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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-01-15 21:45:19 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-01-15 21:45:19 +0000
commite2d3ae9dc682afc1ac34a536006ef79370040b04 (patch)
tree44e74037c0f5645b1e8d56ae6b2c9fdb602e9e05
parent065f2203b8aa2140e55c0ef62ad0ad2e5ea4d088 (diff)
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- The NPC elemental attacks will display a skill animation again.
- Mob instant cast skills will use their adelay now. - Spirit of Wizard won't work on Ganbantein - The pc normalize job function will consider you as novice if you don't have maxed out basic skill. - Cleaned up pc_calc_skilltree and related functions so that the id is left as 0 when you can't raise the skill even if you meet the prerequisites. This is to prevent raising quest/soul/marriage skills through packets. - Slaves should lock unto their master's target even if they are not attacking yet (eg: in chase mode) - Updated the Summon Slave skill to use the slave distance define as valid distance to spawn from master. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9656 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt12
-rw-r--r--src/map/clif.c20
-rw-r--r--src/map/mob.c4
-rw-r--r--src/map/pc.c29
-rw-r--r--src/map/skill.c17
5 files changed, 47 insertions, 35 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index ab38043c4..3e482d72c 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,18 @@ 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.
2007/01/15
+ * The NPC elemental attacks will display a skill animation again.
+ * Mob instant cast skills will use their adelay now.
+ * Spirit of Wizard won't work on Ganbantein
+ * The pc normalize job function will consider you as novice if you don't
+ have maxed out basic skill.
+ * Cleaned up pc_calc_skilltree and related functions so that the id is left
+ as 0 when you can't raise the skill even if you meet the prerequisites.
+ This is to prevent raising quest/soul/marriage skills through packets.
+ * Slaves should lock unto their master's target even if they are not
+ attacking yet (eg: in chase mode)
+ * Updated the Summon Slave skill to use the slave distance define as valid
+ distance to spawn from master.
* Fixed Joint Beat's speed penalty.
* Added a pc_authok check to prevent the case in which somehow another
character of the same account manages to log in as well.
diff --git a/src/map/clif.c b/src/map/clif.c
index 17eb4714c..077bc4139 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -4301,7 +4301,7 @@ int clif_insight(struct block_list *bl,va_list ap)
*/
int clif_skillinfo(struct map_session_data *sd,int skillid,int type,int range)
{
- int fd,id, inf2;
+ int fd,id;
nullpo_retr(0, sd);
@@ -4323,12 +4323,8 @@ int clif_skillinfo(struct map_session_data *sd,int skillid,int type,int range)
WFIFOW(fd,12)= range;
strncpy(WFIFOP(fd,14), skill_get_name(id), NAME_LENGTH);
- inf2 = skill_get_inf2(id);
- if(((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
- !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) ||
- (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill))
- //WFIFOB(fd,38)= (sd->status.skill[skillid].lv < skill_get_max(id) && sd->status.skill[skillid].flag ==0 )? 1:0;
- WFIFOB(fd,38)= (sd->status.skill[skillid].lv < skill_tree_get_max(id, sd->status.class_) && sd->status.skill[skillid].flag ==0 )? 1:0;
+ if(sd->status.skill[skillid].flag ==0)
+ WFIFOB(fd,38)= (sd->status.skill[skillid].lv < skill_tree_get_max(id, sd->status.class_))? 1:0;
else
WFIFOB(fd,38) = 0;
WFIFOSET(fd,packet_len(0x147));
@@ -4343,7 +4339,7 @@ int clif_skillinfo(struct map_session_data *sd,int skillid,int type,int range)
int clif_skillinfoblock(struct map_session_data *sd)
{
int fd;
- int i,c,len=4,id, inf2;
+ int i,c,len=4,id;
nullpo_retr(0, sd);
@@ -4361,11 +4357,8 @@ int clif_skillinfoblock(struct map_session_data *sd)
WFIFOW(fd,len+8) = skill_get_sp(id,sd->status.skill[i].lv);
WFIFOW(fd,len+10)= skill_get_range2(&sd->bl, id,sd->status.skill[i].lv);
strncpy(WFIFOP(fd,len+12), skill_get_name(id), NAME_LENGTH);
- inf2 = skill_get_inf2(id);
- if(((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
- !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL))) ||
- (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill) )
- WFIFOB(fd,len+36)= (sd->status.skill[i].lv < skill_tree_get_max(id, sd->status.class_) && sd->status.skill[i].flag ==0 )? 1:0;
+ if(sd->status.skill[i].flag ==0)
+ WFIFOB(fd,len+36)= (sd->status.skill[i].lv < skill_tree_get_max(id, sd->status.class_))? 1:0;
else
WFIFOB(fd,len+36) = 0;
len+=37;
@@ -4395,7 +4388,6 @@ int clif_skillup(struct map_session_data *sd,int skill_num)
WFIFOW(fd,4) = sd->status.skill[skill_num].lv;
WFIFOW(fd,6) = skill_get_sp(skill_num,sd->status.skill[skill_num].lv);
WFIFOW(fd,8) = skill_get_range2(&sd->bl,skill_num,sd->status.skill[skill_num].lv);
- //WFIFOB(fd,10) = (sd->status.skill[skill_num].lv < skill_get_max(sd->status.skill[skill_num].id)) ? 1 : 0;
WFIFOB(fd,10) = (sd->status.skill[skill_num].lv < skill_tree_get_max(sd->status.skill[skill_num].id, sd->status.class_)) ? 1 : 0;
WFIFOSET(fd,packet_len(0x10e));
diff --git a/src/map/mob.c b/src/map/mob.c
index 1f3bf4cf7..d7e6f9592 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -957,7 +957,7 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
if (ud) {
struct block_list *tbl=NULL;
- if (ud->target && ud->attacktimer != -1)
+ if (ud->target && ud->state.attack_continue)
tbl=map_id2bl(ud->target);
else if (ud->skilltarget) {
tbl = map_id2bl(ud->skilltarget);
@@ -2466,7 +2466,7 @@ int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id)
if (mobdb_checkid(data.class_) == 0)
continue;
- if (map_search_freecell(&md2->bl, 0, &x, &y, 4, 4, 0)) {
+ if (map_search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) {
data.x = x;
data.y = y;
} else {
diff --git a/src/map/pc.c b/src/map/pc.c
index 6b2ac287a..a9f0f4d67 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -959,7 +959,7 @@ int pc_calc_skilltree(struct map_session_data *sd)
do {
flag = 0;
for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++) {
- int j, f;
+ int j, f, inf2;
if(sd->status.skill[id].id)
continue; //Skill already known.
@@ -974,19 +974,25 @@ int pc_calc_skilltree(struct map_session_data *sd)
}
if (sd->status.job_level < skill_tree[c][i].joblv)
f = 0; // job level requirement wasn't satisfied
- else if (pc_checkskill(sd, NV_BASIC) < 9 && id != NV_BASIC && !(skill_get_inf2(id)&INF2_QUEST_SKILL))
- f = 0; // Do not unlock normal skills when Basic Skill is not maxed out (can happen because of skill reset)
}
if (f) {
+ inf2 = skill_get_inf2(id);
+
+ if(!sd->status.skill[id].lv && (
+ (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
+ inf2&INF2_WEDDING_SKILL ||
+ (inf2&INF2_SPIRIT_SKILL && !(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1))
+ ))
+ continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills.
+
sd->status.skill[id].id = id;
- if(skill_get_inf2(id)&INF2_SPIRIT_SKILL && sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1)
+ if(inf2&INF2_SPIRIT_SKILL)
{ //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
sd->status.skill[id].lv = 1; // need to manually specify a skill level
sd->status.skill[id].flag = 1; //So it is not saved, and tagged as a "bonus" skill.
}
-
flag = 1; // skill list has changed, perform another pass
}
}
@@ -1046,9 +1052,14 @@ static void pc_check_skilltree(struct map_session_data *sd, int skill) {
if (sd->status.job_level < skill_tree[c][i].joblv)
continue;
- if(skill_get_inf2(id)&INF2_SPIRIT_SKILL)
- //Spirit skills cannot be learned
- continue;
+ j = skill_get_inf2(id);
+ if(!sd->status.skill[id].lv && (
+ (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
+ j&INF2_WEDDING_SKILL ||
+ (j&INF2_SPIRIT_SKILL && !(sd->sc.count && sd->sc.data[SC_SPIRIT].timer != -1))
+ ))
+ continue; //Cannot be learned via normal means.
+
sd->status.skill[id].id=id;
flag=1;
}
@@ -4484,7 +4495,7 @@ int pc_skillup(struct map_session_data *sd,int skill_num)
if (skill_num < 0 || skill_num >= MAX_SKILL)
return 0;
-
+
if(sd->status.skill_point>0 &&
sd->status.skill[skill_num].id &&
sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex]
diff --git a/src/map/skill.c b/src/map/skill.c
index 25063712a..ba4c51cc0 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2047,14 +2047,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case KN_AUTOCOUNTER:
case NPC_CRITICALSLASH:
- 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_SPLASHATTACK:
case TF_DOUBLE:
case GS_CHAINACTION:
@@ -5641,7 +5633,9 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
if(md) {
if(tid != -1) //Set afterskill delay.
- md->last_thinktime=tick + md->status.amotion;
+ md->last_thinktime=tick +md->status.amotion;
+ else
+ md->last_thinktime=tick +md->status.adelay;
if(battle_config.mob_ai&0x200) { //pass on delay to same skill.
int i;
for (i = 0; i < md->db->maxskill; i++)
@@ -5832,6 +5826,8 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data)
if(md) {
if (tid != -1)
md->last_thinktime=tick +md->status.amotion;
+ else
+ md->last_thinktime=tick +md->status.adelay;
if(battle_config.mob_ai&0x200) { //pass on delay to same skill.
int i;
for (i = 0; i < md->db->maxskill; i++)
@@ -8537,7 +8533,8 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
clif_skill_fail(sd,skill,0,0);
return 0;
}
- if(itemid[i] >= 715 && itemid[i] <= 717 && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
+ if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN &&
+ sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
index[i] = -1; //Gemstones are checked, but not substracted from inventory.
}
}