diff options
-rw-r--r-- | Changelog-Trunk.txt | 4 | ||||
-rw-r--r-- | src/map/skill.c | 193 |
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, |