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authorshennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-01-07 03:04:24 +0000
committershennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-01-07 03:04:24 +0000
commit73ad7989194c210cd90f6f3a696250df162b69eb (patch)
treecf3795a1afaff4226a5d5c75c76c4403105b1a4d /src/map/skill.c
parent6d5d8185e0213433def88dece01f66f180bb1a92 (diff)
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Initial support for Royal Guard and some adjustments here and there.
- credits to 3ceam for the base. - should you step by any bugs let us know, http://rathena.org/board/tracker/ git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15404 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c484
1 files changed, 435 insertions, 49 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index de6dd518b..f0790efe3 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -90,6 +90,7 @@ int earthstrain_unit_pos;
int skill_stasis_check(struct block_list *bl, int src_id, int skillid);
static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
+static int skill_destroy_trap( struct block_list *bl, va_list ap );
//Since only mob-casted splash skills can hit ice-walls
static inline int splash_target(struct block_list* bl)
{
@@ -1151,6 +1152,42 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case GC_WEAPONCRUSH:
skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
break;
+ /**
+ * Royal Guard
+ **/
+ case LG_SHIELDPRESS:
+ sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv));
+ break;
+ case LG_PINPOINTATTACK:
+ rate = 12 + (10 * skilllv + (sstatus->agi / 100) ) * 140 / 100;
+ switch( skilllv ) {
+ case 1:
+ sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv));
+ break;
+ case 2:
+ if( dstsd && dstsd->spiritball && rand()%100 < rate )
+ pc_delspiritball(dstsd, dstsd->spiritball, 0);
+ break;
+ default:
+ skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate,BCT_ENEMY);
+ break;
+ }
+ break;
+ case LG_MOONSLASHER:
+ rate = 32 + 8 * skilllv;
+ if( rand()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
+ skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
+ else if( dstmd && !is_boss(bl) )
+ sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv));
+ break;
+ case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
+ if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
+ sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv));
+ break;
+ case LG_EARTHDRIVE:
+ skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
+ sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
+ break;
}
if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
@@ -1988,8 +2025,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
skillid == MER_INCAGI || skillid == MER_BLESSING) && 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 )
+ 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) || (sc && sc->data[SC_REFLECTDAMAGE])) )
rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag);
//Skill hit type
@@ -2137,6 +2174,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type);
break;
/**
+ * Royal Guard
+ **/
+ case LG_OVERBRAND_BRANDISH:
+ case LG_OVERBRAND_PLUSATK:
+ dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
+ break;
+ /**
* Arch Bishop
**/
case AB_DUPLELIGHT_MELEE:
@@ -2168,6 +2212,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case WL_CHAINLIGHTNING_ATK:
copy_skill = WL_CHAINLIGHTNING;
break;
+ case LG_OVERBRAND_BRANDISH:
+ case LG_OVERBRAND_PLUSATK:
+ copy_skill = LG_OVERBRAND;
+ break;
}
if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
@@ -2234,15 +2282,29 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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 = unit_getdir(bl); break; // backwards
- case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
- case WL_CRIMSONROCK: direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); break;
+ switch(skillid) {
+ case MG_FIREWALL:
+ case WZ_STORMGUST:
+ case PR_SANCTUARY:
+ case LG_OVERBRAND:
+ direction = unit_getdir(bl);// backwards
+ break;
+ case WL_CRIMSONROCK:
+ direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
+ break;
}
- skill_blown(dsrc,bl,dmg.blewcount,direction,0);
+ if( skillid == LG_OVERBRAND ) {
+ if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) {
+ short dir_x, dir_y;
+ dir_x = dirx[(direction+4)%8];
+ dir_y = diry[(direction+4)%8];
+ if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
+ skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
+ } else
+ skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
+ } else
+ skill_blown(dsrc,bl,dmg.blewcount,direction,0);
}
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
@@ -2287,17 +2349,21 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
- else
- status_fix_damage(bl,src,rdamage,0);
- clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_: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( rdamage > 0 ) {
+ if( sc && sc->data[SC_REFLECTDAMAGE] ) {
+ if( src != bl )// Don't reflect your own damage (Grand Cross)
+ map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
+ } else {
+ if( dmg.amotion )
+ battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
+ else
+ status_fix_damage(bl,src,rdamage,0);
+ clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_: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( damage > 0 ) {
if( skillid == RK_CRUSHSTRIKE ) // Your weapon will not be broken if you miss.
@@ -2773,6 +2839,20 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
}
}
break;
+ case LG_MOONSLASHER:
+ if( target->type == BL_PC ) {
+ struct map_session_data *tsd = NULL;
+ if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
+ pc_setsit(tsd);
+ skill_sit(tsd,1);
+ clif_sitting(&tsd->bl);
+ }
+ }
+ break;
+ case LG_OVERBRAND_BRANDISH:
+ case LG_OVERBRAND_PLUSATK:
+ skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
+ break;
default:
skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
break;
@@ -3026,7 +3106,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
**/
case GC_CROSSIMPACT:
case GC_VENOMPRESSURE:
-
+ /**
+ * Royal Guard
+ **/
+ case LG_BANISHINGPOINT:
+ case LG_SHIELDPRESS:
+ case LG_RAGEBURST:
+ case LG_RAYOFGENESIS:
+ case LG_HESPERUSLIT:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
break;
@@ -3112,6 +3199,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case SN_SHARPSHOOTING:
case MA_SHARPSHOOTING:
case NJ_KAMAITACHI:
+ case LG_CANNONSPEAR:
//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;
@@ -3267,6 +3355,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
**/
case GC_ROLLINGCUTTER:
case GC_COUNTERSLASH:
+ /**
+ * Royal Guard
+ **/
+ case LG_MOONSLASHER:
+ case LG_EARTHDRIVE:
if( flag&1 )
{ //Recursive invocation
// skill_area_temp[0] holds number of targets in area
@@ -3285,10 +3378,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
status_heal(src,heal,0,0);
}
}
- else
- {
- if ( skillid == NJ_BAKUENRYU )
+ else {
+ if( skillid == NJ_BAKUENRYU || skillid == LG_EARTHDRIVE )
clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ else if( skillid == LG_MOONSLASHER )
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
skill_area_temp[0] = 0;
skill_area_temp[1] = bl->id;
@@ -3917,6 +4011,28 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case NC_MAGNETICFIELD:
sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
break;
+ /**
+ * Royal Guard
+ **/
+ case LG_PINPOINTATTACK:
+ if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
+ clif_slide(src,bl->x,bl->y);
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+
+ case LG_SHIELDSPELL:
+ // flag&1: Phisycal Attack, flag&2: Magic Attack.
+ skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
+ break;
+
+ case LG_OVERBRAND:
+ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
+ break;
+
+ case LG_OVERBRAND_BRANDISH:
+ skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL);
+ break;
+
case 0:
if(sd) {
if (flag & 3){
@@ -4559,7 +4675,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
* Guillotine Cross
**/
case GC_VENOMIMPRESS:
-
+ /**
+ * Royal Guard
+ **/
+ case LG_EXEEDBREAK:
+ case LG_PRESTIGE:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
@@ -4876,6 +4996,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_VAMPIRE_GIFT:
case NPC_HELLJUDGEMENT:
case NPC_PULSESTRIKE:
+ case LG_MOONSLASHER:
skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
break;
@@ -5040,11 +5161,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
* Guilotine Cross
**/
case GC_CLOAKINGEXCEED:
+ /**
+ * Royal Guard
+ **/
+ case LG_FORCEOFVANGUARD:
if (tsce)
{
i = status_change_end(bl, type, INVALID_TIMER);
if( i )
- clif_skill_nodamage(src,bl,skillid,-1,i);
+ clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
else if( sd )
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
@@ -5052,7 +5177,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
if( i )
- clif_skill_nodamage(src,bl,skillid,-1,i);
+ clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
else if( sd )
clif_skill_fail(sd,skillid,0,0);
break;
@@ -6618,16 +6743,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
case RK_IGNITIONBREAK:
- //case LG_EARTHDRIVE:
- clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- //if( skillid == LG_EARTHDRIVE )
- //{
- // int dummy = 1;
- // i = skill_get_splash(skillid,skilllv);
- // map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
- //}
- map_foreachinrange(skill_area_sub, bl,skill_get_splash(skillid,skilllv),BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ case LG_EARTHDRIVE:
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ i = skill_get_splash(skillid,skilllv);
+ if( skillid == LG_EARTHDRIVE ) {
+ int dummy = 1;
+ map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
+ }
+ map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
+ src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
break;
case RK_STONEHARDSKIN:
if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
@@ -7203,6 +7327,153 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src, bl, skillid, skilllv, 1);
}
break;
+ /**
+ * Royal Guard
+ **/
+ case LG_TRAMPLE:
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick);
+ break;
+
+ case LG_REFLECTDAMAGE:
+ if( tsc && tsc->data[type] )
+ 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 LG_SHIELDSPELL:
+ if( flag&1 ) {
+ int duration = /*(sd) ? sd->shieldmdef * 2000 :*/ 10000;
+ sc_start(bl,SC_SILENCE,100,skilllv,duration);
+ } else if( sd ) {
+ int opt = skilllv;
+ int rate = rand()%100;
+ int val, brate;
+ switch( skilllv ) {
+ case 1:
+ {
+ struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
+ if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
+ clif_skill_fail(sd, skillid, 0, 0);
+ break;
+ }
+ brate = shield_data->def * 10;
+ if( rate < 50 )
+ opt = 1;
+ else if( rate < 75 )
+ opt = 2;
+ else
+ opt = 3;
+
+ switch( opt ) {
+ case 1:
+ sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ if( rate < brate )
+ map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ status_change_end(bl,SC_SHIELDSPELL_DEF,-1);
+ break;
+ case 2:
+ val = 10 * shield_data->def; // % Reflected damage.
+ sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 30000);
+ break;
+ case 3:
+ val = 20 * shield_data->def; // Attack increase.
+ sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 30000);
+ break;
+ }
+ }
+ break;
+
+ case 2:
+ brate = sd->shieldmdef * 20;
+ if( rate < 30 )
+ opt = 1;
+ else if( rate < 60 )
+ opt = 2;
+ else
+ opt = 3;
+ switch( opt ) {
+ case 1:
+ sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ if( rate < brate )
+ map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
+ status_change_end(bl,SC_SHIELDSPELL_MDEF,-1);
+ break;
+ case 2:
+ sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
+ clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ if( rate < brate )
+ 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);
+ break;
+ case 3:
+ if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->shieldmdef * 30000) )
+ clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv,
+ sc_start(bl,SC_MAGNIFICAT,100,1,sd->shieldmdef * 30000));
+ break;
+ }
+ break;
+
+ case 3:
+ {
+ struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
+ if( !it ) { // No shield?
+ clif_skill_fail(sd,skillid,0,0);
+ break;
+ }
+ brate = it->refine * 5;
+ if( rate < 25 )
+ opt = 1;
+ else if( rate < 50 )
+ opt = 2;
+ else
+ opt = 3;
+ switch( opt ) {
+ case 1:
+ val = 105 * it->refine / 10;
+ sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv));
+ break;
+ case 2: case 3:
+ if( rate < brate )
+ {
+ val = sstatus->max_hp * (11 + it->refine) / 100;
+ status_heal(bl, val, 0, 3);
+ }
+ break;
+ /*case 3:
+ // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
+ break;*/
+ }
+ }
+ break;
+ }
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case LG_PIETY:
+ if( flag&1 )
+ sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
+ else {
+ skill_area_temp[2] = 0;
+ map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
+
+ case LG_INSPIRATION:
+ if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
+ sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 1000); //.1% penalty.
+ sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 1000);
+ clif_updatestatus(sd,SP_BASEEXP);
+ clif_updatestatus(sd,SP_JOBEXP);
+ }
+ clif_skill_nodamage(bl,src,skillid,skilllv,
+ sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
+ break;
case RETURN_TO_ELDICASTES:
case ALL_GUARDIAN_RECALL:
@@ -7305,7 +7576,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
return 0;
}
- if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
+ if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK) )
{// restore original walk speed
ud->skilltimer = INVALID_TIMER;
status_calc_bl(&sd->bl, SCB_SPEED);
@@ -7587,7 +7858,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
return 0;
}
- if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
+ if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK ) )
{// restore original walk speed
ud->skilltimer = INVALID_TIMER;
status_calc_bl(&sd->bl, SCB_SPEED);
@@ -7738,6 +8009,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case MO_BODYRELOCATION:
case CR_CULTIVATION:
case HW_GANBANTEIN:
+ case LG_EARTHDRIVE:
break; //Effect is displayed on respective switch case.
default:
if(skill_get_inf(skillid)&INF_SELF_SKILL)
@@ -8233,7 +8505,39 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case NC_MAGICDECOY:
if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
break;
+ /**
+ * Royal Guard
+ **/
+ case LG_OVERBRAND:
+ {
+ int width;//according to data from irowiki it actually is a square
+ for( width = 0; width < 7; width++ )
+ for( i = 0; i < 7; i++ )
+ map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, BL_CHAR, src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
+ for( width = 0; width < 7; width++ )
+ for( i = 0; i < 7; i++ )
+ map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
+ }
+ break;
+ case LG_BANDING:
+ if( sc && sc->data[SC_BANDING] )
+ status_change_end(src,SC_BANDING,-1);
+ else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
+ sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
+ if( sd ) pc_banding(sd,skilllv);
+ }
+ clif_skill_nodamage(src,src,skillid,skilllv,1);
+ break;
+
+ case LG_RAYOFGENESIS:
+ if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) {
+ 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_ENEMY|1,skill_castend_damage_id);
+ } else if( sd )
+ clif_skill_fail(sd,skillid,0xa,0);
+ break;
default:
ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
return 1;
@@ -8751,7 +9055,12 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
limit = 4000 + 2000 * skilllv;
break;
-
+ /**
+ * Royal Guard
+ **/
+ case LG_BANDING:
+ limit = -1;
+ break;
}
nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
@@ -9849,18 +10158,20 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
return 1;
}
case AB_ADORAMUS:
- { // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
+ // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
p_sd[(*c)++] = tsd->bl.id;
return 1;
- }
case WL_COMET:
- { // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
- if( tsd->status.class_ == 4055 || tsd->status.class_ == 4061 )
+ // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
+ if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
+ p_sd[(*c)++] = tsd->bl.id;
+ return 1;
+ case LG_RAYOFGENESIS:
+ if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
+ tsd->sc.data[SC_BANDING] )
p_sd[(*c)++] = tsd->bl.id;
return 1;
- }
-
default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
{
int skilllv;
@@ -10440,6 +10751,43 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh
return 0;
}
break;
+ /**
+ * Royal Guard
+ **/
+ case LG_BANDING:
+ if( sc && sc->data[SC_INSPIRATION] ) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case LG_PRESTIGE:
+ if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ case LG_RAGEBURST:
+ if( sd->spiritball == 0 ) {
+ clif_skill_fail(sd,skill,0x04,0);
+ return 0;
+ }
+ sd->spiritball_old = require.spiritball = sd->spiritball;
+ break;
+ case LG_RAYOFGENESIS:
+ if( sc && sc->data[SC_INSPIRATION] )
+ return 1; // Don't check for partner.
+ if( !(sc && sc->data[SC_BANDING]) ) {
+ clif_skill_fail(sd,skill,0xa,0);
+ return 0;
+ } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1 )
+ return 0; // Just fails, no msg here.
+ break;
+ case LG_HESPERUSLIT:
+ if( !sc || !sc->data[SC_BANDING] ) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
}
switch(require.state) {
@@ -11863,8 +12211,8 @@ static int skill_cell_overlap(struct block_list *bl, va_list ap)
}
break;
case HW_GANBANTEIN:
- if( !(unit->group->state.song_dance&0x1) )
- {// Don't touch song/dance.
+ case LG_EARTHDRIVE:
+ if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
skill_delunit(unit);
return 1;
}
@@ -12380,6 +12728,15 @@ int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int li
}
}
break;
+ case LG_BANDING:
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
+ sc->data[SC_BANDING]->val4 = 0;
+ status_change_end(src,SC_BANDING,-1);
+ }
+ }
+ break;
}
if (src->type==BL_PC && group->state.ammo_consume)
@@ -13540,8 +13897,37 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
return 1;
}
+/**
+ * for Royal Guard's LG_TRAMPLE
+ **/
+static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
+ struct skill_unit *su = (struct skill_unit *)bl;
+ struct skill_unit_group *sg;
+ unsigned int tick;
+
+ nullpo_ret(su);
+ tick = va_arg(ap, unsigned int);
-
+ if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
+ switch( sg->unit_id ) {
+ case UNT_LANDMINE:
+ case UNT_CLAYMORETRAP:
+ case UNT_BLASTMINE:
+ case UNT_SHOCKWAVE:
+ case UNT_SANDMAN:
+ case UNT_FLASHER:
+ case UNT_FREEZINGTRAP:
+ case UNT_CLUSTERBOMB:
+ case UNT_FIRINGTRAP:
+ case UNT_ICEBOUNDTRAP:
+ map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
+ break;
+ }
+ // Traps aren't recovered.
+ skill_delunit(su);
+ }
+ return 0;
+}
/*==========================================
*
*------------------------------------------*/