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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-08 19:05:08 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-08 19:05:08 +0000 |
commit | beed8d2c43cd2d0c9426bfd0a7fa4bfbcffe47e2 (patch) | |
tree | e9b7b93b31f3e1c091976576137943fb06fb493a /src/map | |
parent | 336487aede0f591c64f93b7376dd48cacce6c024 (diff) | |
download | hercules-beed8d2c43cd2d0c9426bfd0a7fa4bfbcffe47e2.tar.gz hercules-beed8d2c43cd2d0c9426bfd0a7fa4bfbcffe47e2.tar.bz2 hercules-beed8d2c43cd2d0c9426bfd0a7fa4bfbcffe47e2.tar.xz hercules-beed8d2c43cd2d0c9426bfd0a7fa4bfbcffe47e2.zip |
- Cleaned up combo-skill implementation, SC_COMBO is automatically ended in skill_check_condition now.
- Modified TK-ranker infinite combos to behave as described by AuronX (it could use some optimization, since as it currently stands, it invokes the pc_istop10fame function twice per skill invocation).
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6520 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map')
-rw-r--r-- | src/map/skill.c | 43 |
1 files changed, 27 insertions, 16 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index dc76f65db..1883691a0 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1812,8 +1812,6 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds if(sd) {
//Sorry for removing the Japanese comments, but they were actually distracting
//from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
- if (skillid && sd->sc.data[SC_COMBO].timer != -1)
- status_change_end(src,SC_COMBO,-1); //Interrupt previous combo if you used a skill already. [Skotlex]
switch(skillid)
{
case MO_TRIPLEATTACK:
@@ -1904,7 +1902,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds break;
case SL_STIN:
case SL_STUN:
- if (skilllv >= 7 && sd->sc.data[SC_COMBO].timer == -1)
+ if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
break;
case GS_FULLBUSTER:
@@ -2645,8 +2643,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
if (sc->data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
- if (sc->data[SC_COMBO].timer != -1) //This is one is here to make combo end even if skill failed.
- status_change_end(src,SC_COMBO,-1);
}
if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
int dx,dy;
@@ -4662,7 +4658,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in || 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_SAFETYWALL
+ || i==SC_SAFETYWALL || i==SC_SMA
)
continue;
if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
@@ -7821,19 +7817,19 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ case TK_STORMKICK:
case TK_DOWNKICK:
case TK_COUNTER:
- if(sd->sc.data[SC_COMBO].timer != -1 && sd->sc.data[SC_COMBO].val1 == skill)
- break; //Combo ready.
+ if(sd->sc.data[SC_COMBO].timer == -1)
+ return 0; //Combo needs to be ready
if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
{ //Unlimited Combo
- if (skill == sd->skillid_old)
- return 0; //Can't repeat previous combo skill.
- if (type&1) {
- //On cast-end, set this skill as previous one.
- sd->skillid_old = skill;
- sd->skilllv_old = lv;
+ if (skill == sd->skillid_old) {
+ status_change_end(&sd->bl, SC_COMBO, -1);
+ sd->skillid_old = sd->skilllv_old = 0;
+ return 0; //Can't repeat previous combo skill.
}
break;
- }
+ } else
+ if(sd->sc.data[SC_COMBO].val1 == skill)
+ break; //Combo ready.
return 0;
case BD_ADAPTATION: /* ƒAƒhƒŠƒu */
{
@@ -8262,7 +8258,22 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ if(spiritball > 0) // Ÿ†‹…?Á”ï
pc_delspiritball(sd,spiritball,0);
-
+ if (sd->sc.data[SC_COMBO].timer!=-1)
+ { //End combo state after skill is invoked. [Skotlex]
+ switch (skill) {
+ case TK_TURNKICK:
+ case TK_STORMKICK:
+ case TK_DOWNKICK:
+ case TK_COUNTER:
+ //set this skill as previous one.
+ sd->skillid_old = skill;
+ sd->skilllv_old = lv;
+ if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
+ break; //Do not end combo state.
+ default:
+ status_change_end(&sd->bl,SC_COMBO,-1);
+ }
+ }
return 1;
}
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