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-rw-r--r--conf/battle/skill.conf8
-rw-r--r--src/map/battle.c5
-rw-r--r--src/map/battle.h1
-rw-r--r--src/map/pc.c1
-rw-r--r--src/map/pc.h1
-rw-r--r--src/map/skill.c43
6 files changed, 49 insertions, 10 deletions
diff --git a/conf/battle/skill.conf b/conf/battle/skill.conf
index 960960692..657e3c41f 100644
--- a/conf/battle/skill.conf
+++ b/conf/battle/skill.conf
@@ -52,6 +52,14 @@ no_skill_delay: 2
// At what dex does the cast time become zero (instacast)?
castrate_dex_scale: 150
+// What level of leniency should the skill system give for skills when
+// accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 100)
+//
+// NOTE: Setting this to 100% may cause some issues with valid skills not being cast.
+// The time difference between client and server varies so allowing 90% leniency
+// should be enough to forgive very small margins of error.
+skill_amotion_leniency: 90
+
// Will normal attacks be able to ignore the delay after skills? (Note 1)
skill_delay_attack_enable: yes
diff --git a/src/map/battle.c b/src/map/battle.c
index 0df68a572..b1232b488 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -4590,8 +4590,9 @@ static const struct _battle_data {
/**
* rAthena
**/
- { "max_third_parameter", &battle_config.max_third_parameter, 20, 0, INT_MAX, },
- { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
+ { "max_third_parameter", &battle_config.max_third_parameter, 20, 0, INT_MAX, },
+ { "atcommand_max_stat_bypass", &battle_config.atcommand_max_stat_bypass, 0, 0, 100, },
+ { "skill_amotion_leniency", &battle_config.skill_amotion_leniency, 90, 0, 100 },
};
diff --git a/src/map/battle.h b/src/map/battle.h
index 41ff70850..b53b794c3 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -116,6 +116,7 @@ extern struct Battle_Config
int left_cardfix_to_right;
int skill_add_range;
int skill_out_range_consume;
+ int skill_amotion_leniency;
int skillrange_by_distance; //[Skotlex]
int use_weapon_skill_range; //[Skotlex]
int pc_damage_delay_rate;
diff --git a/src/map/pc.c b/src/map/pc.c
index 214cf81a7..2d27f194e 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -844,6 +844,7 @@ bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_tim
sd->canusecashfood_tick = tick;
sd->canequip_tick = tick;
sd->cantalk_tick = tick;
+ sd->canskill_tick = tick;
sd->cansendmail_tick = tick;
for(i = 0; i < MAX_SKILL_LEVEL; i++)
diff --git a/src/map/pc.h b/src/map/pc.h
index 39e38bc34..af749534d 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -208,6 +208,7 @@ struct map_session_data {
unsigned int canusecashfood_tick;
unsigned int canequip_tick; // [Inkfish]
unsigned int cantalk_tick;
+ unsigned int canskill_tick; // used to prevent abuse from no-delay ACT files
unsigned int cansendmail_tick; // [Mail System Flood Protection]
unsigned int ks_floodprotect_tick; // [Kill Steal Protection]
diff --git a/src/map/skill.c b/src/map/skill.c
index 973e38bf7..137af795f 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -433,6 +433,15 @@ int skillnotok (int skillid, struct map_session_data *sd)
if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
return 0; // Teleport lv 3 bypasses this check.[Inkfish]
+ // Epoque:
+ // This code will compare the player's attack motion value which is influenced by ASPD before
+ // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
+ // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
+ if( sd->canskill_tick && DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
+ {// attempted to cast a skill before the attack motion has finished
+ return 1;
+ }
+
if (sd->blockskill[i] > 0)
return 1;
@@ -3832,15 +3841,21 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
}
map_freeblock_unlock();
-
+
if( sd && !(flag&1) )
- {
- if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
+ {// ensure that the skill last-cast tick is recorded
+ sd->canskill_tick = gettick();
+
+ if( sd->state.arrow_atk )
+ {// consume arrow on last invocation to this skill.
battle_consume_ammo(sd, skillid, skilllv);
+ }
+
+ // perform auto-cast routines and skill requirement consumption
skill_onskillusage(sd, bl, skillid, tick);
skill_consume_requirement(sd,skillid,skilllv,2);
}
-
+
return 0;
}
@@ -7090,9 +7105,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
if( sd && !(flag&1) )
- {
- if( sd->state.arrow_atk ) //Consume arrow on last invocation to this skill.
+ {// ensure that the skill last-cast tick is recorded
+ sd->canskill_tick = gettick();
+
+ if( sd->state.arrow_atk )
+ {// consume arrow on last invocation to this skill.
battle_consume_ammo(sd, skillid, skilllv);
+ }
+
+ // perform auto-cast routines and skill requirement consumption
skill_onskillusage(sd, bl, skillid, tick);
skill_consume_requirement(sd,skillid,skilllv,2);
}
@@ -8078,9 +8099,15 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
if( sd )
- {
- if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
+ {// ensure that the skill last-cast tick is recorded
+ sd->canskill_tick = gettick();
+
+ if( sd->state.arrow_atk && !(flag&1) )
+ {// consume arrow if this is a ground skill
battle_consume_ammo(sd, skillid, skilllv);
+ }
+
+ // perform auto-cast routines and skill requirement consumption
skill_onskillusage(sd, NULL, skillid, tick);
skill_consume_requirement(sd,skillid,skilllv,2);
}