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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-11-06 21:10:45 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-11-06 21:10:45 +0000 |
commit | 18b9549a0a8cfb0614c655d11f87f2acc7c8cc52 (patch) | |
tree | 937db1ac7ede04a8b43ce6324508ac75d3d6029c /src/map/skill.c | |
parent | 1c0bab41587fced03042d70a91945f5917f3a29e (diff) | |
download | hercules-18b9549a0a8cfb0614c655d11f87f2acc7c8cc52.tar.gz hercules-18b9549a0a8cfb0614c655d11f87f2acc7c8cc52.tar.bz2 hercules-18b9549a0a8cfb0614c655d11f87f2acc7c8cc52.tar.xz hercules-18b9549a0a8cfb0614c655d11f87f2acc7c8cc52.zip |
- Corrected Ground Drift. Splash range of 3x3, stackable and placeable underneath others, cast time is 2 secs. It's considered ranged, and it's damage increase is defense ignoring, always neutral damage.
- Added Bull's Eye 0.5 sec cast time
- Corrected Bull's Eye implementation, it should deal normal damage against non brute/demi-human targets.
- GS_DUST is now considered a short-range attack
- Implemented Desperado's hit rate based on distance to caster as it's believed to behave.
- Suiton's Speed/Agi penalty will affect everyone when used in versus maps.
- GS_TRACKING's range is no longer affected by Snake Eye.
- Cleaned up some skill_trap_splash
- GS_FLING's defense reduction is now 5*lv%
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9158 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 139 |
1 files changed, 77 insertions, 62 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index bf1bc6998..a90e179ce 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -773,7 +773,6 @@ int skill_get_range2 (struct block_list *bl, int id, int lv) break; // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen] case GS_RAPIDSHOWER: - case GS_TRACKING: case GS_PIERCINGSHOT: case GS_FULLBUSTER: case GS_SPREADATTACK: @@ -1337,7 +1336,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv)); break; case GS_BULLSEYE: //0.1% coma rate. - status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0); + if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) + status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0); break; case GS_PIERCINGSHOT: sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); @@ -3133,10 +3133,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int break; case GS_BULLSEYE: - if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) && !(tstatus->mode&MD_BOSS)) - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - else if (sd) - clif_skill_fail(sd,skillid,0,0); + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; case NJ_KASUMIKIRI: @@ -6692,9 +6689,10 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, { int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; - if (src->type == BL_PC) + if (sd) val1=sd->arrow_ele; - else val1=element[rand()%5]; + else + val1=element[rand()%5]; switch (val1) { @@ -6769,6 +6767,18 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, ux+=(i%5-2); uy+=(i/5-2); break; + case UNT_DESPERADO: + val1 = abs(layout->dx[i]); + val2 = abs(layout->dy[i]); + if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals + if (val2 > val1) val1 = val2; + if (val1) val1--; + val1 = 36 -12*val1; + } else //Diagonal edges + val1 = 28 -4*val1 -4*val2; + if (val1 < 1) val1 = 1; + val2 = 0; + break; default: if (group->state.song_dance&0x1) val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance @@ -6892,7 +6902,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned case UNT_SUITON: if(sc && sc->data[type].timer==-1) sc_start4(bl,type,100,sg->skill_lv, - battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. + map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. 0,0,sg->limit); break; @@ -7175,6 +7185,21 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex] break; + case UNT_GROUNDDRIFT_WIND: + case UNT_GROUNDDRIFT_DARK: + case UNT_GROUNDDRIFT_POISON: + case UNT_GROUNDDRIFT_WATER: + case UNT_GROUNDDRIFT_FIRE: + map_foreachinrange(skill_trap_splash,&src->bl, + skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, + &src->bl,tick,0); + sg->unit_id = UNT_USED_TRAPS; + clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); + sg->limit=DIFF_TICK(tick,sg->tick)+1500; + sg->state.into_abyss = 1; + break; + + case UNT_TALKIEBOX: if (sg->src_id == bl->id) break; @@ -7312,42 +7337,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; case UNT_DESPERADO: - if (!(rand()%5)) //Has a low chance of connecting. [Skotlex] + if (rand()%100 < src->val1) skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; - case UNT_GROUNDDRIFT_WIND: - case UNT_GROUNDDRIFT_DARK: - case UNT_GROUNDDRIFT_POISON: - case UNT_GROUNDDRIFT_WATER: - case UNT_GROUNDDRIFT_FIRE: - skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1); - - switch (sg->val1) - { - case ELE_WIND: - sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case ELE_WATER: - sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case ELE_POISON: - sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case ELE_DARK: - sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); - break; - case ELE_FIRE: - skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)); - break; - } - - sg->unit_id = UNT_USED_TRAPS; - clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); - sg->limit=DIFF_TICK(tick,sg->tick)+1500; - sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex] - break; - case UNT_KAENSIN: skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); if (--src->val2 <= 0) @@ -9426,27 +9419,49 @@ int skill_trap_splash (struct block_list *bl, va_list ap) nullpo_retr(0, sg = unit->group); nullpo_retr(0, ss = map_id2bl(sg->src_id)); - if(battle_check_target(src,bl,BCT_ENEMY) > 0){ - switch(sg->unit_id){ - case UNT_SHOCKWAVE: - case UNT_SANDMAN: - case UNT_FLASHER: - skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); - break; - case UNT_BLASTMINE: - case UNT_CLAYMORETRAP: - //Special property: Each target is hit N times (N = number of targets on splash area) - if (!count) count = 1; - for(i=0;i<count;i++) - skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - case UNT_FREEZINGTRAP: - skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); - break; - } - } + if(battle_check_target(src,bl,BCT_ENEMY) <= 0) + return 0; - return 0; + switch(sg->unit_id){ + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); + break; + case UNT_BLASTMINE: + case UNT_CLAYMORETRAP: + //Special property: Each target is hit N times (N = number of targets on splash area) + if (!count) count = 1; + for(i=0;i<count;i++) + skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + case UNT_FREEZINGTRAP: + skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + case UNT_GROUNDDRIFT_WIND: + if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_DARK: + if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_POISON: + if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_WATER: + if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case UNT_GROUNDDRIFT_FIRE: + if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) + skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)); + break; + default: + return 0; + } + return 1; } /*========================================== |