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-rw-r--r--Changelog-Trunk.txt4
-rw-r--r--src/map/skill.c193
2 files changed, 92 insertions, 105 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 45aa85c46..91ceb325a 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +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.
2006/08/21
+ * Some cleaning of the splash skills. Updated skill-attack to enable again
+ passing of flag 0xF000 which signals that the skill level sent to the
+ client should be -1 (no skill name shouted). Should (hopefully) clear/clean
+ up a bunch of splash damage skill animation-related packets. [Skotlex]
* Homun saving won't cap hp/sp to max hp/sp since a homun can have higher
hp/sp than the one stated in the db (due to skill bonuses or status
changes) [Skotlex]
diff --git a/src/map/skill.c b/src/map/skill.c
index b5853be09..9b687ab8f 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1051,7 +1051,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
rand()%1000 <= sstatus->luk*10/3+1 ) {
int lv=(sd->status.job_level+9)/10;
- skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
+ skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xF000);
}
// Gank
if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW &&
@@ -1788,13 +1788,17 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
/*
* =========================================================================
- * ƒXƒLƒ‹?U??‰Ê?—?‚Ü‚Æ‚ß
- * flag‚Ì?–¾?B16?i?
- * 00XRTTff
- * ff = magic‚ÅŒvŽZ‚É“n‚³‚ê‚é?j
- * TT = ƒpƒPƒbƒg‚Ìtype•”•ª(0‚ŃfƒtƒHƒ‹ƒg?j
- * X = ƒpƒPƒbƒg‚̃XƒLƒ‹Lv
- * R = —\–ñ?iskill_area_sub‚ÅŽg—p‚·‚é?j
+ * Does a skill attack with the given properties.
+ * src is the master behind the attack (player/mob/pet)
+ * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
+ * bl is the target to be attacked.
+ * flag can hold a bunch of information:
+ * flag&0xFF is passed to the underlying battle_calc_attack for processing
+ * (usually holds number of targets, or just 1 for simple splash attacks)
+ * flag&0xF00 can hold a custom type to be used on the skill packet.
+ * (otherwise skill_get_hit is used)
+ * flag&0xF000 can be used to signal, this skill should be sent with skilllv -1
+ * (causes player characters to not scream skill name)
*-------------------------------------------------------------------------
*/
@@ -1804,7 +1808,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
struct status_data *sstatus, *tstatus;
struct status_change *sc;
struct map_session_data *sd, *tsd;
- int type,lv,damage,rdamage=0;
+ int type,damage,rdamage=0;
if(skillid > 0 && skilllv <= 0) return 0;
@@ -1816,7 +1820,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
return 0;
- } else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
+ } else if ((flag&0xFF) && skill_get_nk(skillid)&NK_SPLASH) {
//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
if (!status_check_skilluse(src, bl, skillid, 2))
return 0;
@@ -1831,9 +1835,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
return 0;
- type=-1;
- lv=(flag>>20)&0xf;
- dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff );
+ dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFF);
//Skotlex: Adjusted to the new system
if(src->type==BL_PET && (struct pet_data *)src)
@@ -1898,11 +1900,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (damage > 0 && src != bl && src == dsrc)
rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
- if(lv==15)
- lv=-1;
-
- if( flag&0xff00 )
- type=(flag&0xff00)>>8;
+ if( flag&0xF00 )
+ type=(flag&0xF00)>>8;
+ else
+ type=-1;
if((damage <= 0 || damage < dmg.div_)
&& skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
@@ -2027,19 +2028,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Display damage.
switch(skillid){
//Skills who's damage should't show any skill-animation.
- case SM_MAGNUM:
- case AS_SPLASHER:
- case ASC_METEORASSAULT:
-// case GS_SPREADATTACK: <- as it is, it shows no animation at all.
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
- break;
case KN_BRANDISHSPEAR:
case NJ_KAMAITACHI:
case NJ_HUUMA:
{ //Only display skill animation for skill's target.
struct unit_data *ud = unit_bl2ud(src);
if (ud && ud->skilltarget == bl->id)
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, flag&0xF000?-1:skilllv, type);
else
dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,8,dmg.damage2); // can't know why 8, but it works for all skills...
break;
@@ -2047,7 +2042,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
break;
-
case NPC_SELFDESTRUCTION:
if(src->type==BL_PC)
dmg.blewcount = 10;
@@ -2066,7 +2060,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
break;
}
default:
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (flag&0xF000)?-1:skilllv, (skillid==0)? 5:type );
}
map_freeblock_lock();
@@ -2087,8 +2081,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
tsd->cloneskill_id = skillid;
tsd->status.skill[skillid].id = skillid;
tsd->status.skill[skillid].lv = skilllv;
- if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
- tsd->status.skill[skillid].lv = lv;
+ if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
+ tsd->status.skill[skillid].lv = type;
tsd->status.skill[skillid].flag = 13;//cloneskill flag
pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
@@ -2144,7 +2138,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
}
- if (!(flag & 1) &&
+ if (!(flag&2) &&
(
skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
) &&
@@ -2153,7 +2147,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
{
// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
- skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
+ skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
}
map_freeblock_unlock();
@@ -2704,7 +2698,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case AS_SONICBLOW:
case KN_PIERCE:
case KN_SPEARBOOMERANG:
- case KN_BRANDISHSPEAR:
case TF_POISON:
case TF_SPRINKLESAND:
case AC_CHARGEARROW:
@@ -2751,7 +2744,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case LK_JOINTBEAT:
case CG_ARROWVULCAN:
case HW_MAGICCRASHER:
- case ASC_METEORASSAULT:
case ITM_TOMAHAWK:
case MO_TRIPLEATTACK:
case CH_CHAINCRUSH:
@@ -2835,25 +2827,20 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
break;
case MO_FINGEROFFENSIVE:
- {
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if (battle_config.finger_offensive_type && sd) {
- int i;
- for (i = 1; i < sd->spiritball_old; i++)
- skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
-// sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
- }
- if (sc && sc->data[SC_BLADESTOP].timer != -1)
- status_change_end(src,SC_BLADESTOP,-1);
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if (battle_config.finger_offensive_type && sd) {
+ int i;
+ for (i = 1; i < sd->spiritball_old; i++)
+ skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
}
+ if (sc && sc->data[SC_BLADESTOP].timer != -1)
+ status_change_end(src,SC_BLADESTOP,-1);
break;
case MO_CHAINCOMBO:
- {
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- if (sc && sc->data[SC_BLADESTOP].timer != -1)
- status_change_end(src,SC_BLADESTOP,-1);
- }
+ skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
+ if (sc && sc->data[SC_BLADESTOP].timer != -1)
+ status_change_end(src,SC_BLADESTOP,-1);
break;
case MO_EXTREMITYFIST:
@@ -2890,12 +2877,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
//Splash attack skills.
case AS_SPLASHER:
- if ((flag&1) && bl->id == skill_area_temp[1])
- { //Should do 100% damage on targetted character.
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, 0);
- break;
- }
case AS_GRIMTOOTH:
+ case SM_MAGNUM:
case MC_CARTREVOLUTION:
case NPC_SPLASHATTACK:
case AC_SHOWER:
@@ -2904,35 +2887,57 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case HW_NAPALMVULCAN:
case NJ_HUUMA:
case NJ_BAKUENRYU:
- if (flag&1) //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
- else {
- if ( skillid == NJ_BAKUENRYU ) clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
- else if (skillid==AS_SPLASHER) //Need split damage anyway.
- skill_area_temp[0] = 2;
-
- map_foreachinrange(skill_area_sub, bl,
+ case ASC_METEORASSAULT:
+ case GS_DESPERADO:
+ case GS_SPREADATTACK:
+ case KN_BRANDISHSPEAR:
+ if (flag&1)
+ { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
+ if (skill_area_temp[1] != bl->id)
+ skill_attack(skill_get_type(skillid), src, src, bl,
+ skillid, skilllv, tick, skill_area_temp[0]|0x1500);
+ else if (skillid == KN_BRANDISHSPEAR)
+ skill_attack(skill_get_type(skillid), src, src, bl,
+ skillid, skilllv, tick, skill_area_temp[0]);
+ break;
+ }
+ if ( skillid == NJ_BAKUENRYU )
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_area_temp[0] = 0;
+ skill_area_temp[1] = bl->id;
+ if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
+ map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
+ src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
+ else if (skillid==AS_SPLASHER) //Need split damage anyway.
+ skill_area_temp[0] = 2;
+
+ map_foreachinrange(skill_area_sub, bl,
+ skill_get_splash(skillid, skilllv), BL_CHAR,
+ src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
+ skill_castend_damage_id);
+
+ //Splasher Should do 100% damage on targetted character.
+ skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
+ tick, skillid == AS_SPLASHER?0:skill_area_temp[0]);
+
+ if (skillid == SM_MAGNUM) {
+ //Initiate 10% of your damage becomes fire element.
+ sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
+ if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
}
break;
//Done apart because you can't mix the flag with BCT_ENEMY for auto-blitz.
case HT_BLITZBEAT:
- if (flag&1) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
- else {
+ if (flag&1) {
+ if (skill_area_temp[1] != bl->id)
+ skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
+ tick, skill_area_temp[0]|(flag&0xFF00));
+ } else {
skill_area_temp[0] = 0;
skill_area_temp[1] = bl->id;
- //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
- if (skillid==HT_BLITZBEAT && flag&0xf00000)
+ if (flag&0xF000)
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
@@ -2940,24 +2945,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
skill_area_temp[0] = 1;
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY|1,
+ src, skillid, skilllv, tick, BCT_ENEMY|1|flag,
skill_castend_damage_id);
- }
- break;
- case SM_MAGNUM:
- if(flag&1)
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- else {
- //If we get here, someone changed magnum to be a enemy targetted skill,
- //so treat it as such.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- //Initiate 10% of your damage becomes fire element.
- clif_skill_nodamage (src,bl,skillid,skilllv,1);
- sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
- if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
+
+ skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
+ tick, skill_area_temp[0]|(flag&0xFF00));
}
break;
@@ -3169,19 +3161,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
else if (sd)
clif_skill_fail(sd,skillid,0,0);
break;
- case GS_DESPERADO:
- case GS_SPREADATTACK:
- if(flag&1)
- skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
- else {
- //If we get here, someone changed it to be a enemy targetted skill,
- //so treat it as such.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
- }
- break;
case NJ_KASUMIKIRI:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
@@ -3713,6 +3692,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
//Passive Magnum, should had been casted on yourself.
case SM_MAGNUM:
+ skill_area_temp[1] = 0;
map_foreachinrange(skill_area_sub, src,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
@@ -4016,7 +3996,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case ASC_METEORASSAULT:
case GS_SPREADATTACK:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, src,
+ skill_area_temp[1] = bl->id;
+ map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
@@ -4030,6 +4011,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int x=bl->x,y=bl->y;
skill_brandishspear_first(&tc,dir,x,y);
skill_brandishspear_dir(&tc,dir,4);
+ skill_area_temp[1] = bl->id;
+
if(skilllv > 9){
for(c=1;c<4;c++){
map_foreachincell(skill_area_sub,