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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-02-15 18:56:54 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-02-15 18:56:54 +0000
commitea2ae867ed32cdea9107b446ee7cdfe3a2be6d95 (patch)
tree43aab9b4180d956488810f96da7a003ba6c2d28e /src/map/skill.c
parentaf3903eef455c03277036c972bc8c53e6ddacd28 (diff)
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- Made the warm skills BF_WEAPON type so that they may trigger effect cards.
- Also changed their pl to -1 so they carry the elemeso they carry the element. - Warm skills now damage other players for 60sp per hit. - Warm skill damage interval decreased to 100ms instead of 1000ms. - TK_DODGE now only dodges ranged weapon attacks, while under Spurt mode it dodges everything. - Cleaned up and expanded the sc_def_rate battle config. The new battle flags are mob_sc_def_rate, pc_sc_def_rate, mob_max_sc_def, pc_max_sc_def - Modified Marionette Control so that the max bonus stats you get is capped to your server's defined max stats instead of 99. - Mobs are no longer affected by the vs_traps_bctall switch. - Added function pc_damage_sp to damage the SP of players. - Modified Warm skills so that it only hurts SP of players while attacking/knocking back mobs. - Autospell loop breaks after one skill is successful. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5288 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c128
1 files changed, 59 insertions, 69 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 24298fb82..fd7f676a2 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -970,11 +970,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
break;
- case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
- if(dstsd){
- dstsd->status.sp -= dstsd->status.sp*(15*skilllv+5)/100;
- clif_updatestatus(dstsd,SP_SP);
- }
+ case HT_SHOCKWAVE: //it can't affect mobs, because they have no SP...
+ if(dstsd)
+ pc_damage_sp(dstsd, 0, 15*skilllv+5);
break;
case HT_SANDMAN: /* ƒTƒ“ƒhƒ}ƒ“ */
@@ -1025,10 +1023,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
case PA_PRESSURE: /* ƒvƒŒƒbƒVƒƒ? */
- if (dstsd) {
- dstsd->status.sp -= dstsd->status.sp * (15 + 5 * skilllv) / 100;
- clif_updatestatus(dstsd,SP_SP);
- }
+ if (dstsd)
+ pc_damage_sp(dstsd, 0, 15 +5*skilllv);
break;
case RG_RAID: /* ƒTƒvƒ‰ƒCƒYƒAƒ^ƒbƒN */
@@ -1054,29 +1050,16 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case DC_UGLYDANCE:
if (dstsd) {
- int skill, sp = 5+5*skilllv;
- if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
- sp += 5+skill;
- dstsd->status.sp -= sp;
- if(dstsd->status.sp<0)
- dstsd->status.sp=0;
- clif_updatestatus(dstsd,SP_SP);
+ int skill, sp = 5+5*skilllv;
+ if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
+ sp += 5+skill;
+ pc_damage_sp(dstsd, sp, 0);
}
break;
case SL_STUN:
if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
status_change_start(bl,SC_STUN,(30+10*skilllv),skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
break;
- case SG_SUN_WARM:
- case SG_MOON_WARM:
- case SG_STAR_WARM:
- if (dstsd) {
- dstsd->status.sp -= 5;
- if(dstsd->status.sp < 0)
- dstsd->status.sp = 0;
- clif_updatestatus(dstsd,SP_SP);
- }
- break;
/* MOB‚̒ljÁ?‰Ê•t‚«ƒXƒLƒ‹ */
case NPC_PETRIFYATTACK:
@@ -1245,46 +1228,56 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
//Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
//Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
- if(sd && !status_isdead(bl) && src != bl &&
- (!skillid || skillid == KN_AUTOCOUNTER || skillid == CR_REFLECTSHIELD || skill_get_nk(skillid)!=NK_NO_DAMAGE))
- {
- struct block_list *tbl;
- int i, auto_skillid, auto_skilllv, rate;
-
- for (i = 0; i < MAX_PC_BONUS; i++) {
- if (sd->autospell[i].id == 0)
+ if(sd && !status_isdead(bl) && src != bl) {
+ switch (skillid) {
+ case KN_AUTOCOUNTER:
+ case CR_REFLECTSHIELD:
+ case SG_SUN_WARM:
+ case SG_MOON_WARM:
+ case SG_STAR_WARM:
+ rate = 1;
break;
+ default:
+ rate = (!skillid || skill_get_nk(skillid)!=NK_NO_DAMAGE);
+ }
+ if (rate) {
+ struct block_list *tbl;
+ int i;
+ for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
- auto_skillid = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
-
- if (auto_skillid == skillid) //Prevents skill from retriggering themselves. [Skotlex]
- continue;
+ skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
+ //Prevents skill from retriggering themselves. [Skotlex]
+ if (skill == skillid)
+ continue;
- auto_skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
- rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
+ //skill2 reused to store skilllv.
+ skill2 = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
+ rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
- if (rand()%1000 > rate)
- continue;
- if (sd->autospell[i].id < 0)
- tbl = src;
- else
- tbl = bl;
-
- if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, auto_skillid, auto_skilllv)))
- continue; //Autoskills DO check for target-src range. [Skotlex]
-
- if (skill_get_inf(auto_skillid) & INF_GROUND_SKILL)
- skill_castend_pos2(src, tbl->x, tbl->y, auto_skillid, auto_skilllv, tick, 0);
- else {
- switch (skill_get_nk(auto_skillid)) {
- case NK_NO_DAMAGE:
- skill_castend_nodamage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
- break;
- case NK_SPLASH_DAMAGE:
- default:
- skill_castend_damage_id(src, tbl, auto_skillid, auto_skilllv, tick, 0);
- break;
+ if (rand()%1000 > rate)
+ continue;
+ if (sd->autospell[i].id < 0)
+ tbl = src;
+ else
+ tbl = bl;
+
+ if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
+ continue; //Autoskills DO check for target-src range. [Skotlex]
+
+ if (skill_get_inf(skill) & INF_GROUND_SKILL)
+ skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
+ else {
+ switch (skill_get_nk(skill)) {
+ case NK_NO_DAMAGE:
+ skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
+ break;
+ case NK_SPLASH_DAMAGE:
+ default:
+ skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
+ break;
+ }
}
+ break; //Only one auto skill comes off at a time.
}
}
}
@@ -6434,8 +6427,10 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
if (map_flag_gvg(src->m))
limit *= 4; // longer trap times in WOE [celest]
- if (battle_config.vs_traps_bctall && map_flag_vs(src->m))
- target = BCT_ALL; //Change target to all [Skotlex]
+ if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
+ && src->type != BL_MOB)
+ //Change target to all with the exception of mob traps [Skotlex]
+ target = BCT_ALL;
break;
case SA_LANDPROTECTOR: /* ƒOƒ‰ƒ“ƒhƒNƒ?ƒX */
@@ -7510,12 +7505,7 @@ static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int
for (i = 0; i < c; i++)
{
if ((tsd = map_id2sd(p_sd[i])) != NULL)
- {
- tsd->status.sp -= 10;
- if (tsd->status.sp < 0)
- tsd->status.sp = 0;
- clif_updatestatus(tsd,SP_SP);
- }
+ pc_damage_sp(tsd, 10, 0);
}
return c;
case CG_MOONLIT: