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author | lordttseven <lordttseven@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-03-17 18:00:21 +0000 |
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committer | lordttseven <lordttseven@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-03-17 18:00:21 +0000 |
commit | eff843d3c539370892143c18cb49f5ec7d16e1a2 (patch) | |
tree | b5632e958fa672602202bd0a5bdf38eaff0696a7 /src | |
parent | a07d917ebf909df258edb5a01d58f161f782228c (diff) | |
download | hercules-eff843d3c539370892143c18cb49f5ec7d16e1a2.tar.gz hercules-eff843d3c539370892143c18cb49f5ec7d16e1a2.tar.bz2 hercules-eff843d3c539370892143c18cb49f5ec7d16e1a2.tar.xz hercules-eff843d3c539370892143c18cb49f5ec7d16e1a2.zip |
Rewrote SC_MAGICPOWER to behave like on official servers
* everything has been tested (with the exception of WZ_SIGHTBLASTER)
* the status now uses a much simpler two-state mechanism; see http://www.eathena.ws/board/index.php?autocom=bugtracker&showbug=4833 for details
* non-offensive and non-magic skills no longer consume the status
* set WZ_ICEWALL NK flag to NK_NO_DAMAGE to properly not consume the status
* fixed stale matk used for unit- and timerskills
* fixed the original bug with isilla card triggering a status recalc (bugreport:4833, matk swapping no longer needed)
* removed a couple now unnecessary exceptions (they now work out of the box/as side effects)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15694 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r-- | src/map/skill.c | 85 | ||||
-rw-r--r-- | src/map/skill.h | 1 | ||||
-rw-r--r-- | src/map/status.c | 8 | ||||
-rw-r--r-- | src/map/status.h | 1 |
4 files changed, 40 insertions, 55 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index ebf01a8ca..a449fda01 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -227,6 +227,7 @@ int skill_attack_area(struct block_list *bl,va_list ap); struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex] int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris] int skill_greed(struct block_list *bl, va_list ap); +static void skill_toggle_magicpower(struct block_list *bl, short skillid); static int skill_cell_overlap(struct block_list *bl, va_list ap); static int skill_trap_splash(struct block_list *bl, va_list ap); struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick); @@ -1401,6 +1402,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int sd->state.autocast = 1; skill_consume_requirement(sd,skill,skilllv,1); + skill_toggle_magicpower(src, skill); switch (type) { case CAST_GROUND: skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0); @@ -1661,7 +1663,6 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * if( skillid == WZ_WATERBALL ) {//(bugreport:5303) struct status_change *sc = NULL; if( ( sc = status_get_sc(src) ) ) { - status_change_end(src, SC_MAGICPOWER, INVALID_TIMER); if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD && sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL) @@ -2939,7 +2940,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) } else { struct status_change *sc = status_get_sc(src); if(sc) { - status_change_end(src, SC_MAGICPOWER, INVALID_TIMER); if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD && sc->data[SC_SPIRIT]->val3 == skl->skill_id) @@ -2976,7 +2976,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); if( skl->type >= 3 ) { // Final Hit - status_change_end(src,SC_MAGICPOWER,-1); // Removes Magic Power if( !status_isdead(target) ) { // Final Status Effect int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN }, @@ -3058,8 +3057,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) break; } - if( skl->skill_id >= WL_TETRAVORTEX_FIRE && skl->skill_id <= WL_TETRAVORTEX_GROUND ) - status_change_end(src,SC_MAGICPOWER,-1); } } while (0); //Free skl now that it is no longer needed. @@ -3995,8 +3992,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int if( sd->rsb[0].skillid == 0 ) status_change_end(src, SC_READING_SB, INVALID_TIMER); - status_change_end(src, SC_MAGICPOWER, INVALID_TIMER); - clif_skill_nodamage(src,bl,skillid,skilllv,1); if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) ) break; @@ -4047,8 +4042,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int swap(spheres[i],spheres[k]); } - status_change_end(src, SC_MAGICPOWER, INVALID_TIMER); - if( skilllv == 1 ) j = 1; // Limit only to one ball for( i = 0; i < j; i++ ) { @@ -8298,6 +8291,10 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) src->type, src->id, ud->skillid, ud->skilllv, target->id); map_freeblock_lock(); + + // SC_MAGICPOWER needs to switch states before any damage is actually dealt + skill_toggle_magicpower(src, ud->skillid); + if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE) skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag); else @@ -8305,9 +8302,6 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) sc = status_get_sc(src); if(sc && sc->count) { - if(sc->data[SC_MAGICPOWER] && - ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL && ud->skillid != WL_TETRAVORTEX) - status_change_end(src, SC_MAGICPOWER, INVALID_TIMER); if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD && sc->data[SC_SPIRIT]->val3 == ud->skillid && @@ -8562,6 +8556,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk clif_skill_poseffect(src,skillid,skilllv,x,y,tick); } + // SC_MAGICPOWER needs to switch states before any damage is actually dealt + skill_toggle_magicpower(src, skillid); + switch(skillid) { case PR_BENEDICTIO: @@ -8738,9 +8735,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk int flag = 0, area = skill_get_splash(skillid, skilllv); short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0; - if( sc && sc->data[SC_MAGICPOWER] ) - flag = flag|2; //Store the magic power flag for future use. [Skotlex] - for( i = 0; i < 2 + (skilllv>>1); i++ ) { // Creates a random Cell in the Splash Area @@ -8751,13 +8745,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick); if( i > 0 ) - skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag + skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0); x1 = tmpx; y1 = tmpy; } - skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); + skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0); } break; @@ -8997,9 +8991,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y); int sx = x, sy = y; - if( sc && sc->data[SC_MAGICPOWER] ) - flag = flag|2; //Store the magic power flag - for( i = 0; i < wave; i++ ) { switch( dir ) @@ -9111,8 +9102,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk return 1; } - status_change_end(src, SC_MAGICPOWER, INVALID_TIMER); - if( sd ) {// ensure that the skill last-cast tick is recorded sd->canskill_tick = gettick(); @@ -9366,7 +9355,6 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag) /*========================================== * Initializes and sets a ground skill. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) - * flag&2 is used to determine if this skill was casted with Magic Power active. *------------------------------------------*/ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag) { @@ -9643,7 +9631,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli group->val3=val3; group->target_flag=target; group->bl_flag= skill_get_unit_bl_target(skillid); - group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex] group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet @@ -9967,8 +9954,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns struct skill_unit_group *sg; struct block_list *ss; TBL_PC* tsd; - struct status_data *tstatus, *sstatus; - struct status_change *tsc, *sc; + struct status_data *tstatus; + struct status_change *tsc; struct skill_unit_group_tickset *ts; enum sc_type type; int skillid; @@ -9985,14 +9972,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns tsd = BL_CAST(BL_PC, bl); tsc = status_get_sc(bl); tstatus = status_get_status_data(bl); - if (sg->state.magic_power) //For magic power. - { - sc = status_get_sc(ss); - sstatus = status_get_status_data(ss); - } else { - sc = NULL; - sstatus = NULL; - } type = status_skill2sc(sg->skill_id); skillid = sg->skill_id; @@ -10019,13 +9998,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit) ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1); } - //Temporarily set magic power to have it take effect. [Skotlex] - if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER]) - { //Store previous values. - swap(sstatus->matk_min, sc->mp_matk_min); - swap(sstatus->matk_max, sc->mp_matk_max); - //Note to NOT return from the function until this is unset! - } switch (sg->unit_id) { @@ -10478,12 +10450,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns } - if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER]) - { //Unset magic power. - swap(sstatus->matk_min, sc->mp_matk_min); - swap(sstatus->matk_max, sc->mp_matk_max); - } - if (bl->type == BL_MOB && ss != bl) mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16)); @@ -14564,6 +14530,30 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) { return 0; } + +static void skill_toggle_magicpower(struct block_list *bl, short skillid) +{ + struct status_change *sc = status_get_sc(bl); + + // non-offensive and non-magic skills do not affect the status + if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC)) + return; + + if (sc && sc->count && sc->data[SC_MAGICPOWER]) + { + if (sc->data[SC_MAGICPOWER]->val4) + { + status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER); + } + else + { + sc->data[SC_MAGICPOWER]->val4 = 1; + status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER)); + } + } +} + + int skill_magicdecoy(struct map_session_data *sd, int nameid) { int x, y, i, class_, skill; struct mob_data *md; @@ -14599,6 +14589,7 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) { return 0; } + // Warlock Spellbooks. [LimitLine/3CeAM] int skill_spellbook (struct map_session_data *sd, int nameid) { int i, j, points, skillid, preserved = 0, max_preserve; diff --git a/src/map/skill.h b/src/map/skill.h index cc6ba6898..2ca265152 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -154,7 +154,6 @@ struct skill_unit_group { struct skill_unit *unit; struct { unsigned ammo_consume : 1; - unsigned magic_power : 1; unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble } state; }; diff --git a/src/map/status.c b/src/map/status.c index 22e7fd0ea..b4e95ae71 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -3483,11 +3483,6 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) status->matk_max = status_calc_matk(bl, sc, status->matk_max); #endif - if(sc->data[SC_MAGICPOWER]) { //Store current matk values - sc->mp_matk_min = status->matk_min; - sc->mp_matk_max = status->matk_max; - } - if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk status->matk_min = status->matk_max; @@ -4136,7 +4131,7 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan matk += sc->data[SC_MATKPOTION]->val1; if(sc->data[SC_MATKFOOD]) matk += sc->data[SC_MATKFOOD]->val1; - if(sc->data[SC_MAGICPOWER]) + if(sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) matk += matk * sc->data[SC_MAGICPOWER]->val3/100; if(sc->data[SC_MINDBREAKER]) matk += matk * sc->data[SC_MINDBREAKER]->val2/100; @@ -6414,6 +6409,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val //val1: Skill lv val2 = 1; //Lasts 1 invocation val3 = 5*val1; //Matk% increase + val4 = 0; // 0 = ready to be used, 1 = activated and running break; case SC_SACRIFICE: val2 = 5; //Lasts 5 hits diff --git a/src/map/status.h b/src/map/status.h index 4d1e53d4d..87274adc0 100644 --- a/src/map/status.h +++ b/src/map/status.h @@ -1444,7 +1444,6 @@ struct status_change { unsigned char count; //TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive. unsigned char jb_flag; //Joint Beat type flag - unsigned short mp_matk_min, mp_matk_max; //Previous matk min/max for ground spells (Amplify magic power) //int sg_id; //ID of the previous Storm gust that hit you short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point /** |