diff options
-rw-r--r-- | Changelog-Trunk.txt | 4 | ||||
-rw-r--r-- | db/Changelog.txt | 2 | ||||
-rw-r--r-- | db/skill_db.txt | 2 | ||||
-rw-r--r-- | db/skill_unit_db.txt | 7 | ||||
-rw-r--r-- | src/map/battle.c | 8 | ||||
-rw-r--r-- | src/map/clif.c | 21 | ||||
-rw-r--r-- | src/map/map.c | 15 | ||||
-rw-r--r-- | src/map/skill.c | 43 | ||||
-rw-r--r-- | src/map/skill.h | 12 | ||||
-rw-r--r-- | src/map/status.c | 32 |
10 files changed, 92 insertions, 54 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index d005d5d41..e8b632748 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.
2006/06/26
+ * Rough implementation of Ground Drift according to description and jA
+ info. [Skotlex]
+ * Implemented Tatami Gaeshi using skill description and jA implementation
+ for reference. [Skotlex]
* Merged Mitternacht's max_heal/max_heal_lv config settings. [Skotlex]
* Removed support of packet 0xc3 on the new packet versions. Thanks to
Meruru for pointing out they aren't being used anymore. [Skotlex]
diff --git a/db/Changelog.txt b/db/Changelog.txt index 28b16fc89..cf0303e44 100644 --- a/db/Changelog.txt +++ b/db/Changelog.txt @@ -24,6 +24,8 @@ -----
=========================
+06/26
+ * Corrected unit id of desperado and Ground Drift using jA's info. [Skotlex]
06/25
* Added two new gunslinger weapon drops, thanks to RockmanEXE. [MasterOfMuppets]
06/23
diff --git a/db/skill_db.txt b/db/skill_db.txt index 5ef3f3e90..fb913d71d 100644 --- a/db/skill_db.txt +++ b/db/skill_db.txt @@ -547,7 +547,7 @@ 524,9,8,1,-1,0,0,5,3,no,0,0,0,weapon,0 //NJ_KUNAI#NJ_KUNAI#
525,9,8,1,-1,2,2,5,-1:-2:-3:-4:-5,no,0,0,0,weapon,0 //NJ_HUUMA#NJ_HUUMA#
526,9,6,1,0,0,0,10,1,no,0,0,0,misc,0 //NJ_ZENYNAGE#NJ_ZENYNAGE#
-527,0,6,4,3,0,0,5,1,no,0,0,0,weapon,0 //NJ_TATAMIGAESHI#NJ_TATAMIGAESHI#
+527,1:2:2:3:3,6,4,3,0,0,5,1,no,0,0,0,weapon,3 //NJ_TATAMIGAESHI#NJ_TATAMIGAESHI#
528,1,6,1,-1,0,0,10,1,no,0,0,0,weapon,0 //NJ_KASUMIKIRI#NJ_KASUMIKIRI#
529,5:6:7:8:9,6,2,0,1,0,5,1,no,0,0,0,none,0 //NJ_SHADOWJUMP#NJ_SHADOWJUMP#
530,-1,6,1,-1,0,0,5,1,no,0,0,0,weapon,0 //NJ_KIRIKAGE#NJ_KIRIKAGE#
diff --git a/db/skill_unit_db.txt b/db/skill_unit_db.txt index ed7b774c0..7873ae907 100644 --- a/db/skill_unit_db.txt +++ b/db/skill_unit_db.txt @@ -21,6 +21,7 @@ //
// u1 u2 lay r intr target flag
//
+
12,0x7e, , 0, 0, -1,all, 0x003 //MG_SAFETYWALL#セイフティウォール
18,0x7f, , -1, 0, 1,enemy, 0x008 //MG_FIREWALL#ファイアーウォール
21,0x86, , 0, 2,1000,enemy, 0x008 //MG_THUNDERSTORM#サンダーストーム
@@ -77,6 +78,7 @@ 339,0x86, , -1, 0, 400,enemy, 0x000 //NPC_DARKGRANDCROSS#闇グランドクロス
362,0xb4, , 0, 3, -1,all, 0x000 //HP_BASILICA#バジリカ
369,0xb3, , -1, 0,10000,all, 0x000 //PA_GOSPEL#ゴスペル
+
404,0xb6, , -1, 0, -1,all, 0x000 //PF_FOGWALL#フォグウォール
405,0xb7, , 0, 1,1000,enemy, 0x000 //PF_SPIDERWEB#スパイダーウェッブ
409,0xb2, , 0,-1, -1,noone, 0x000 //WE_CALLBABY
@@ -86,8 +88,9 @@ 430,0x86, , 0, 1, 500,enemy, 0x000 //SG_STAR_WARM
484,0xb8, , 2, 0,1000,enemy, 0x808 //HW_GRAVITATION
488,0xb9, , 3, 0, -1,all, 0x100 //CG_HERMODE
-516,0xba, , 0, 3, 100,enemy,0x000,GS_DESPERADO#デスペラード
-521,0xbd, , 0, 1,1000,enemy,0x006,GS_GROUNDDRIFT#グラウンドドリフト
535,0x86, , 0, 2,2000,enemy,0x008,NJ_KAENSIN#火炎陣#
536,0x86, , 0, 2, 300,enemy,0x008,NJ_BAKUENRYU#爆炎龍#
538,0xbb,,1:1:1:2:2:2:3:3:3:4,0, -1,all,0x010,NJ_SUITON#水遁#
+516,0xbc, , 0, 3, 100,enemy,0x000,GS_DESPERADO#デスペラード
+521,0xc2, , 0, 1,1000,enemy,0x006,GS_GROUNDDRIFT#グラウンドドリフト
+
diff --git a/src/map/battle.c b/src/map/battle.c index f92aa3ff9..ba4150181 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -852,6 +852,7 @@ static struct Damage battle_calc_weapon_attack( case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex] case CR_GRANDCROSS: case NPC_GRANDDARKNESS: + case NJ_TATAMIGAESHI: wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; break; @@ -921,6 +922,8 @@ static struct Damage battle_calc_weapon_attack( } else if (s_ele == -2) { //Use enchantment's element s_ele = s_ele_ = status_get_attack_sc_element(src,sc); } + if (skill_num == GS_GROUNDDRIFT) + s_ele = s_ele_ = wflag; //element comes in flag. if (sd && sd->weapontype1 == 0 && sd->weapontype2 > 0) { @@ -1014,6 +1017,8 @@ static struct Damage battle_calc_weapon_attack( case NPC_BLOODDRAIN: case NPC_ENERGYDRAIN: case NPC_MENTALBREAKER: + case GS_GROUNDDRIFT: + case NJ_TATAMIGAESHI: flag.hit = 1; break; case CR_SHIELDBOOMERANG: @@ -1490,6 +1495,9 @@ static struct Damage battle_calc_weapon_attack( case MO_EXTREMITYFIST: ATK_ADD(250 + 150*skill_lv); break; + case GS_GROUNDDRIFT: + ATK_ADD(50*skill_lv); + break; case TK_DOWNKICK: case TK_STORMKICK: case TK_TURNKICK: diff --git a/src/map/clif.c b/src/map/clif.c index e24b3f7a1..e25b89a8f 100644 --- a/src/map/clif.c +++ b/src/map/clif.c @@ -2885,21 +2885,12 @@ void clif_refreshlook(struct block_list *bl,int id,int type,int val,int area) WBUFB(buf,7)=val;
clif_send(buf,packet_len_table[0xc3],bl,area);
#else
- if(type == LOOK_BASE && val > 255)
- {
- WBUFW(buf,0)=0x1d7;
- WBUFL(buf,2)=id;
- WBUFB(buf,6)=type;
- WBUFW(buf,7)=val;
- WBUFW(buf,9)=0;
- clif_send(buf,packet_len_table[0x1d7],bl,area);
- } else {
- WBUFW(buf,0)=0xc3;
- WBUFL(buf,2)=id;
- WBUFB(buf,6)=type;
- WBUFB(buf,7)=val;
- clif_send(buf,packet_len_table[0xc3],bl,area);
- }
+ WBUFW(buf,0)=0x1d7;
+ WBUFL(buf,2)=id;
+ WBUFB(buf,6)=type;
+ WBUFW(buf,7)=val;
+ WBUFW(buf,9)=0;
+ clif_send(buf,packet_len_table[0x1d7],bl,area);
#endif
return;
}
diff --git a/src/map/map.c b/src/map/map.c index e24a4ba7f..e6ed26db6 100644 --- a/src/map/map.c +++ b/src/map/map.c @@ -1134,13 +1134,13 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y bl = map[m].block[bx+by*map[m].bxs]; c = map[m].block_count[bx+by*map[m].bxs]; for(i=0;i<c && bl;i++,bl=bl->next){ - if(bl && bl->type&type && bl_list_count<BL_LIST_MAX) + if(bl && bl->prev && bl->type&type && bl_list_count<BL_LIST_MAX) { xi = bl->x; yi = bl->y; k = (xi-x0)*(x1-x0) + (yi-y0)*(y1-y0); - if (k < 0)// || k > magnitude2) //No check to see if it lies after the target's point. + if (k < 0 || k > magnitude2) //Since more skills use this, check for ending point as well. continue; //All these shifts are to increase the precision of the intersection point and distance considering how it's @@ -1167,12 +1167,12 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y bl = map[m].block_mob[bx+by*map[m].bxs]; c = map[m].block_mob_count[bx+by*map[m].bxs]; for(i=0;i<c && bl;i++,bl=bl->next){ - if(bl && bl_list_count<BL_LIST_MAX) + if(bl && bl->prev && bl_list_count<BL_LIST_MAX) { xi = bl->x; yi = bl->y; k = (xi-x0)*(x1-x0) + (yi-y0)*(y1-y0); - if (k < 0)// || k > magnitude2) //No check to see if it lies after the target's point. + if (k < 0 || k > magnitude2) continue; k = (k<<4)/magnitude2; //k will be between 1~16 instead of 0~1 @@ -1197,13 +1197,12 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y ShowWarning("map_foreachinpath: block count too many!\n"); } - map_freeblock_lock(); // メモリからの解放を禁止する + map_freeblock_lock(); for(i=blockcount;i<bl_list_count;i++) - if(bl_list[i]->prev) // 有?かどうかチェック - returnCount += func(bl_list[i],ap); + returnCount += func(bl_list[i],ap); - map_freeblock_unlock(); // 解放を許可する + map_freeblock_unlock(); va_end(ap); bl_list_count = blockcount; diff --git a/src/map/skill.c b/src/map/skill.c index 90afdf01f..21e76cfe1 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -3021,12 +3021,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs break; //Not implemented yet [Vicious] - case GS_GROUNDDRIFT: //case NJ_SYURIKEN: //case NJ_KUNAI: //case NJ_HUUMA: - case NJ_TATAMIGAESHI: //case NJ_KASUMIKIRI: //case NJ_KIRIKAGE: //case NJ_KOUENKA: @@ -3609,8 +3607,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case GS_ADJUSTMENT: case GS_INCREASING: case GS_CRACKER: - case GS_GROUNDDRIFT: - case NJ_TATAMIGAESHI: case NJ_KASUMIKIRI: case NJ_UTSUSEMI: case NJ_BUNSINJYUTSU: @@ -3618,6 +3614,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); break; + case NJ_TATAMIGAESHI: + clif_skill_nodamage(src,bl,skillid,skilllv, + sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv))); + + i = skill_get_range(skillid, skilllv); //use i for range. + type = skill_get_splash(skillid, skilllv); //reuse type for splash + map_foreachinpath(skill_attack_area,src->m, + src->x,src->y,src->x-i,src->y,type,BL_CHAR, + BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); + map_foreachinpath(skill_attack_area,src->m, + src->x,src->y,src->x+i,src->y,type,BL_CHAR, + BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); + map_foreachinpath(skill_attack_area,src->m, + src->x,src->y,src->x,src->y-i,type,BL_CHAR, + BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); + map_foreachinpath(skill_attack_area,src->m, + src->x,src->y,src->x,src->y+i,type,BL_CHAR, + BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); + break; case SG_SUN_WARM: case SG_MOON_WARM: @@ -5804,10 +5819,10 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s case WE_CALLBABY: case AC_SHOWER: //Ground-placed skill implementation. case GS_DESPERADO: - skill_unitsetting(src,skillid,skilllv,x,y,0); 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); break; - case RG_GRAFFITI: /* Graffiti [Valaris] */ skill_clear_unitgroup(src); skill_unitsetting(src,skillid,skilllv,x,y,0); @@ -5985,9 +6000,8 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s break; //Until they're at right position - gs_unit- [Vicious] - case GS_GROUNDDRIFT: /* 繧ー繝ゥ繧ヲ繝ウ繝峨ラ繝ェ繝輔ヨ*/ - case NJ_KAENSIN: /* 轣ォ轤朱劵*/ - case NJ_BAKUENRYU: /* 辷轤朱セ*/ + case NJ_KAENSIN: + case NJ_BAKUENRYU: case NJ_HYOUSYOURAKU: skill_unitsetting(src,skillid,skilllv,x,y,0); flag|=1; @@ -6349,6 +6363,14 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, case WE_CALLBABY: if (sd) val1 = sd->status.child; break; + case GS_GROUNDDRIFT: + { //Take on the base element, not the elemental one. + struct status_data *bstatus = status_get_base_status(src); + val1 = bstatus?bstatus->rhw.ele:status->rhw.ele; + if (sd) sd->state.arrow_atk = 0; //Disable consumption rigth away. + else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER); + break; + } } nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count), @@ -6704,6 +6726,9 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if (!(rand()%10)) //Has a low chance of connecting. [Skotlex] skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; + case UNT_GROUNDDRIFT: + skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1); + break; case UNT_FIREPILLAR_WAITING: skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); diff --git a/src/map/skill.h b/src/map/skill.h index f6d214046..a5b1e25cf 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -878,13 +878,14 @@ enum { UNT_FIREWALL,
UNT_WARP_WAITING,
UNT_WARP_ACTIVE,
+ //0x82
UNT_SANCTUARY = 0x83,
UNT_MAGNUS,
UNT_PNEUMA,
UNT_ATTACK_SKILLS, //These show no effect on the client, therefore can be used for attack skills.
UNT_FIREPILLAR_WAITING,
UNT_FIREPILLAR_ACTIVE,
-
+ //0x89, 0x8a, 0x8b
UNT_USED_TRAPS = 0x8c,
UNT_ICEWALL,
UNT_QUAGMIRE,
@@ -926,15 +927,16 @@ enum { UNT_CALLFAMILY,
UNT_GOSPEL,
UNT_BASILICA,
-
+ //0xb5
UNT_FOGWALL = 0xb6,
UNT_SPIDERWEB,
UNT_GRAVITATION,
UNT_HERMODE,
+ //0xba
+ UNT_SUITON = 0xbb,
UNT_DESPERADO,
- UNT_SUITON,
- UNT_TATAMIGAESHI,
- UNT_KAENSIN,
+ //0xbd, 0xbe, 0xc0, 0xc1 //Maybe the other elements of Ground Drift?
+ UNT_GROUNDDRIFT = 0xc2,
};
#endif
diff --git a/src/map/status.c b/src/map/status.c index 774f8b60d..fcd9e5a21 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1971,14 +1971,16 @@ int status_calc_pc(struct map_session_data* sd,int first) // Basic ASPD value if (sd->status.weapon < MAX_WEAPON_TYPE) - i = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000; + i = (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->status.weapon]/1000; else - i = ( - (aspd_base[sd->status.class_][sd->weapontype1] - -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) + - (aspd_base[sd->status.class_][sd->weapontype2] - -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype2]/1000) - ) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex] + i = (( + (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->weapontype1]/1000 + )+( + (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->weapontype2]/1000 + )) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex] status->amotion = cap_value(i,battle_config.max_aspd,2000); @@ -2388,14 +2390,16 @@ void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag) if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) { flag|=SCB_ASPD; if (sd->status.weapon < MAX_WEAPON_TYPE) - skill = aspd_base[sd->status.class_][sd->status.weapon]-(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->status.weapon]/1000; + skill = (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->status.weapon]/1000; else - skill = ( - (aspd_base[sd->status.class_][sd->weapontype1] - -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype1]/1000) + - (aspd_base[sd->status.class_][sd->weapontype2] - -(status->agi*4+status->dex)*aspd_base[sd->status.class_][sd->weapontype2]/1000) - ) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex] + skill = (( + (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->weapontype1]/1000 + )+( + (1000 -4*status->agi -status->dex) + *aspd_base[sd->status.class_][sd->weapontype2]/1000 + )) *2/3; status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate); |