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authorInkfish <Inkfish@54d463be-8e91-2dee-dedb-b68131a5f0ec>2009-05-13 11:07:09 +0000
committerInkfish <Inkfish@54d463be-8e91-2dee-dedb-b68131a5f0ec>2009-05-13 11:07:09 +0000
commit45e87f58af948434abe3603f0bd314ccef79fd49 (patch)
tree75ff70b6d0c7d6a2084eebfd696cab59c1628681 /src/map/skill.c
parent00ea0c3f5908cddb310f9c720087facf5ec746e6 (diff)
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PNEUMA, BASILICA and SAFETYWALL no longer protect you from such negative status changes as COMA, STUN, FREEZE and etc. (bugreport:1346)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13767 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c140
1 files changed, 73 insertions, 67 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 9449c6447..2e7a8016a 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -484,6 +484,74 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
+ if( sd )
+ { // These status will be applied anyway even if there is no actual damage. [Inkfish]
+ if( sd->special_state.bonus_coma && !skillid)
+ {
+ rate = sd->weapon_coma_ele[tstatus->def_ele];
+ rate += sd->weapon_coma_race[tstatus->race];
+ rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
+ if (rate)
+ status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
+ }
+
+ if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
+ { // Trigger status effects
+ enum sc_type type;
+ int i;
+ for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
+ {
+ rate = sd->addeff[i].rate;
+ if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
+ rate += sd->addeff[i].arrow_rate;
+ if( !rate ) continue;
+
+ if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
+ { // Trigger has attack type consideration.
+ if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
+ continue;
+ }
+
+ if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
+ { // Trigger has range consideration.
+ if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
+ (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
+ continue; //Range Failed.
+ }
+
+ type = sd->addeff[i].id;
+ skill = skill_get_time2(status_sc2skill(type),7);
+
+ if (sd->addeff[i].flag&ATF_TARGET)
+ status_change_start(bl,type,rate,7,0,0,0,skill,0);
+
+ if (sd->addeff[i].flag&ATF_SELF)
+ status_change_start(src,type,rate,7,0,0,0,skill,0);
+ }
+ }
+
+ if( skillid )
+ { // Trigger status effects on skills
+ enum sc_type type;
+ int i;
+ for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
+ {
+ if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
+ continue;
+ type = sd->addeff3[i].id;
+ skill = skill_get_time2(status_sc2skill(type),7);
+
+ if( sd->addeff3[i].target&ATF_TARGET )
+ status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
+ if( sd->addeff3[i].target&ATF_SELF )
+ status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
+ }
+ }
+ }
+
+ if( attack_type&0xf000 ) // no damage, return;
+ return 0;
+
switch(skillid)
{
case 0: // Normal attacks (no skill used)
@@ -529,14 +597,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
(2000 - 4*sstatus->agi - 2*sstatus->dex));
}
}
-
- if (sd->special_state.bonus_coma) {
- rate = sd->weapon_coma_ele[tstatus->def_ele];
- rate += sd->weapon_coma_race[tstatus->race];
- rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
- if (rate)
- status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
- }
}
if (sc) {
@@ -845,59 +905,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
break;
}
- if( sd && skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
- { // Trigger status effects
- enum sc_type type;
- int i;
- for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
- {
- rate = sd->addeff[i].rate;
- if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
- rate += sd->addeff[i].arrow_rate;
- if( !rate ) continue;
-
- if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_SKILL)) != (ATF_WEAPON|ATF_SKILL) )
- { // Trigger has attack type consideration.
- if( (sd->addeff[i].flag&ATF_WEAPON && !(attack_type&BF_WEAPON)) || (sd->addeff[i].flag&ATF_SKILL && !(attack_type&(BF_MAGIC|BF_MISC))) )
- continue;
- }
-
- if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
- { // Trigger has range consideration.
- if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
- (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
- continue; //Range Failed.
- }
-
- type = sd->addeff[i].id;
- skill = skill_get_time2(status_sc2skill(type),7);
-
- if (sd->addeff[i].flag&ATF_TARGET)
- status_change_start(bl,type,rate,7,0,0,0,skill,0);
-
- if (sd->addeff[i].flag&ATF_SELF)
- status_change_start(src,type,rate,7,0,0,0,skill,0);
- }
- }
-
- if( sd && skillid )
- { // Trigger status effects on skills
- enum sc_type type;
- int i;
- for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
- {
- if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
- continue;
- type = sd->addeff3[i].id;
- skill = skill_get_time2(status_sc2skill(type),7);
-
- if( sd->addeff3[i].target&ATF_TARGET )
- status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
- if( sd->addeff3[i].target&ATF_SELF )
- status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
- }
- }
-
if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
{ //Pass heritage to Master for status causing effects. [Skotlex]
sd = map_id2sd(md->master_id);
@@ -1778,14 +1785,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
ud->attackabletime = tick + type;
}
- if (!dmg.amotion) {
+ if( !dmg.amotion )
+ { //Instant damage
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if (damage > 0) {
- if (!status_isdead(bl))
- skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
- //Counter status effects [Skotlex]
+ if( (damage > 0 || attack_type&0xf000) && !status_isdead(bl) )
+ skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
+ if( damage > 0 ) //Counter status effects [Skotlex]
skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
- }
}
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]