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author | rud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-02 14:31:16 +0000 |
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committer | rud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-02 14:31:16 +0000 |
commit | 103ca6312d0d252b5a8a05eefa78034ad341fe6e (patch) | |
tree | 87f499d9a38013a223fa4005719b4d52d6ab4e9b /src/map/skill.c | |
parent | bc3119af6271425b6d1579e10ff3d64478467a06 (diff) | |
download | hercules-103ca6312d0d252b5a8a05eefa78034ad341fe6e.tar.gz hercules-103ca6312d0d252b5a8a05eefa78034ad341fe6e.tar.bz2 hercules-103ca6312d0d252b5a8a05eefa78034ad341fe6e.tar.xz hercules-103ca6312d0d252b5a8a05eefa78034ad341fe6e.zip |
Fixed bugreport:6324 where re-spawning mob still hits/chases its previous attacker.
Partial fixed bugreport:6396 where Chemical Protection skills doesn't check targets current equipments.
Finally added almost all Kagerou/Oboro skills only one more left..phew...:D
(KG_KAGEHUMI,KG_KYOMU,KG_KAGEMUSYA,OB_ZANGETSU,OB_OBOROGENSOU,OB_OBOROGENSOU_TRANSITION_ATK,OB_AKAITSUKI)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16560 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 181 |
1 files changed, 132 insertions, 49 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 966910c33..79ff1a490 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -112,7 +112,7 @@ int firewall_unit_pos; int icewall_unit_pos; int earthstrain_unit_pos; //early declaration -int skill_stasis_check(struct block_list *bl, int src_id, int skillid); +int skill_block_check(struct block_list *bl, enum sc_type type, 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 ); @@ -2053,6 +2053,9 @@ static int skill_magic_reflect(struct block_list* src, struct block_list* bl, in struct status_change *sc = status_get_sc(bl); struct map_session_data* sd = BL_CAST(BL_PC, bl); + if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability + return 0; + // item-based reflection if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return ) return 1; @@ -2208,6 +2211,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds || (sc && sc->data[SC_REFLECTDAMAGE])) ) rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid); + if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){ + struct block_list *nbl = NULL; + nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id); + if( nbl ){ // Only one target is chosen. + damage = damage / 2; // Deflect half of the damage to a target nearby + clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6); + } + } + //Skill hit type type=(skillid==0)?5:skill_get_hit(skillid); @@ -4701,8 +4713,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if (tsc->data[SC_BERSERK]) heal = 0; //Needed so that it actually displays 0 when healing. } - heal_get_jobexp = status_heal(bl,heal,0,0); clif_skill_nodamage (src, bl, skillid, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != HLIF_HEAL ) + heal = ~heal + 1; + heal_get_jobexp = status_heal(bl,heal,0,0); if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; @@ -6162,7 +6176,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case AM_CP_ARMOR: case AM_CP_HELM: { + unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP}; enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON)); + + if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0 ) ) ){ + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + map_freeblock_unlock(); // Don't consume item requirements + return 0; + } + status_change_end(bl, scid, INVALID_TIMER); clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); @@ -7511,8 +7533,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl) || (tsc && tsc->data[SC_BERSERK])) i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett] - status_heal(bl, i, 0, 1); clif_skill_nodamage(bl, bl, skillid, i, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && i ) + i = ~i + 1; + status_heal(bl, i, 0, 1); } } else if( sd ) @@ -7648,7 +7672,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in **/ case WL_STASIS: if( flag&1 ) - sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)); + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)); else { map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id); @@ -8739,12 +8763,46 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } break; + case OB_AKAITSUKI: + case OB_OBOROGENSOU: + if( sd && ( (skillid == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters. + || is_boss(bl) ) ){ // Does not work on Boss monsters. + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + break; + } case KO_IZAYOI: + case OB_ZANGETSU: + case KG_KYOMU: + case KG_KAGEMUSYA: clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); break; + case KG_KAGEHUMI: + if( flag&1 ){ + if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) || + tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || + tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){ + sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv)); + sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); + status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + } + if( skill_area_temp[2] > 0){ + clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); + sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv)); + } + }else{ + skill_area_temp[2] = 0; + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id); + } + break; default: if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) { if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd ) @@ -9982,7 +10040,8 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char sd->sc.data[SC_BASILICA] || sd->sc.data[SC_MARIONETTE] || sd->sc.data[SC_WHITEIMPRISON] || - (sd->sc.data[SC_STASIS] && skill_stasis_check(&sd->bl, sd->sc.data[SC_STASIS]->val2, skill_num)) || + (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) || + (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) || sd->sc.data[SC_OBLIVIONCURSE] || sd->sc.data[SC__MANHOLE] )) { @@ -10982,6 +11041,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if( status_isimmune(bl) ) heal = 0; clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); + if( tsc && tsc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; status_heal(bl, heal, 0, 0); if( diff >= 500 ) sg->val1--; @@ -11196,6 +11257,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) ) break; // affects self only when soullinked heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true); + if( tsc->data[SC_AKAITSUKI] && heal ) + heal = ~heal + 1; clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); status_heal(bl, heal, 0, 0); break; @@ -11477,9 +11540,11 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns struct status_change *ssc = status_get_sc(ss); if( ssc && ssc->data[SC_HEATER_OPTION] ) hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100; - status_heal(bl, hp, 0, 0); if( tstatus->hp != tstatus->max_hp ) clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); + if( tsc && tsc->data[SC_AKAITSUKI] && hp ) + hp = ~hp + 1; + status_heal(bl, hp, 0, 0); sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv)); } break; @@ -12589,6 +12654,13 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh return 0; } break; + case LG_REFLECTDAMAGE: + case CR_REFLECTSHIELD: + if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){ + clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; case KO_KAHU_ENTEN: case KO_HYOUHU_HUBUKI: case KO_KAZEHU_SEIRAN: @@ -16755,54 +16827,65 @@ void skill_init_unit_layout (void) } } -// Stasis skill usage check. [LimitLine/3CeAM] -int skill_stasis_check(struct block_list *bl, int src_id, int skillid) { + +int skill_block_check(struct block_list *bl, sc_type type , int skillid) { int inf = 0; - if( !bl || skillid < 1 ) - return 0; // Can do it - inf = skill_get_inf2(skillid); - if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL ) - return 1; // Can't do it. + struct status_change *sc = status_get_sc(bl); - switch( skillid ) - { - case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER: - case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR: - case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER: - case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL: - case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST: - case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL: - case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION: - case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE: - case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE: - case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE: - case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION: - case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER: - case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN: - case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE: - case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION: - case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT: - case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB: - case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN: - case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER: - case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: - case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: - case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB: - case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND: - case SL_KAAHI: case SL_KAUPE: case SL_KAITE: - - // Skills that need to be confirmed. - case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE: - case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL: - case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR: - case SO_ARRULLO: - return 1; // Can't do it. + if( !sc || !bl || skillid < 1 ) + return 0; // Can do it - default: - return 0; // Can do it. + switch(type){ + case SC_STASIS: + inf = skill_get_inf2(skillid); + if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL ) + return 1; // Can't do it. + switch( skillid ) + { + case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER: + case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR: + case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER: + case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL: + case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST: + case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL: + case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION: + case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE: + case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE: + case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE: + case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION: + case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER: + case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN: + case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE: + case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION: + case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT: + case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB: + case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN: + case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER: + case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: + case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB: + case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND: + case SL_KAAHI: case SL_KAUPE: case SL_KAITE: + + // Skills that need to be confirmed. + case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE: + case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL: + case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR: + case SO_ARRULLO: + return 1; // Can't do it. + } + break; + case SC_KAGEHUMI: + switch(skillid){ + case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM: + case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING: + case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL: + return 1; // needs more info + } + break; } - return 0; // Can Cast anything else like Weapon Skills + return 0; } int skill_get_elemental_type( int skill_id , int skill_lv ) { |