diff options
-rw-r--r-- | Changelog-Trunk.txt | 7 | ||||
-rw-r--r-- | src/map/skill.c | 35 | ||||
-rw-r--r-- | src/map/skill.h | 9 |
3 files changed, 24 insertions, 27 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 335900619..47bc5d370 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,7 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. 2008/05/07 - * Fixed Sense messing up with Spiderweb. [Skotlex] + * Did some cleanup of the splash code, the NPC_WIDE* skills now send the + 'preamble' packet, which for the most part correct their skill animation + display. + * Fixed Sense messing up with Spiderweb. * Added Throw tomahawk to the list of items that do not trigger the equipment breaking code. * Probably fixed Moonlight petals pushing back the casters. @@ -12,7 +15,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. * Infinite Endure is no longer saved on logout. * Added check to avoid gms opening vending shops if they don't have the required level. - * Fixed the flee penalty not applying when you walk into a gvg map. + * Fixed the flee penalty not applying when you walk into a gvg map. [Skotlex] 2008/05/03 * NPC_GUIDEDATTACK is not supposed to bypass pneuma/safetywall [ultramage] 2008/05/02 diff --git a/src/map/skill.c b/src/map/skill.c index 47b25a0ef..0770f28ab 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1557,10 +1557,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } } - // Cart Revolution and Grimtooth need this weirdo dummy packet for the first target to display correctly - if( flag&SD_PREAMBLE ) - clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, -30000, dmg.div_, skillid, skilllv, 6); - //Display damage. switch( skillid ) { @@ -1744,8 +1740,14 @@ int skill_area_sub (struct block_list *bl, va_list ap) func=va_arg(ap,SkillFunc); if(battle_check_target(src,bl,flag) > 0) + { + if (flag&(SD_SPLASH|SD_PREAMBLE)) { + if (flag&SD_PREAMBLE && !skill_area_temp[2]) + clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + skill_area_temp[2]++; + } return func(src,bl,skill_id,skill_lv,tick,flag); - + } return 0; } @@ -2477,11 +2479,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int //Splash attack skills. case AS_GRIMTOOTH: + case MC_CARTREVOLUTION: + case NPC_SPLASHATTACK: + flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit case AS_SPLASHER: case SM_MAGNUM: case HT_BLITZBEAT: - case MC_CARTREVOLUTION: - case NPC_SPLASHATTACK: case AC_SHOWER: case MG_NAPALMBEAT: case MG_FIREBALL: @@ -2505,11 +2508,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) ) sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) - if( skill_area_temp[2] == 0 && (skillid == AS_GRIMTOOTH || skillid == MC_CARTREVOLUTION || skillid == NPC_SPLASHATTACK) ) - sflag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag); - skill_area_temp[2]++; } else { @@ -2527,7 +2527,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); // recursive invocation of skill_castend_damage_id() with flag|1 - map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); + 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); //FIXME: move this to skill_additional_effect or some such? [ultramage] if (skillid == SM_MAGNUM) { @@ -5145,16 +5145,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in const enum sc_type sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING }; i = rand()%ARRAYLENGTH(sc); sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)); - } else { - // hacked-together packet (not correct) that shows the animation - clif_skill_damage(src, src, tick, 1, 1, -1, 0, skillid, skilllv, 6); - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv),BL_CHAR, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_nodamage_id); + break; } - break; - case NPC_WIDEBLEEDING: case NPC_WIDECONFUSE: case NPC_WIDECURSE: @@ -5167,10 +5159,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if (flag&1) sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)); else { + skill_area_temp[2] = 0; //For SD_PREAMBLE clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv),BL_CHAR, - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1, skill_castend_nodamage_id); } break; diff --git a/src/map/skill.h b/src/map/skill.h index 8719e6adf..15a0a5434 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -62,10 +62,11 @@ struct status_change_entry; //Walk intervals at which chase-skills are attempted to be triggered. #define WALK_SKILL_INTERVAL 5 -// Flags passed to skill_attack -#define SD_LEVEL 0x1000 // will send -1 instead of skill level (affects display of some skills) -#define SD_ANIMATION 0x2000 // will use '5' instead of the skill's 'type' (this makes skills show an animation) -#define SD_PREAMBLE 0x4000 // will transmit a 'magic' damage packet (-30000 dmg) for the first target to be hit +// Flags passed to skill_attack/skill_area_sub +#define SD_LEVEL 0x1000 // skill_attack will send -1 instead of skill level (affects display of some skills) +#define SD_ANIMATION 0x2000 // skill_attack will use '5' instead of the skill's 'type' (this makes skills show an animation) +#define SD_SPLASH 0x4000 // skill_area_sub will count targets in skill_area_temp[2] +#define SD_PREAMBLE 0x8000 // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected // スキルデ?タベ?ス struct s_skill_db { |