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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-07-05 16:05:59 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-07-05 16:05:59 +0000
commite6d6ac529697433258a6bfa4d8819b371dfd85cb (patch)
treebcaadbcfc7339e304cf7165999aff2fb7befa5ca /src
parentc4da477460bb8efa6ff288d999692c17833dd5f3 (diff)
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- Merged some skill db data of NJ skills, thanks to RockmanEXE
- Cleaned up some of the skill logic, so that skills that are casted on self, but have a unit id (an entry in skill_unit_db) will automatically re-route themself from a targetted-no-damage-skill to a ground-skill. When this happens, the effect packet is clif_skill_nodamage rather than clif_skill_poseffect (this is because that's how the dance/songs/encores behave). git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7538 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r--src/map/skill.c169
1 files changed, 73 insertions, 96 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index abab719c8..9d45bfd9f 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -3051,7 +3051,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case NJ_HYOUSENSOU:
case NJ_HYOUSYOURAKU:
case NJ_HUUJIN:
- case NJ_RAIGEKISAI:
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
case NJ_KAMAITACHI:
@@ -3072,7 +3071,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
//case NJ_HYOUSENSOU:
//case NJ_HYOUSYOURAKU:
//case NJ_HUUJIN:
- //case NJ_RAIGEKISAI:
//case NJ_KAMAITACHI:
case NJ_ISSEN:
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
@@ -3172,14 +3170,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
//These are actually ground placed.
- case CR_GRANDCROSS:
- case NPC_GRANDDARKNESS:
- //Until they're at right position - gs_ground- [Vicious]
- case GS_DESPERADO:
- case NJ_KAENSIN: /*火炎陣*/
- case NJ_HYOUSYOURAKU:
- case NJ_RAIGEKISAI:
- return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
+ case NJ_BAKUENRYU: //Doesn't works on the default because it is enemy-targetted.
+ return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
+ default:
+ if (src == bl && skill_get_unit_flag(skillid)) //Skill is actually ground placed.
+ return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
}
if (skillid > 0)
@@ -4117,29 +4112,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_fail(sd,skillid,0,0);
break;
- /* 対地スキル */
- case BD_LULLABY: /* 子守唄 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジークフリード */
- case BA_DISSONANCE: /* 不協和音 */
- case BA_POEMBRAGI: /* ブラギの詩 */
- case BA_WHISTLE: /* 口笛 */
- case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
- case BA_APPLEIDUN: /* イドゥンの林檎 */
- case DC_UGLYDANCE: /* 自分勝手なダンス */
- case DC_HUMMING: /* ハミング */
- case DC_DONTFORGETME: /* 私を忘れないで… */
- case DC_FORTUNEKISS: /* 幸運のキス */
- case DC_SERVICEFORYOU: /* サービスフォーユー */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
- break;
-
case HP_BASILICA: /* バジリカ */
case CG_HERMODE: // Wand of Hermode
{
@@ -5471,12 +5443,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case NJ_BAKUENRYU: /* ??? */
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0);
- flag|=1;
- break;
-
default:
ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
map_freeblock_unlock();
@@ -5790,15 +5756,21 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
sc = status_get_sc(src); //Needed for Magic Power checks.
if (sc && !sc->count)
sc = NULL; //Unneeded.
-
- if(skillid != WZ_METEOR &&
- skillid != MO_BODYRELOCATION &&
- skillid != CR_CULTIVATION)
- clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ switch (skillid) { //Skill effect.
+ case WZ_METEOR:
+ case MO_BODYRELOCATION:
+ case CR_CULTIVATION:
+ break; //Effect is displayed on respective switch case.
+ default:
+ if(skill_get_inf(skillid)&INF_SELF_SKILL)
+ clif_skill_nodamage(src,src,skillid,skilllv,1);
+ else
+ clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
+ }
switch(skillid)
{
- case PR_BENEDICTIO: /* 聖体降福 */
+ case PR_BENEDICTIO:
skill_area_temp[1] = src->id;
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_area_sub,
@@ -5819,7 +5791,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
skill_castend_nodamage_id);
break;
- case HT_DETECTING: /* ディテクティング */
+ case HT_DETECTING:
i = skill_get_splash(skillid, skilllv);
map_foreachinarea( status_change_timer_sub,
src->m, x-i, y-i, x+i,y+i,BL_CHAR,
@@ -5829,39 +5801,66 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
break;
- case MG_SAFETYWALL: /* セイフティウォール */
- case MG_FIREWALL: /* ファイヤーウォール */
- case MG_THUNDERSTORM: /* サンダーストーム */
- case AL_PNEUMA: /* ニューマ */
- case WZ_ICEWALL: /* アイスウォール */
- case WZ_FIREPILLAR: /* ファイアピラー */
- case WZ_QUAGMIRE: /* クァグマイア */
- case WZ_VERMILION: /* ロードオブヴァーミリオン */
- case WZ_STORMGUST: /* ストームガスト */
- case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
- case PR_SANCTUARY: /* サンクチュアリ */
- case PR_MAGNUS: /* マグヌスエクソシズム */
- case CR_GRANDCROSS: /* グランドクロス */
- case NPC_GRANDDARKNESS: /*闇グランドクロス*/
- case HT_SKIDTRAP: /* スキッドトラップ */
- case HT_LANDMINE: /* ランドマイン */
- case HT_ANKLESNARE: /* アンクルスネア */
- case HT_SHOCKWAVE: /* ショックウェーブトラップ */
- case HT_SANDMAN: /* サンドマン */
- case HT_FLASHER: /* フラッシャー */
- case HT_FREEZINGTRAP: /* フリージングトラップ */
- case HT_BLASTMINE: /* ブラストマイン */
- case HT_CLAYMORETRAP: /* クレイモアートラップ */
- case AS_VENOMDUST: /* ベノムダスト */
- case AM_DEMONSTRATION: /* デモンストレーション */
- case PF_FOGWALL: /* フォグウォール */
- case PF_SPIDERWEB: /* スパイダーウェッブ */
- case HT_TALKIEBOX: /* トーキーボックス */
+ case MG_SAFETYWALL:
+ case MG_FIREWALL:
+ case MG_THUNDERSTORM:
+ case AL_PNEUMA:
+ case WZ_ICEWALL:
+ case WZ_FIREPILLAR:
+ case WZ_QUAGMIRE:
+ case WZ_VERMILION:
+ case WZ_STORMGUST:
+ case WZ_HEAVENDRIVE:
+ case PR_SANCTUARY:
+ case PR_MAGNUS:
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case AS_VENOMDUST:
+ case AM_DEMONSTRATION:
+ case PF_FOGWALL:
+ case PF_SPIDERWEB:
+ case HT_TALKIEBOX:
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
case AC_SHOWER: //Ground-placed skill implementation.
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ case SA_LANDPROTECTOR:
+ case BD_LULLABY:
+ case BD_RICHMANKIM:
+ case BD_ETERNALCHAOS:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_ROKISWEIL:
+ case BD_INTOABYSS:
+ case BD_SIEGFRIED:
+ case BA_DISSONANCE:
+ case BA_POEMBRAGI:
+ case BA_WHISTLE:
+ case BA_ASSASSINCROSS:
+ case BA_APPLEIDUN:
+ case DC_UGLYDANCE:
+ case DC_HUMMING:
+ case DC_DONTFORGETME:
+ case DC_FORTUNEKISS:
+ case DC_SERVICEFORYOU:
case GS_DESPERADO:
+ case NJ_SUITON:
+ case NJ_BAKUENRYU:
+ case NJ_KAENSIN:
+ case NJ_HYOUSYOURAKU:
+ case NJ_RAIGEKISAI:
flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
case GS_GROUNDDRIFT: //Ammo should be deleted right away.
skill_unitsetting(src,skillid,skilllv,x,y,0);
@@ -5876,14 +5875,6 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
break;
- case SA_VOLCANO: /* ボルケーノ */
- case SA_DELUGE: /* デリュージ */
- case SA_VIOLENTGALE: /* バイオレントゲイル */
- case SA_LANDPROTECTOR: /* ランドプロテクター */
- case NJ_SUITON:
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- flag|=1;
- break;
case WZ_METEOR: //メテオストーム
{
@@ -6041,20 +6032,6 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
}
}
break;
-
- //Until they're at right position - gs_unit- [Vicious]
- case NJ_KAENSIN:
- case NJ_BAKUENRYU:
- case NJ_HYOUSYOURAKU:
- skill_unitsetting(src,skillid,skilllv,x,y,0);
- flag|=1;
- break;
-
- case NJ_RAIGEKISAI:
- map_foreachinrange(skill_attack_area, src,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
- break;
}
if (sc && sc->data[SC_MAGICPOWER].timer != -1)