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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-07-28 15:11:17 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-07-28 15:11:17 +0000 |
commit | a5a5d08082d272690f89389db6029edf94fe551d (patch) | |
tree | 2dd9e2d74cd230904f53b4164570df2d6542ca48 /src/map/skill.c | |
parent | 71140a6d9bb8b15fdee82745b559db0ca6a0052d (diff) | |
download | hercules-a5a5d08082d272690f89389db6029edf94fe551d.tar.gz hercules-a5a5d08082d272690f89389db6029edf94fe551d.tar.bz2 hercules-a5a5d08082d272690f89389db6029edf94fe551d.tar.xz hercules-a5a5d08082d272690f89389db6029edf94fe551d.zip |
- Cleaned up the NJ update code.
- Restored code which was removed (stuff like SC_SKA)
- Fixed possible crashes on some NJ skills if used by non-players.
- Fixed most NJ magic spells doing more damage than they should.
- Fixed ZenyNage being able to do more damage than zeny you have.
- Cleaned up skill setting code for Suiton and Kaensin
- Ordered SC_* definitions in status.c
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7947 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 127 |
1 files changed, 22 insertions, 105 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 683a38e7e..1c09354d2 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2732,11 +2732,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int clif_slide(src,bl->x,bl->y); break; - case SN_SHARPSHOOTING: /* シャープシューティング */ - // Does it stop if touch an obstacle? it shouldn't shoot trough walls - map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill_get_splash(skillid, skilllv),BL_CHAR, - BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs + case SN_SHARPSHOOTING: + case NJ_KAMAITACHI: + //It won't shoot through walls since on castend there has to be a direct + //line of sight between caster and target. + map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, + skill_get_splash(skillid, skilllv),BL_CHAR, + BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); break; case MO_INVESTIGATE: /* 発勁 */ @@ -2824,6 +2826,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case MC_CARTREVOLUTION: case NPC_SPLASHATTACK: case AC_SHOWER: //Targetted skill implementation. + case NJ_BAKUENRYU: if(flag&1){ if(bl->id!=skill_area_temp[1]){ skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick, @@ -2955,7 +2958,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; - /* 魔法系スキル */ case MG_SOULSTRIKE: /* ソウルストライク */ case NPC_DARKSTRIKE: /*闇ソウルストライク*/ case MG_COLDBOLT: /* コールドボルト */ @@ -2971,6 +2973,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case MG_FROSTDIVER: /* フロストダイバー */ case WZ_SIGHTBLASTER: case WZ_SIGHTRASHER: /* サイトラッシャー */ + case NJ_KOUENKA: + case NJ_HYOUSENSOU: + case NJ_HUUJIN: skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); break; @@ -3088,7 +3093,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); } else { skill_area_temp[0] = 0; - skill_area_temp[1] = bl->id; if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex] map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, @@ -3177,39 +3181,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int break; case NJ_HUUMA: if (flag & 1) { - if (bl->id != skill_area_temp[1]) - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); + skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); } else { skill_area_temp[0] = 0; - skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count); - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); 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); } break; - case NJ_BAKUENRYU: - if (flag & 1) { - skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); - } else { - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_area_temp[0] = 0; - skill_area_temp[1] = bl->id; - if (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); - 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 NJ_KASUMIKIRI: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv)); @@ -3218,23 +3202,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int status_change_end(src, SC_HIDING, -1); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; - case NJ_KOUENKA: - case NJ_HYOUSENSOU: - case NJ_HUUJIN: - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); - break; - case NJ_KAMAITACHI: - // Does it stop if touch an obstacle? it shouldn't shoot trough walls - map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill_get_splash(skillid, skilllv),BL_CHAR, - BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs - break; - //Not implemented yet [Vicious] - //case NJ_KASUMIKIRI: - //case NJ_KIRIKAGE: case NJ_ISSEN: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - if (sc && sc->data[SC_NEN].timer != -1) status_change_end(src,SC_NEN,-1); break; @@ -6123,7 +6092,6 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s case DC_SERVICEFORYOU: case GS_DESPERADO: case NJ_SUITON: - case NJ_BAKUENRYU: case NJ_KAENSIN: case NJ_HYOUSYOURAKU: case NJ_RAIGEKISAI: @@ -6596,35 +6564,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, target = BCT_ALL; break; case NJ_SUITON: - val1 = skilllv*2; - - { - // don't call skill_clear_group(src,1), it deletes also kaensin... and I think it doesn't have to - // so this is a copy paste of skill_clear_group() function, which only deletes suiton (shoud maybe create a new function) - struct unit_data *ud = unit_bl2ud(src); - struct skill_unit_group *group[MAX_SKILLUNITGROUP]; - int i, count=0, tflag=1; - - nullpo_retr(0, src); - if (!ud) break; - - for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) - { - switch (ud->skillunit[i]->skill_id) { - case NJ_SUITON: - if (tflag&1) - group[count++]= ud->skillunit[i]; - break; - default: - if (tflag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) - group[count++]= ud->skillunit[i]; - break; - } - - } - for (i=0;i<count;i++) - skill_delunitgroup(src, group[i]); - } + skill_clear_group(src,1); break; case HT_SHOCKWAVE: /* ショックウェーブトラップ */ val1=skilllv*15+10; @@ -6765,35 +6705,8 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, if (sd) val1 = sd->status.child; break; case NJ_KAENSIN: - { - // don't call skill_clear_group(src,1), it deletes also suiton... and I think it doesn't have to - // so this is a copy paste of skill_clear_group() function, which only deletes kaesin (shoud maybe create a new function) - struct unit_data *ud = unit_bl2ud(src); - struct skill_unit_group *group[MAX_SKILLUNITGROUP]; - int i, count=0, tflag=1; - - val2 = (skilllv+1)/2 + 4; - - nullpo_retr(0, src); - if (!ud) break; - - for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) - { - switch (ud->skillunit[i]->skill_id) { - case NJ_KAENSIN: - if (tflag&1) - group[count++]= ud->skillunit[i]; - break; - default: - if (tflag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP) - group[count++]= ud->skillunit[i]; - break; - } - - } - for (i=0;i<count;i++) - skill_delunitgroup(src, group[i]); - } + skill_clear_group(src, 4); //Delete previous Kaensins + val2 = (skilllv+1)/2 + 4; break; case GS_GROUNDDRIFT: @@ -7498,7 +7411,6 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int switch (skill_id) { case WZ_QUAGMIRE: - case NJ_SUITON: if (bl->type==BL_MOB) break; if (sc && sc->data[type].timer != -1) @@ -7529,6 +7441,7 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int case SA_VIOLENTGALE: case CG_HERMODE: case HW_GRAVITATION: + case NJ_SUITON: if (sc && sc->data[type].timer != -1) status_change_end(bl, type, -1); break; @@ -8385,7 +8298,8 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t case NJ_ISSEN: if (!sc || sc->data[SC_NEN].timer==-1) { clif_skill_fail(sd,skill,0,0); - return 0; } + return 0; + } break; case NJ_ZENYNAGE: @@ -9281,10 +9195,13 @@ 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]; |