diff options
-rw-r--r-- | db/pre-re/skill_cast_db.txt | 15 | ||||
-rw-r--r-- | db/pre-re/skill_db.txt | 11 | ||||
-rw-r--r-- | db/pre-re/skill_require_db.txt | 7 | ||||
-rw-r--r-- | db/pre-re/skill_unit_db.txt | 3 | ||||
-rw-r--r-- | db/re/skill_cast_db.txt | 17 | ||||
-rw-r--r-- | db/re/skill_db.txt | 13 | ||||
-rw-r--r-- | db/re/skill_require_db.txt | 7 | ||||
-rw-r--r-- | db/re/skill_unit_db.txt | 4 | ||||
-rw-r--r-- | src/map/battle.c | 91 | ||||
-rw-r--r-- | src/map/skill.c | 32 | ||||
-rw-r--r-- | src/map/status.c | 3 | ||||
-rw-r--r-- | src/map/status.h | 13 |
12 files changed, 191 insertions, 25 deletions
diff --git a/db/pre-re/skill_cast_db.txt b/db/pre-re/skill_cast_db.txt index 3d79c5bae..d381e6374 100644 --- a/db/pre-re/skill_cast_db.txt +++ b/db/pre-re/skill_cast_db.txt @@ -1639,6 +1639,21 @@ //2537,5000,5000,0,60000,0,60000 //========================================== +//==== Kagerou & Oboro skills ============== +//-- KO_YAMIKUMO +3001,0,0,0,60000,0,0,0 +//-- KO_JYUMONJIKIRI +3004,0,2500,0,5000,0,0,0 +//-- KO_SETSUDAN +3005,0,2000,0,0,0,0,0 +//-- KO_BAKURETSU +3006,1000:1500:2000:2500:3000,1000,0,100,0,3000,0 +//-- KO_HAPPOKUNAI +3007,0,1000,0,0,0,0,0 +//-- KO_MUCHANAGE +3008,0,0,0,100,0,10000,0 +//========================================== + //===== Homunculus Skills ================== //-- HLIF_HEAL 8001,0,2000,0,0,0,0 diff --git a/db/pre-re/skill_db.txt b/db/pre-re/skill_db.txt index a8e2547ce..5e7b6bdf8 100644 --- a/db/pre-re/skill_db.txt +++ b/db/pre-re/skill_db.txt @@ -1007,6 +1007,17 @@ 2536,0,0,4,0,0x1,0,1,0,no,0,0,0,none,0, ALL_GUARDIAN_RECALL,Guardian's Recall //2537,9,6,16,0,0x1,0,2,1,yes,0,0,0,magic,0, ALL_ODINS_POWER,Odin's Power +//**** +// Kagerou & Oboro +3001,0,6,4,0,0,0,1,1,no,0,0,0,none,0, KO_YAMIKUMO,Yamikumo +3002,0,0,0,0,0,0,5,0,no,0,0,0,weapon,0, KO_RIGHT,Right Hand Mastery +3003,0,0,0,0,0,0,5,0,no,0,0,0,weapon,0, KO_LEFT,Left Hand Mastery +3004,3:4:5:6:7,8,1,-1,0,0,5,-2,no,0,0,0,weapon,0, KO_JYUMONJIKIRI,Cross Strike +3005,2,6,1,-1,0,0,5,1,no,0,0,0,weapon,0, KO_SETSUDAN,Soul Sever +3006,7:8:9:10:11,6,2,0,0x2,0,5,0,no,0,0,0,weapon,0, KO_BAKURETSU,Bakuretsu Kunai +3007,0,6,4,-1,0x42,4:4:4:4:5,5,0,no,0,0,0,misc,0, KO_HAPPOKUNAI,Happo Kunai +3008,9,8,2,0,0x52,0,10,-10,no,0,0,0,misc,0, KO_MUCHANAGE,Mucha Nage + 8001,9,6,4,0,0x1,0,5,1,no,0,0,0,magic,0, HLIF_HEAL,Healing Touch 8002,0,6,4,0,0x3,-1,5,1,no,0,0,0,none,0, HLIF_AVOID,Avoid 8003,0,0,0,0,0,1,5,0,no,0,0,0,none,0, HLIF_BRAIN,Brain Surgery diff --git a/db/pre-re/skill_require_db.txt b/db/pre-re/skill_require_db.txt index 5e0dc1926..8bda054cd 100644 --- a/db/pre-re/skill_require_db.txt +++ b/db/pre-re/skill_require_db.txt @@ -785,6 +785,13 @@ 2536,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_GUARDIAN_RECALL#Guardian's Recall# //2537,0,0,70:100,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_POWER#Odin's Power# +3001,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_YAMIKUMO#Yamikumo# +3004,0,0,10:12:14:16:18,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_JYUMONJIKIRI#Cross Strike# +3005,0,0,12:16:20:24:28,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_SETSUDAN#Soul Sever# +3006,0,0,5:6:7:8:9,0,0,0,99,0,0,none,0,13294,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_BAKURETSU#Bakuretsu Kunai# +3007,0,0,8:9:10:11:12,0,0,0,99,7,8,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_HAPPOKUNAI#Happo Kunai# +3008,0,0,50,0,0,10000:20000:30000:40000:50000:60000:70000:80000:90000:100000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_MUCHANAGE#Mucha Nage# + 10010,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GD_BATTLEORDER## 10011,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GD_REGENERATION## 10012,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GD_RESTORE## diff --git a/db/pre-re/skill_unit_db.txt b/db/pre-re/skill_unit_db.txt index 724370952..d2348d568 100644 --- a/db/pre-re/skill_unit_db.txt +++ b/db/pre-re/skill_unit_db.txt @@ -148,6 +148,9 @@ 2488,0xe9, , 0, 3,1000,enemy, 0x000 //GN_FIRE_EXPANSION_TEAR_GAS 2490,0xea, , 0, 1,1000,enemy, 0x000 //GN_HELLS_PLANT +3006,0x86, , 0, 2, 100,enemy, 0x018 //KO_BAKURETSU +3008,0x86, , 0, 2, 100,enemy, 0x018 //KO_MUCHANAGE + 8208,0x86, , 0, 2,1000,enemy, 0x080 //MA_SHOWER 8209,0x90, , 0, 1,1000,enemy, 0x006 //MA_SKIDTRAP 8210,0x93, , 0, 0,1000,enemy, 0x006 //MA_LANDMINE diff --git a/db/re/skill_cast_db.txt b/db/re/skill_cast_db.txt index a8bb7a74a..0ef12eeb9 100644 --- a/db/re/skill_cast_db.txt +++ b/db/re/skill_cast_db.txt @@ -875,7 +875,7 @@ //-- NJ_KUNAI 524,0,1000,0,0,0,0,0 //-- NJ_HUUMA -525,3000,2000,0,0,0,0,0 +525,3000,2000,0,100,0,0,0 //-- NJ_ZENYNAGE 526,0,5000,0,0,0,0,0 //-- NJ_TATAMIGAESHI @@ -1640,6 +1640,21 @@ 2537,5000,5000,0,60000,0,60000,0 //========================================== +//==== Kagerou & Oboro skills ============== +//-- KO_YAMIKUMO +3001,0,0,0,60000,0,0,0 +//-- KO_JYUMONJIKIRI +3004,0,2500,0,5000,0,0,0 +//-- KO_SETSUDAN +3005,0,2000,0,0,0,0,0 +//-- KO_BAKURETSU +3006,1000:1500:2000:2500:3000,1000,0,100,0,3000,0 +//-- KO_HAPPOKUNAI +3007,0,1000,0,0,0,0,0 +//-- KO_MUCHANAGE +3008,0,0,0,100,0,10000,0 +//========================================== + //===== Homunculus Skills ================== //-- HLIF_HEAL 8001,0,2000,0,0,0,0,0 diff --git a/db/re/skill_db.txt b/db/re/skill_db.txt index fbb8945b3..ee30b369d 100644 --- a/db/re/skill_db.txt +++ b/db/re/skill_db.txt @@ -568,7 +568,7 @@ 522,0,0,0,0,0,0,10,1,no,0,0,0,weapon,0, NJ_TOBIDOUGU,Shuriken Training 523,9,6,1,-1,0x40,0,10,1,no,0,0,0,weapon,0, NJ_SYURIKEN,Throw Shuriken 524,9,8,1,-1,0x40,0,5,3,no,0,0,0,weapon,0, NJ_KUNAI,Throw Kunai -525,9,8,1,-1,0x6,1,5,-3:-3:-4:-4:-5,no,0,0,0,weapon,0, NJ_HUUMA,Throw Huuma Shuriken +525,9,8,2,-1,0x2,0,5,-3:-3:-4:-4:-5,no,0,0,0,weapon,0, NJ_HUUMA,Throw Huuma Shuriken 526,9,6,1,0,0x50,0,10,1,no,0,0,0,misc,0, NJ_ZENYNAGE,Throw Zeny 527,0,6,4,-1,0,0,5,1,no,0,0,0,weapon,3, NJ_TATAMIGAESHI,Improvised Defense 528,-1,6,1,-1,0,0,10,1,no,0,0,0,weapon,0, NJ_KASUMIKIRI,Vanishing Slash @@ -1008,6 +1008,17 @@ 2536,0,0,4,0,0x1,0,1,0,no,0,0,0,none,0, ALL_GUARDIAN_RECALL,Guardian's Recall 2537,9,6,16,0,0x1,0,2,1,yes,0,0,0,magic,0, ALL_ODINS_POWER,Odin's Power +//**** +// Kagerou & Oboro +3001,0,6,4,0,0,0,1,1,no,0,0,0,none,0, KO_YAMIKUMO,Yamikumo +3002,0,0,0,0,0,0,5,0,no,0,0,0,weapon,0, KO_RIGHT,Right Hand Mastery +3003,0,0,0,0,0,0,5,0,no,0,0,0,weapon,0, KO_LEFT,Left Hand Mastery +3004,3:4:5:6:7,8,1,-1,0,0,5,-2,no,0,0,0,weapon,0, KO_JYUMONJIKIRI,Cross Strike +3005,2,6,1,-1,0,0,5,1,no,0,0,0,weapon,0, KO_SETSUDAN,Soul Sever +3006,7:8:9:10:11,6,2,0,0x2,0,5,0,no,0,0,0,weapon,0, KO_BAKURETSU,Bakuretsu Kunai +3007,0,6,4,-1,0x42,4:4:4:4:5,5,0,no,0,0,0,misc,0, KO_HAPPOKUNAI,Happo Kunai +3008,9,8,2,0,0x52,0,10,-10,no,0,0,0,misc,0, KO_MUCHANAGE,Mucha Nage + 8001,9,6,4,0,0x1,0,5,1,no,0,0,0,magic,0, HLIF_HEAL,Healing Touch 8002,0,6,4,0,0x3,-1,5,1,no,0,0,0,none,0, HLIF_AVOID,Avoid 8003,0,0,0,0,0,1,5,0,no,0,0,0,none,0, HLIF_BRAIN,Brain Surgery diff --git a/db/re/skill_require_db.txt b/db/re/skill_require_db.txt index e7f620517..7d92abae0 100644 --- a/db/re/skill_require_db.txt +++ b/db/re/skill_require_db.txt @@ -786,6 +786,13 @@ 2535,0,0,1,0,0,0,99,0,0,none,0,6377,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_BUYING_STORE#Open Buying Store 2536,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_GUARDIAN_RECALL#Guardian's Recall# //2537,0,0,70:100,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //ALL_ODINS_POWER#Odin's Power# + +3001,0,0,10,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_YAMIKUMO#Yamikumo# +3004,0,0,10:12:14:16:18,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_JYUMONJIKIRI#Cross Strike# +3005,0,0,12:16:20:24:28,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_SETSUDAN#Soul Sever# +3006,0,0,5:6:7:8:9,0,0,0,99,0,0,none,0,13294,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_BAKURETSU#Bakuretsu Kunai# +3007,0,0,8:9:10:11:12,0,0,0,99,7,8,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_HAPPOKUNAI#Happo Kunai# +3008,0,0,50,0,0,10000:20000:30000:40000:50000:60000:70000:80000:90000:100000,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //KO_MUCHANAGE#Mucha Nage# 10010,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GD_BATTLEORDER## 10011,0,0,1,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GD_REGENERATION## diff --git a/db/re/skill_unit_db.txt b/db/re/skill_unit_db.txt index 5d260298f..2c94386b1 100644 --- a/db/re/skill_unit_db.txt +++ b/db/re/skill_unit_db.txt @@ -91,6 +91,7 @@ 488,0xb9, , 3, 0, -1,all, 0x200 //CG_HERMODE 516,0x86, , 3, 0, 100,enemy, 0x000 //GS_DESPERADO 521,0xbe, , 0, 1,1000,enemy, 0x000 //GS_GROUNDDRIFT +525,0x86, , 0, 2, 100,enemy, 0x018 //NJ_HUUMA 527,0xbc, , -1, 0,2000,enemy, 0x018 //NJ_TATAMIGAESHI 535,0xbd, , -1, 0, 20,enemy, 0x010 //NJ_KAENSIN 538,0xbb, , 1:1:1:2:2:2:3:3:3:4,0,-1,all,0x010 //NJ_SUITON @@ -148,6 +149,9 @@ 2488,0xe9, , 0, 3,1000,enemy, 0x000 //GN_FIRE_EXPANSION_TEAR_GAS 2490,0xea, , 0, 1,1000,enemy, 0x000 //GN_HELLS_PLANT +3006,0x86, , 0, 2, 100,enemy, 0x018 //KO_BAKURETSU +3008,0x86, , 0, 2, 100,enemy, 0x018 //KO_MUCHANAGE + 8020,0xf5, , 0, 3,2300:2100:1900:1700:1500,enemy, 0x018 //MH_POISON_MIST 8033,0x7e, , 0, 0, -1,all, 0x003 //MH_STEINWAND 8025,0x86, , 0, 2:2:3:3:4,1000,enemy, 0x018 //MH_XENO_SLASHER diff --git a/src/map/battle.c b/src/map/battle.c index 6cc0ae044..5e051f6bd 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -865,6 +865,7 @@ int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int dam case PA_PRESSURE: case HW_GRAVITATION: case NJ_ZENYNAGE: + case KO_MUCHANAGE: break; default: if( flag&BF_SKILL ) @@ -930,6 +931,7 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama case PA_PRESSURE: case HW_GRAVITATION: case NJ_ZENYNAGE: + case KO_MUCHANAGE: break; default: /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka] @@ -2098,7 +2100,7 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo short index = sd->equip_index[EQI_HAND_R]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) - skillratio += max(10000 - sd->inventory_data[index]->weight, 0); + skillratio += max(10000 - sd->inventory_data[index]->weight, 0) / 10; skillratio += 50 * pc_checkskill(sd,LK_SPIRALPIERCE); } // (1 + [(Caster’s Base Level - 100) / 200]) skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100; @@ -2478,6 +2480,19 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo case EL_ROCK_CRUSHER: skillratio += 700; break; + case KO_JYUMONJIKIRI: + if( tsc && tsc->data[SC_JYUMONJIKIRI] ) + wd.div_ = wd.div_ * -1;// needs more info + skillratio += -100 + 150 * skill_lv; + case KO_HUUMARANKA: + skillratio += -100 + 150 * skill_lv + sstatus->dex/2 + sstatus->agi/2; // needs more info + break; + case KO_SETSUDAN: + skillratio += 100 * (skill_lv-1); + break; + case KO_BAKURETSU: + skillratio = 50 * skill_lv * (sd?pc_checkskill(sd,NJ_TOBIDOUGU):10); + break; case MH_STAHL_HORN: skillratio += 500 + 100 * skill_lv; break; @@ -2552,6 +2567,12 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo ATK_ADD( status_get_lv(target) * 50 ); //mobs } break; + case KO_SETSUDAN: + if( tsc && tsc->data[SC_SPIRIT] ){ + ATK_ADDRATE(10*tsc->data[SC_SPIRIT]->val1);// +10% custom value. + status_change_end(target,SC_SPIRIT,INVALID_TIMER); + } + break; } } //Div fix. @@ -3117,14 +3138,18 @@ static struct Damage battle_calc_weapon_attack(struct block_list *src,struct blo { //Dual-wield if (wd.damage) { - skill = pc_checkskill(sd,AS_RIGHT); - wd.damage = wd.damage * (50 + (skill * 10))/100; + if( skill = pc_checkskill(sd,AS_RIGHT) ) + wd.damage = wd.damage * (50 + (skill * 10))/100; + else if( skill = pc_checkskill(sd,KO_RIGHT) ) + wd.damage = wd.damage * (70 + (skill * 10))/100; if(wd.damage < 1) wd.damage = 1; } if (wd.damage2) { - skill = pc_checkskill(sd,AS_LEFT); - wd.damage2 = wd.damage2 * (30 + (skill * 10))/100; + if( skill = pc_checkskill(sd,AS_LEFT) ) + wd.damage2 = wd.damage2 * (30 + (skill * 10))/100; + else if( skill = pc_checkskill(sd,KO_LEFT) ) + wd.damage2 = wd.damage2 * (50 + (skill * 10))/100; if(wd.damage2 < 1) wd.damage2 = 1; } } else if(sd->status.weapon == W_KATAR && !skill_num) @@ -3505,9 +3530,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case WZ_SIGHTRASHER: skillratio += 20*skill_lv; break; - case WZ_VERMILION: - skillratio += 20*skill_lv-20; - break; case WZ_WATERBALL: skillratio += 30*skill_lv; break; @@ -3541,11 +3563,6 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case NJ_RAIGEKISAI: skillratio += 60 + 40*skill_lv; break; - #ifdef RENEWAL - case NJ_HUUJIN: - skillratio += 50; - break; - #endif case NJ_KAMAITACHI: case NPC_ENERGYDRAIN: skillratio += 100*skill_lv; @@ -3553,6 +3570,31 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case NPC_EARTHQUAKE: skillratio += 100 +100*skill_lv +100*(skill_lv/2); break; + #ifdef RENEWAL + case WZ_HEAVENDRIVE: + case WZ_METEOR: + skillratio += 25; + break; + case WZ_VERMILION: + { + int interval = 0, per = interval , ratio = per; + while( (per++) < skill_lv ){ + ratio += interval; + if(per%3==0) interval += 20; + } + if( skill_lv > 9 ) + ratio -= 10; + skillratio += ratio; + } + break; + case NJ_HUUJIN: + skillratio += 50; + break; + #else + case WZ_VERMILION: + skillratio += 20*skill_lv-20; + break; + #endif /** * Arch Bishop **/ @@ -4068,13 +4110,14 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * md.damage = INT_MAX>>1; break; case NJ_ZENYNAGE: - md.damage = skill_get_zeny(skill_num ,skill_lv); - if (!md.damage) md.damage = 2; - md.damage = md.damage + rnd()%md.damage; - if (is_boss(target)) - md.damage=md.damage/3; - else if (tsd) - md.damage=md.damage/2; + case KO_MUCHANAGE: + md.damage = skill_get_zeny(skill_num ,skill_lv); + if (!md.damage) md.damage = 2; + md.damage = rand()%md.damage + md.damage / (skill_num==NJ_ZENYNAGE?1:2) ; + if (is_boss(target)) + md.damage=md.damage / (skill_num==NJ_ZENYNAGE?3:2); + else if (tsd) // need confirmation for KO_MUCHANAGE + md.damage=md.damage/2; break; case GS_FLING: md.damage = sd?sd->status.job_level:status_get_lv(src); @@ -4128,6 +4171,14 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * //[{( Hell Plant Skill Level x Caster’s Base Level ) x 10 } + {( Caster’s INT x 7 ) / 2 } x { 18 + ( Caster’s Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level )) md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc_checkskill(sd,AM_CANNIBALIZE):0)) ); break; + case KO_HAPPOKUNAI: + { + struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); + short totaldef = tstatus->def2 + (short)status_get_def(target); + md.damage = wd.damage * 60 * (5 + skill_lv) / 100; + md.damage -= totaldef; + } + break; } if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets diff --git a/src/map/skill.c b/src/map/skill.c index 8eab672c7..5ca31bca0 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1342,6 +1342,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int case MH_STAHL_HORN: sc_start(bl,SC_STUN,(20 + 4 * skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; + case KO_JYUMONJIKIRI: // needs more info + sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv)); + break; } if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) @@ -2334,6 +2337,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds break; case WL_SOULEXPANSION: case WL_COMET: + case KO_MUCHANAGE: + case NJ_HUUMA: dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8); break; case WL_CHAINLIGHTNING_ATK: @@ -2365,6 +2370,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case EL_HURRICANE_ATK: case EL_TYPOON_MIS: case EL_TYPOON_MIS_ATK: + case KO_BAKURETSU: dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5); break; case GN_SLINGITEM_RANGEMELEEATK: @@ -2399,6 +2405,11 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds default: if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit. type = 5; + if( bl->type == BL_SKILL ){ + TBL_SKILL *su = (TBL_SKILL*)bl; + if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets + clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5); + } dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type); break; } @@ -3417,6 +3428,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case WM_GREAT_ECHO: case GN_SLINGITEM_RANGEMELEEATK: case MH_STAHL_HORN: + case KO_JYUMONJIKIRI: + case KO_SETSUDAN: skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); break; @@ -3648,6 +3661,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case GN_CART_TORNADO: case GN_CARTCANNON: case MH_LAVA_SLIDE: + case KO_HAPPOKUNAI: + case KO_HUUMARANKA: if( flag&1 ) {//Recursive invocation // skill_area_temp[0] holds number of targets in area // skill_area_temp[1] holds the id of the original target @@ -5457,11 +5472,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case SR_SKYNETBLOW: case SR_RAMPAGEBLASTER: case SR_HOWLINGOFLION: + case KO_HAPPOKUNAI: skill_area_temp[1] = 0; clif_skill_nodamage(src,bl,skillid,skilllv,1); i = 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_damage_id); - if( !i && ( skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW ) ) + if( !i && ( skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI ) ) clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6); break; @@ -5614,6 +5630,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in break; case TF_HIDING: case ST_CHASEWALK: + case KO_YAMIKUMO: if (tsce) { clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation. @@ -9326,6 +9343,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk case NJ_HYOUSYOURAKU: case NJ_RAIGEKISAI: case NJ_KAMAITACHI: +#ifdef RENEWAL + case NJ_HUUMA: +#endif case NPC_EVILLAND: case RA_ELECTRICSHOCKER: case RA_CLUSTERBOMB: @@ -9356,6 +9376,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk case SO_WIND_INSIGNIA: case SO_EARTH_INSIGNIA: case MH_POISON_MIST: + case KO_HUUMARANKA: + case KO_MUCHANAGE: + case KO_BAKURETSU: 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); @@ -10934,6 +10957,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns default: skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); } + if( skill_get_unit_interval(sg->skill_id) >= skill_get_time(sg->skill_id,sg->skill_lv) ) + sg->unit_id = UNT_USED_TRAPS; break; case UNT_FIREPILLAR_WAITING: @@ -11894,7 +11919,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN: - case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: + case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO: if( sc && sc->data[status_skill2sc(skill)] ) return 1; } @@ -12203,6 +12228,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh break; case NJ_ZENYNAGE: + case KO_MUCHANAGE: if(sd->status.zeny < require.zeny) { clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0); return 0; @@ -12822,7 +12848,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN: - case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: + case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO: if( sc && sc->data[status_skill2sc(skill)] ) return req; } diff --git a/src/map/status.c b/src/map/status.c index 1c9a2d830..94ffc403e 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -706,6 +706,8 @@ void initChangeTables(void) { set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL ); set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF ); set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED ); + add_sc( KO_YAMIKUMO , SC_HIDING ); + set_sc( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE ); add_sc( MH_STAHL_HORN , SC_STUN ); set_sc( MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_WATK|SCB_DEF|SCB_FLEE ); @@ -1637,6 +1639,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int case RG_RAID: case NJ_SHADOWJUMP: case NJ_KIRIKAGE: + case KO_YAMIKUMO: break; default: //Non players can use all skills while hidden. diff --git a/src/map/status.h b/src/map/status.h index 41010a34b..8b27af328 100644 --- a/src/map/status.h +++ b/src/map/status.h @@ -621,6 +621,19 @@ typedef enum sc_type { SC_INCMHP, SC_INCMSP, SC_PARTYFLEE, // 531 + /** + * Kagerou & Oboro [malufett] + **/ + SC_MEIKYOUSISUI, + SC_JYUMONJIKIRI, + SC_KYOUGAKU, + SC_IZAYOI, + SC_KAGEHUMI, + SC_KYOMU, + SC_KAGEMUSYA, + SC_ZANGETSU, + SC_OBOROGENSOU, + SC_MAX, //Automatically updated max, used in for's to check we are within bounds. } sc_type; 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