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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-07 17:43:53 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-07 17:43:53 +0000 |
commit | 184f0ed51d24cbc1eac68becfadfa6c7e50e9403 (patch) | |
tree | b1d213b9be05f21108fac92b86fb1b8eb8ef2f81 /src/map/skill.c | |
parent | 1af5eb4ad8b5a03e430772ececf37f3986d0d537 (diff) | |
download | hercules-184f0ed51d24cbc1eac68becfadfa6c7e50e9403.tar.gz hercules-184f0ed51d24cbc1eac68becfadfa6c7e50e9403.tar.bz2 hercules-184f0ed51d24cbc1eac68becfadfa6c7e50e9403.tar.xz hercules-184f0ed51d24cbc1eac68becfadfa6c7e50e9403.zip |
- Cleaned some of mpeg's updated work.
- Fixed HT_BLITZBEAT hitting neutral characters when it auto-triggers.
- Simplified the Tatami Gaeshi code.
- Fixed AS_SPLASHER doing full damage on everyone except targetted char instead of the other way around.
- Fixed KAENSIN clearing out SUITON cells and viceversa.
- The spawn area is now seen as range rather than absolute for mob spawn lines. This means that x,y,10,10 will spawn the mob on a 21x21 grid around the given x,y point.
- Some clean up of the mob-spawn code. Now you can specify negative areas, so that a spawn location such as 100,150,0,-1 will spawn a mob always on x=100, but any Y value of the current map.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8165 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 67 |
1 files changed, 39 insertions, 28 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 60802d79a..2fb5ce253 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2082,10 +2082,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] if (dmg.blewcount > 0 && !status_isdead(bl)) - { - if ( skillid != NJ_TATAMIGAESHI ) skill_blown(dsrc,bl,dmg.blewcount); - else skill_blown(src,bl,dmg.blewcount); - } + skill_blown(skillid==NJ_TATAMIGAESHI?src:dsrc,bl,dmg.blewcount); //Delayed damage must be dealt after the knockback (it needs to know actual position of target) if (dmg.amotion) @@ -2830,8 +2827,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int //Splash attack skills. case AS_SPLASHER: - if ( (flag&1) && bl->id != skill_area_temp[1] ) - { + if ((flag&1) && bl->id == skill_area_temp[1]) + { //Should do 100% damage on targetted character. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, 1); break; } @@ -2842,19 +2839,21 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case MG_NAPALMBEAT: case MG_FIREBALL: case HW_NAPALMVULCAN: - case HT_BLITZBEAT: case NJ_HUUMA: case NJ_BAKUENRYU: - if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by. + if (flag&1) //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); - } else { + else { if ( skillid == NJ_BAKUENRYU ) clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_area_temp[0] = 0; skill_area_temp[1] = bl->id; - if ( (skill_get_nk(skillid)&NK_SPLASHSPLIT) || (skillid==HT_BLITZBEAT && flag&0xf00000) ) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex] + if (skill_get_nk(skillid)&NK_SPLASHSPLIT) map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, - src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count); + src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); + else + skill_area_temp[0] = 1; + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, @@ -2862,6 +2861,26 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int } break; + //Done apart because you can't mix the flag with BCT_ENEMY for auto-blitz. + case HT_BLITZBEAT: + if (flag&1) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex] + skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); + else { + skill_area_temp[0] = 0; + skill_area_temp[1] = bl->id; + //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex] + if (skillid==HT_BLITZBEAT && flag&0xf00000) + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); + else + skill_area_temp[0] = 1; + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv), BL_CHAR, + src, skillid, skilllv, tick, BCT_ENEMY|1, + skill_castend_damage_id); + } + break; case SM_MAGNUM: if(flag&1) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); @@ -3110,8 +3129,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int int dir = map_calc_dir(src,bl->x,bl->y); status_change_end(src, SC_HIDING, -1); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - if (unit_movepos(src, bl->x - dirx[dir], bl->y - diry[dir], 0, 0)) // fixed... sorry for this o_O - clif_slide(src,bl->x - dirx[dir],bl->y - diry[dir]); + if (unit_movepos(src, bl->x - dirx[dir], bl->y - diry[dir], 0, 0)) + clif_slide(src,src->x,src->y); } break; case NJ_ISSEN: @@ -6221,7 +6240,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s } break; case NJ_TATAMIGAESHI: - sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv)); + sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv)); skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); break; @@ -6632,7 +6651,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, if (sd) val1 = sd->status.child; break; case NJ_KAENSIN: - skill_clear_group(src, 1); //Delete previous Kaensins + skill_clear_group(src, 4); //Delete previous Kaensins val2 = (skilllv+1)/2 + 4; break; @@ -7157,17 +7176,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns } case UNT_TATAMIGAESHI: - { - struct skill_unit_group *sug; // better name needed :D - - if ( (sug = map_find_skill_unit_oncell(bl,bl->x,bl->y,NJ_TATAMIGAESHI,NULL)->group) != NULL ) - { - if ( DIFF_TICK(gettick(), sug->tick) <= skill_get_time2(sg->skill_id, sg->skill_lv) ) - skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); - } - break; - } - case UNT_DEMONSTRATION: skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; @@ -9144,10 +9152,13 @@ int skill_clear_group (struct block_list *bl, int flag) case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case NJ_SUITON: - case NJ_KAENSIN: if (flag&1) group[count++]= ud->skillunit[i]; break; + case NJ_KAENSIN: + if (flag&4) + 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]; @@ -9259,7 +9270,7 @@ int skill_landprotector (struct block_list *bl, va_list ap) case NJ_SUITON: case NJ_KAENSIN: switch (unit->group->skill_id) - { //These override each other. + { //These cannot override each other. case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: |