)) return 1; if (skillid && skill_get_type(skillid) == BF_MAGIC) @@ -2864,21 +2861,15 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case AS_SPLASHER: if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by. - if (bl->id != skill_area_temp[1]) - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); - else - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0); + if (bl->id != skill_area_temp[0]) + skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 1); } else { - skill_area_temp[0] = 0; - skill_area_temp[1] = bl->id; - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv), BL_CHAR, - src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); - skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex] + skill_area_temp[0] = bl->id; map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY|1, skill_castend_damage_id); + skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0); } break; case SM_MAGNUM: @@ -3315,9 +3306,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] switch (skillid) { case HLIF_HEAL: //[orn] - if ( !hd ) { - clif_skill_fail(hd->master,skillid,0,0) ; - break ; + if (bl->type != BL_HOMUNCULUS) { + if (sd) clif_skill_fail(sd,skillid,0,0) ; + break ; } case AL_HEAL: case ALL_RESURRECTION: diff --git a/src/map/status.c b/src/map/status.c index 41a054f24..c37b0c084 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -897,6 +897,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag) || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL) || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION) + || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING) ) return 0; @@ -4422,13 +4423,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1) return 0; break; - case SC_CLOAKING: - //Avoid cloaking with no wall and low skill level. [Skotlex] - //Due to the cloaking card, we have to check the wall versus to known skill level rather than the used one. [Skotlex] -// if (sd && skilllv < 3 && skill_check_cloaking(bl,&sd->sc)) - if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl, sc)) - return 0; - break; case SC_MODECHANGE: { int mode; diff --git a/src/map/unit.c b/src/map/unit.c index bf2091ff6..ebdab76a3 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -667,7 +667,8 @@ int unit_can_move(struct block_list *bl) (sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect sc->data[SC_STOP].timer != -1 || sc->data[SC_CLOSECONFINE].timer != -1 || - sc->data[SC_CLOSECONFINE2].timer != -1 + sc->data[SC_CLOSECONFINE2].timer != -1 || + (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) )) return 0; } |