diff options
author | shennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-01-07 03:04:24 +0000 |
---|---|---|
committer | shennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-01-07 03:04:24 +0000 |
commit | 73ad7989194c210cd90f6f3a696250df162b69eb (patch) | |
tree | cf3795a1afaff4226a5d5c75c76c4403105b1a4d /src/map/skill.c | |
parent | 6d5d8185e0213433def88dece01f66f180bb1a92 (diff) | |
download | hercules-73ad7989194c210cd90f6f3a696250df162b69eb.tar.gz hercules-73ad7989194c210cd90f6f3a696250df162b69eb.tar.bz2 hercules-73ad7989194c210cd90f6f3a696250df162b69eb.tar.xz hercules-73ad7989194c210cd90f6f3a696250df162b69eb.zip |
Initial support for Royal Guard and some adjustments here and there.
- credits to 3ceam for the base.
- should you step by any bugs let us know, http://rathena.org/board/tracker/
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15404 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 484 |
1 files changed, 435 insertions, 49 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index de6dd518b..f0790efe3 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -90,6 +90,7 @@ int earthstrain_unit_pos; int skill_stasis_check(struct block_list *bl, int src_id, int skillid); static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv); static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv); +static int skill_destroy_trap( struct block_list *bl, va_list ap ); //Since only mob-casted splash skills can hit ice-walls static inline int splash_target(struct block_list* bl) { @@ -1151,6 +1152,42 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int case GC_WEAPONCRUSH: skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY); break; + /** + * Royal Guard + **/ + case LG_SHIELDPRESS: + sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv)); + break; + case LG_PINPOINTATTACK: + rate = 12 + (10 * skilllv + (sstatus->agi / 100) ) * 140 / 100; + switch( skilllv ) { + case 1: + sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv)); + break; + case 2: + if( dstsd && dstsd->spiritball && rand()%100 < rate ) + pc_delspiritball(dstsd, dstsd->spiritball, 0); + break; + default: + skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate,BCT_ENEMY); + break; + } + break; + case LG_MOONSLASHER: + rate = 32 + 8 * skilllv; + if( rand()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet. + skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0); + else if( dstmd && !is_boss(bl) ) + sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv)); + break; + case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. + if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) + sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv)); + break; + case LG_EARTHDRIVE: + skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF); + sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv)); + break; } if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) @@ -1988,8 +2025,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] ) damage = 1; - if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ) - && skillid != WS_CARTTERMINATION ) + if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ) + && skillid != WS_CARTTERMINATION) || (sc && sc->data[SC_REFLECTDAMAGE])) ) rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag); //Skill hit type @@ -2137,6 +2174,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type); break; /** + * Royal Guard + **/ + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5); + break; + /** * Arch Bishop **/ case AB_DUPLELIGHT_MELEE: @@ -2168,6 +2212,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case WL_CHAINLIGHTNING_ATK: copy_skill = WL_CHAINLIGHTNING; break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + copy_skill = LG_OVERBRAND; + break; } if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) && @@ -2234,15 +2282,29 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) { int direction = -1; // default - switch(skillid) - { - case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards - case WZ_STORMGUST: direction = unit_getdir(bl); break; // backwards - case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards - case WL_CRIMSONROCK: direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); break; + switch(skillid) { + case MG_FIREWALL: + case WZ_STORMGUST: + case PR_SANCTUARY: + case LG_OVERBRAND: + direction = unit_getdir(bl);// backwards + break; + case WL_CRIMSONROCK: + direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); + break; } - skill_blown(dsrc,bl,dmg.blewcount,direction,0); + if( skillid == LG_OVERBRAND ) { + if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) { + short dir_x, dir_y; + dir_x = dirx[(direction+4)%8]; + dir_y = diry[(direction+4)%8]; + if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 ) + skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag ); + } else + skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag ); + } else + skill_blown(dsrc,bl,dmg.blewcount,direction,0); } //Delayed damage must be dealt after the knockback (it needs to know actual position of target) @@ -2287,17 +2349,21 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS); } - if( rdamage > 0 ) - { - if( dmg.amotion ) - battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0); - else - status_fix_damage(bl,src,rdamage,0); - clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0); - //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] - if( tsd && src != bl ) - battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); - skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); + if( rdamage > 0 ) { + if( sc && sc->data[SC_REFLECTDAMAGE] ) { + if( src != bl )// Don't reflect your own damage (Grand Cross) + map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race); + } else { + if( dmg.amotion ) + battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0); + else + status_fix_damage(bl,src,rdamage,0); + clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0); + //Use Reflect Shield to signal this kind of skill trigger. [Skotlex] + if( tsd && src != bl ) + battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src)); + skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); + } } if( damage > 0 ) { if( skillid == RK_CRUSHSTRIKE ) // Your weapon will not be broken if you miss. @@ -2773,6 +2839,20 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) } } break; + case LG_MOONSLASHER: + if( target->type == BL_PC ) { + struct map_session_data *tsd = NULL; + if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) { + pc_setsit(tsd); + skill_sit(tsd,1); + clif_sitting(&tsd->bl); + } + } + break; + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); + break; default: skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; @@ -3026,7 +3106,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int **/ case GC_CROSSIMPACT: case GC_VENOMPRESSURE: - + /** + * Royal Guard + **/ + case LG_BANISHINGPOINT: + case LG_SHIELDPRESS: + case LG_RAGEBURST: + case LG_RAYOFGENESIS: + case LG_HESPERUSLIT: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; @@ -3112,6 +3199,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case SN_SHARPSHOOTING: case MA_SHARPSHOOTING: case NJ_KAMAITACHI: + case LG_CANNONSPEAR: //It won't shoot through walls since on castend there has to be a direct //line of sight between caster and target. skill_area_temp[1] = bl->id; @@ -3267,6 +3355,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int **/ case GC_ROLLINGCUTTER: case GC_COUNTERSLASH: + /** + * Royal Guard + **/ + case LG_MOONSLASHER: + case LG_EARTHDRIVE: if( flag&1 ) { //Recursive invocation // skill_area_temp[0] holds number of targets in area @@ -3285,10 +3378,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int status_heal(src,heal,0,0); } } - else - { - if ( skillid == NJ_BAKUENRYU ) + else { + if( skillid == NJ_BAKUENRYU || skillid == LG_EARTHDRIVE ) clif_skill_nodamage(src,bl,skillid,skilllv,1); + else if( skillid == LG_MOONSLASHER ) + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); skill_area_temp[0] = 0; skill_area_temp[1] = bl->id; @@ -3917,6 +4011,28 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case NC_MAGNETICFIELD: sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv)); break; + /** + * Royal Guard + **/ + case LG_PINPOINTATTACK: + if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) + clif_slide(src,bl->x,bl->y); + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + + case LG_SHIELDSPELL: + // flag&1: Phisycal Attack, flag&2: Magic Attack. + skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + break; + + case LG_OVERBRAND: + skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL); + break; + + case LG_OVERBRAND_BRANDISH: + skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL); + break; + case 0: if(sd) { if (flag & 3){ @@ -4559,7 +4675,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in * Guillotine Cross **/ case GC_VENOMIMPRESS: - + /** + * Royal Guard + **/ + case LG_EXEEDBREAK: + case LG_PRESTIGE: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; @@ -4876,6 +4996,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case NPC_VAMPIRE_GIFT: case NPC_HELLJUDGEMENT: case NPC_PULSESTRIKE: + case LG_MOONSLASHER: skill_castend_damage_id(src, src, skillid, skilllv, tick, flag); break; @@ -5040,11 +5161,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in * Guilotine Cross **/ case GC_CLOAKINGEXCEED: + /** + * Royal Guard + **/ + case LG_FORCEOFVANGUARD: if (tsce) { i = status_change_end(bl, type, INVALID_TIMER); if( i ) - clif_skill_nodamage(src,bl,skillid,-1,i); + clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i); else if( sd ) clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); @@ -5052,7 +5177,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); if( i ) - clif_skill_nodamage(src,bl,skillid,-1,i); + clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i); else if( sd ) clif_skill_fail(sd,skillid,0,0); break; @@ -6618,16 +6743,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } break; case RK_IGNITIONBREAK: - //case LG_EARTHDRIVE: - clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); - //if( skillid == LG_EARTHDRIVE ) - //{ - // int dummy = 1; - // i = skill_get_splash(skillid,skilllv); - // map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src); - //} - 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); + case LG_EARTHDRIVE: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + i = skill_get_splash(skillid,skilllv); + if( skillid == LG_EARTHDRIVE ) { + int dummy = 1; + map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src); + } + map_foreachinrange(skill_area_sub, bl,i,BL_CHAR, + src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); break; case RK_STONEHARDSKIN: if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 ) @@ -7203,6 +7327,153 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in clif_skill_nodamage(src, bl, skillid, skilllv, 1); } break; + /** + * Royal Guard + **/ + case LG_TRAMPLE: + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick); + break; + + case LG_REFLECTDAMAGE: + if( tsc && tsc->data[type] ) + status_change_end(bl,type,-1); + else + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + + case LG_SHIELDSPELL: + if( flag&1 ) { + int duration = /*(sd) ? sd->shieldmdef * 2000 :*/ 10000; + sc_start(bl,SC_SILENCE,100,skilllv,duration); + } else if( sd ) { + int opt = skilllv; + int rate = rand()%100; + int val, brate; + switch( skilllv ) { + case 1: + { + struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; + if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield? + clif_skill_fail(sd, skillid, 0, 0); + break; + } + brate = shield_data->def * 10; + if( rate < 50 ) + opt = 1; + else if( rate < 75 ) + opt = 2; + else + opt = 3; + + switch( opt ) { + case 1: + sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if( rate < brate ) + map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_DEF,-1); + break; + case 2: + val = 10 * shield_data->def; // % Reflected damage. + sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 30000); + break; + case 3: + val = 20 * shield_data->def; // Attack increase. + sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 30000); + break; + } + } + break; + + case 2: + brate = sd->shieldmdef * 20; + if( rate < 30 ) + opt = 1; + else if( rate < 60 ) + opt = 2; + else + opt = 3; + switch( opt ) { + case 1: + sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if( rate < brate ) + map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id); + status_change_end(bl,SC_SHIELDSPELL_MDEF,-1); + break; + case 2: + sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1); + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + if( rate < brate ) + map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id); + break; + case 3: + if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->shieldmdef * 30000) ) + clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv, + sc_start(bl,SC_MAGNIFICAT,100,1,sd->shieldmdef * 30000)); + break; + } + break; + + case 3: + { + struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]]; + if( !it ) { // No shield? + clif_skill_fail(sd,skillid,0,0); + break; + } + brate = it->refine * 5; + if( rate < 25 ) + opt = 1; + else if( rate < 50 ) + opt = 2; + else + opt = 3; + switch( opt ) { + case 1: + val = 105 * it->refine / 10; + sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv)); + break; + case 2: case 3: + if( rate < brate ) + { + val = sstatus->max_hp * (11 + it->refine) / 100; + status_heal(bl, val, 0, 3); + } + break; + /*case 3: + // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it. + break;*/ + } + } + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case LG_PIETY: + if( flag&1 ) + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); + else { + skill_area_temp[2] = 0; + map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case LG_INSPIRATION: + if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) { + sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 1000); //.1% penalty. + sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 1000); + clif_updatestatus(sd,SP_BASEEXP); + clif_updatestatus(sd,SP_JOBEXP); + } + clif_skill_nodamage(bl,src,skillid,skilllv, + sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv))); + break; case RETURN_TO_ELDICASTES: case ALL_GUARDIAN_RECALL: @@ -7305,7 +7576,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) return 0; } - if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 ) + if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK) ) {// restore original walk speed ud->skilltimer = INVALID_TIMER; status_calc_bl(&sd->bl, SCB_SPEED); @@ -7587,7 +7858,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) return 0; } - if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 ) + if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK ) ) {// restore original walk speed ud->skilltimer = INVALID_TIMER; status_calc_bl(&sd->bl, SCB_SPEED); @@ -7738,6 +8009,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk case MO_BODYRELOCATION: case CR_CULTIVATION: case HW_GANBANTEIN: + case LG_EARTHDRIVE: break; //Effect is displayed on respective switch case. default: if(skill_get_inf(skillid)&INF_SELF_SKILL) @@ -8233,7 +8505,39 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk case NC_MAGICDECOY: if( sd ) clif_magicdecoy_list(sd,skilllv,x,y); break; + /** + * Royal Guard + **/ + case LG_OVERBRAND: + { + int width;//according to data from irowiki it actually is a square + for( width = 0; width < 7; width++ ) + for( i = 0; i < 7; i++ ) + map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, BL_CHAR, src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id); + for( width = 0; width < 7; width++ ) + for( i = 0; i < 7; i++ ) + map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id); + } + break; + case LG_BANDING: + if( sc && sc->data[SC_BANDING] ) + status_change_end(src,SC_BANDING,-1); + else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) { + sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv)); + if( sd ) pc_banding(sd,skilllv); + } + clif_skill_nodamage(src,src,skillid,skilllv,1); + break; + + case LG_RAYOFGENESIS: + if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) { + i = skill_get_splash(skillid,skilllv); + map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR, + src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id); + } else if( sd ) + clif_skill_fail(sd,skillid,0xa,0); + break; default: ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid); return 1; @@ -8751,7 +9055,12 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison limit = 4000 + 2000 * skilllv; break; - + /** + * Royal Guard + **/ + case LG_BANDING: + limit = -1; + break; } nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval)); @@ -9849,18 +10158,20 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap) return 1; } case AB_ADORAMUS: - { // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster + // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST ) p_sd[(*c)++] = tsd->bl.id; return 1; - } case WL_COMET: - { // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster - if( tsd->status.class_ == 4055 || tsd->status.class_ == 4061 ) + // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster + if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK ) + p_sd[(*c)++] = tsd->bl.id; + return 1; + case LG_RAYOFGENESIS: + if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD && + tsd->sc.data[SC_BANDING] ) p_sd[(*c)++] = tsd->bl.id; return 1; - } - default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex] { int skilllv; @@ -10440,6 +10751,43 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh return 0; } break; + /** + * Royal Guard + **/ + case LG_BANDING: + if( sc && sc->data[SC_INSPIRATION] ) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case LG_PRESTIGE: + if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case LG_RAGEBURST: + if( sd->spiritball == 0 ) { + clif_skill_fail(sd,skill,0x04,0); + return 0; + } + sd->spiritball_old = require.spiritball = sd->spiritball; + break; + case LG_RAYOFGENESIS: + if( sc && sc->data[SC_INSPIRATION] ) + return 1; // Don't check for partner. + if( !(sc && sc->data[SC_BANDING]) ) { + clif_skill_fail(sd,skill,0xa,0); + return 0; + } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1 ) + return 0; // Just fails, no msg here. + break; + case LG_HESPERUSLIT: + if( !sc || !sc->data[SC_BANDING] ) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; } switch(require.state) { @@ -11863,8 +12211,8 @@ static int skill_cell_overlap(struct block_list *bl, va_list ap) } break; case HW_GANBANTEIN: - if( !(unit->group->state.song_dance&0x1) ) - {// Don't touch song/dance. + case LG_EARTHDRIVE: + if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance. skill_delunit(unit); return 1; } @@ -12380,6 +12728,15 @@ int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int li } } break; + case LG_BANDING: + { + struct status_change *sc = NULL; + if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) { + sc->data[SC_BANDING]->val4 = 0; + status_change_end(src,SC_BANDING,-1); + } + } + break; } if (src->type==BL_PC && group->state.ammo_consume) @@ -13540,8 +13897,37 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { return 1; } +/** + * for Royal Guard's LG_TRAMPLE + **/ +static int skill_destroy_trap( struct block_list *bl, va_list ap ) { + struct skill_unit *su = (struct skill_unit *)bl; + struct skill_unit_group *sg; + unsigned int tick; + + nullpo_ret(su); + tick = va_arg(ap, unsigned int); - + if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) { + switch( sg->unit_id ) { + case UNT_LANDMINE: + case UNT_CLAYMORETRAP: + case UNT_BLASTMINE: + case UNT_SHOCKWAVE: + case UNT_SANDMAN: + case UNT_FLASHER: + case UNT_FREEZINGTRAP: + case UNT_CLUSTERBOMB: + case UNT_FIRINGTRAP: + case UNT_ICEBOUNDTRAP: + map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick); + break; + } + // Traps aren't recovered. + skill_delunit(su); + } + return 0; +} /*========================================== * *------------------------------------------*/ |