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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-03-27 18:38:11 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-03-27 18:38:11 +0000 |
commit | c19b8831b8134d9e8f000d8d5ee18ebaa2164fea (patch) | |
tree | 6c882ff6ee1fd988ec1f8fd28abf4fee7a0bcd95 /src/map/skill.c | |
parent | 6b7b26291cbcabf23f5a28a684fdfcb317d7b53a (diff) | |
download | hercules-c19b8831b8134d9e8f000d8d5ee18ebaa2164fea.tar.gz hercules-c19b8831b8134d9e8f000d8d5ee18ebaa2164fea.tar.bz2 hercules-c19b8831b8134d9e8f000d8d5ee18ebaa2164fea.tar.xz hercules-c19b8831b8134d9e8f000d8d5ee18ebaa2164fea.zip |
- Moved coma to skill_additional_effect, added special_state.bonus_coma to prevent doing comma calculations for every player attack.
- Added config "vending_tax" to apply a tax to all vending requests, as it was in kRO Sakray some time ago (requested by Playtester) (items.conf).
- Some cleaning of skill_additional_effect
- Moved the starting of SC_DANCING from skill_initunitgroup to skill_unitsetting
- Moved the checks for player_skill_partner_check and (gm_skilluncond for it) to skill_check_pc_partner
- Negative aspd rate bonuses will be handled as aspd add rate since the default non-stackable bonus is useless on penalty bonuses.
- Added check to prevent the client from using passive skills.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10082 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 82 |
1 files changed, 43 insertions, 39 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 91c7b327f..45bc7abd0 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1016,6 +1016,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int 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 (sc && !sc->count) + sc = NULL; switch(skillid){ case 0: // Normal attacks (no skill used) @@ -1024,8 +1026,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int // 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 ) { - int lv=(sd->status.job_level+9)/10; - skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,SD_LEVEL); + rate=(sd->status.job_level+9)/10; + skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL); } // Gank if(dstmd && sd->status.weapon != W_BOW && @@ -1037,33 +1039,41 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int clif_skill_fail(sd,RG_SNATCHER,0,0); } // Chance to trigger Taekwon kicks [Dralnu] - if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) { - if(sd->sc.data[SC_READYSTORM].timer != -1 && + if(sc && sc->data[SC_COMBO].timer == -1) { + if(sc->data[SC_READYSTORM].timer != -1 && sc_start(src,SC_COMBO, 15, TK_STORMKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered - else if(sd->sc.data[SC_READYDOWN].timer != -1 && + else if(sc->data[SC_READYDOWN].timer != -1 && sc_start(src,SC_COMBO, 15, TK_DOWNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered - else if(sd->sc.data[SC_READYTURN].timer != -1 && + else if(sc->data[SC_READYTURN].timer != -1 && sc_start(src,SC_COMBO, 15, TK_TURNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered - else if(sd->sc.data[SC_READYCOUNTER].timer != -1) + else if(sc->data[SC_READYCOUNTER].timer != -1) { //additional chance from SG_FRIEND [Komurka] rate = 20; - if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) { - rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100; + if (sc->data[SC_SKILLRATE_UP].timer != -1 && sc->data[SC_SKILLRATE_UP].val1 == TK_COUNTER) { + rate += rate*sc->data[SC_SKILLRATE_UP].val2/100; status_change_end(src,SC_SKILLRATE_UP,-1); } sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0, (2000 - 4*sstatus->agi - 2*sstatus->dex)); } } - } - if (sc && sc->count) { + if (sd->special_state.bonus_coma) { + rate = sd->weapon_coma_ele[tstatus->def_ele]; + rate += sd->weapon_coma_race[tstatus->race]; + rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; + if (rate) + status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0); + } + } + + if (sc) { // Enchant Poison gives a chance to poison attacked enemies if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2, @@ -6771,11 +6781,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){ - group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char)); - if(group->valstr==NULL){ - ShowFatalError("skill_castend_map: out of memory !\n"); - exit(1); - } + group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char)); if (sd) memcpy(group->valstr,sd->message,MESSAGE_SIZE); else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex] @@ -6870,6 +6876,20 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, skill_delunitgroup(src, group, 0); return NULL; } + + if (group->state.song_dance) { + if(sd){ + sd->skillid_dance = skillid; + sd->skilllv_dance = skilllv; + } + if ( + sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv, + (group->state.song_dance&2?BCT_SELF:0), limit+1000) && + sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp! + ) + skill_check_pc_partner(sd, skillid, &skilllv, 1, 1); + } + if (skillid == NJ_TATAMIGAESHI) //Store number of tiles. group->val1 = group->alive_count; @@ -7774,6 +7794,11 @@ int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skil static int c=0; static int p_sd[2] = { 0, 0 }; int i; + + if (!battle_config.player_skill_partner_check || + (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)) + return 99; //As if there were infinite partners. + if (cast_flag) { //Execute the skill on the partners. struct map_session_data* tsd; @@ -8205,10 +8230,6 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t break; case PR_BENEDICTIO: { - if (!battle_config.player_skill_partner_check || - (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond) - ) - break; //No need to do any partner checking [Skotlex] if (!(type&1)) { //Started casting. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2) @@ -8218,10 +8239,9 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t } } else - { //Done casting - //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex] + //Should I repeat the check? If so, it would be best to only do + //this on cast-ending. [Skotlex] skill_check_pc_partner(sd, skill, &lv, 1, 1); - } } break; case AM_CANNIBALIZE: @@ -9845,22 +9865,6 @@ struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex] group->tick += 1500; group->valstr=NULL; - - i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex] - if (i&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { - struct map_session_data *sd = NULL; - if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){ - sd->skillid_dance=skillid; - sd->skilllv_dance=skilllv; - } - sc_start4(src,SC_DANCING,100,skillid,(int)group,skilllv,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000); - if (sd && i&UF_ENSEMBLE && skillid != CG_HERMODE && //Hermod is a encore with a warp! - battle_config.player_skill_partner_check && - (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) - ) { - skill_check_pc_partner(sd, skillid, &skilllv, 1, 1); - } - } return group; } |