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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-28 20:44:44 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-28 20:44:44 +0000 |
commit | dd9f935197123a63faa902fcfdf166a99f7080b7 (patch) | |
tree | 019c5a6ba0812f7001b58267d72fe5c2cbfeebf3 /src/map/skill.c | |
parent | d70d0a66866d8c41cf6a8c9df266c0d7ea29c3dc (diff) | |
download | hercules-dd9f935197123a63faa902fcfdf166a99f7080b7.tar.gz hercules-dd9f935197123a63faa902fcfdf166a99f7080b7.tar.bz2 hercules-dd9f935197123a63faa902fcfdf166a99f7080b7.tar.xz hercules-dd9f935197123a63faa902fcfdf166a99f7080b7.zip |
- Restructured CG_MOONLIT so that it is a ground effect like the other Encores.
- Modified SC_DANCING so that val1 can contain both skill id and skill lv, removed SC_MOONLIT
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8526 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 75 |
1 files changed, 14 insertions, 61 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 90d996361..3357d8aa6 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -726,7 +726,6 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick); static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick); int skill_unit_effect(struct block_list *bl,va_list ap); -static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv); int enchant_eff[5] = { 10, 14, 17, 19, 20 }; int deluge_eff[5] = { 5, 9, 12, 14, 15 }; @@ -3749,15 +3748,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if (tsc && tsc->data[SC_NEN].timer != -1) status_change_end(bl,SC_NEN,-1); break; - case CG_MOONLIT: - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if (sd && 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); - } else - skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex] - - break; /* Was modified to only affect targetted char. [Skotlex] case HP_ASSUMPTIO: if (flag&1) @@ -4662,7 +4652,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP - || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT + || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_SAFETYWALL || i==SC_SMA || i==SC_SPEEDUP0 ) continue; @@ -5211,7 +5201,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case CG_LONGINGFREEDOM: { if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4 - && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] + && (tsc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] { clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); @@ -6040,6 +6030,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s case DC_DONTFORGETME: case DC_FORTUNEKISS: case DC_SERVICEFORYOU: + case CG_MOONLIT: case GS_DESPERADO: case NJ_KAENSIN: case NJ_BAKUENRYU: @@ -6066,7 +6057,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s skill_clear_unitgroup(src); sg = skill_unitsetting(src,skillid,skilllv,x,y,0); sc_start4(src,SC_DANCING,100, - skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv)); + skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv)); flag|=1; break; case RG_CLEANER: // [Valaris] @@ -6927,7 +6918,12 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned if(src->limit + sg->tick > tick + 700) src->limit = DIFF_TICK(tick+700,sg->tick); break; - } + case UNT_MOONLIT: + //Knockback out of area if affected char isn't in Moonlit effect + if (!sc || sc->data[SC_DANCING].timer==-1 || (sc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT) + skill_blown(ss, bl, skill_get_blewcount(sg->skill_id,sg->skill_lv)); + break; + } return skillid; } @@ -7393,7 +7389,8 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int case BD_ROKISWEIL: case BD_INTOABYSS: case BD_SIEGFRIED: - if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id) + if(sc && sc->data[SC_DANCING].timer != -1 && + (sc->data[SC_DANCING].val1&0xFFFF) == skill_id) { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, @@ -7595,41 +7592,6 @@ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int dam return damage; } -static int skill_moonlit_sub(struct block_list *bl, va_list ap) { - struct block_list *src = va_arg(ap, struct block_list*); - struct block_list *partner = va_arg(ap, struct block_list*); - int blowcount = va_arg(ap, int); - if (bl == src || bl == partner) - return 0; - skill_blown(src, bl, blowcount); - return 1; -} - -/*========================================== - * Starts the moonlit effect by first knocking back all other characters in the vecinity. - * partner may be null, but src cannot be. - *------------------------------------------ - */ -static void skill_moonlit (struct block_list* src, struct block_list* partner, int skilllv) -{ - int range = skill_get_splash(CG_MOONLIT, skilllv); - int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv); - - map_foreachinrange(skill_moonlit_sub,src, - range, BL_CHAR,src,partner,blowcount); - if(partner) - map_foreachinrange(skill_moonlit_sub,partner, - range, BL_CHAR,src,partner,blowcount); - - sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000); - sc_start4(src,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time); - - if (partner) { - sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000); - sc_start4(partner,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time); - } - -} /*========================================== * *------------------------------------------ @@ -7721,20 +7683,11 @@ int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skil status_charge(&tsd->bl, 0, 10); } return c; - case CG_MOONLIT: - if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL) - { - clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); - skill_moonlit(&sd->bl, &tsd->bl, *skill_lv); - tsd->skillid_dance = skill_id; - tsd->skilllv_dance = *skill_lv; - } - return c; default: //Warning: Assuming Ensemble skills here (for speed) if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL) { sd->sc.data[SC_DANCING].val4= tsd->bl.id; - sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000); + sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000); clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); tsd->skillid_dance = skill_id; tsd->skilllv_dance = *skill_lv; @@ -9743,7 +9696,7 @@ struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, sd->skillid_dance=skillid; sd->skilllv_dance=skilllv; } - sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000); + 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 && battle_config.player_skill_partner_check && (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) |