diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 175 |
1 files changed, 75 insertions, 100 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 266e1201c..9463e242d 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -633,16 +633,9 @@ static const int diry[8]={1,1,0,-1,-1,-1,0,1}; static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex] static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex] -/* スキルデータベース */ struct skill_db skill_db[MAX_SKILL_DB]; - -/* アイテム作成データベース */ struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; - -/* 矢作成スキルデータベース */ struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; - -/* アブラカダブラ発動スキルデータベース */ struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; // macros to check for out of bounds errors [celest] @@ -721,7 +714,6 @@ int skill_tree_get_max(int id, int b_class){ return skill_get_max (id); } -/* プロトタイプ */ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); int skill_frostjoke_scream(struct block_list *bl,va_list ap); int status_change_timer_sub(struct block_list *bl, va_list ap); @@ -969,7 +961,6 @@ int skillnotok_hom (int skillid, struct homun_data *hd) return (map[hd->bl.m].flag.noskill); } -/* スキルユニットの配置情報を返す */ struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; int firewall_unit_pos; int icewall_unit_pos; @@ -997,7 +988,7 @@ struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struc } /*========================================== - * スキル追加効果 + * *------------------------------------------ */ int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) @@ -1111,7 +1102,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int } break; - case SM_BASH: /* バッシュ(急所攻撃) */ + case SM_BASH: if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){ //TODO: How much % per base level it actually is? sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10), @@ -1122,15 +1113,15 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int case AS_VENOMKNIFE: if (sd) //Poison chance must be that of Envenom. [Skotlex] skilllv = pc_checkskill(sd, TF_POISON); - case TF_POISON: /* インベナム */ - case AS_SPLASHER: /* ベナムスプラッシャー */ + case TF_POISON: + case AS_SPLASHER: if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv)) && sd && skillid==TF_POISON ) clif_skill_fail(sd,skillid,0,0); break; - case AS_SONICBLOW: /* ソニックブロー */ + case AS_SONICBLOW: sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv)); break; @@ -1160,15 +1151,15 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; - case HT_FREEZINGTRAP: /* フリージングトラップ */ + case HT_FREEZINGTRAP: sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv)); break; - case HT_FLASHER: /* フラッシャー */ + case HT_FLASHER: sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); break; - case HT_LANDMINE: /* ランドマイン */ + case HT_LANDMINE: sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv)); break; @@ -1176,30 +1167,28 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int status_percent_damage(src, bl, 0, 15*skilllv+5); break; - case HT_SANDMAN: /* サンドマン */ + case HT_SANDMAN: sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv)); break; - case TF_SPRINKLESAND: /* 砂まき */ + case TF_SPRINKLESAND: sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv)); break; - case TF_THROWSTONE: /* 石投げ */ + case TF_THROWSTONE: sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv)); sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv)); break; case NPC_DARKCROSS: - case CR_HOLYCROSS: /* ホーリークロス */ + case CR_HOLYCROSS: sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; - case CR_GRANDCROSS: /* グランドクロス */ - case NPC_GRANDDARKNESS: /*闇グランドクロス*/ - { - if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON) - sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv)); - } + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON) + sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv)); break; case AM_ACIDTERROR: @@ -1212,7 +1201,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY); break; - case CR_SHIELDCHARGE: /* シールドチャージ */ + case CR_SHIELDCHARGE: sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)); break; @@ -1220,7 +1209,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int status_percent_damage(src, bl, 0, 15+5*skilllv); break; - case RG_RAID: /* サプライズアタック */ + case RG_RAID: sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv)); sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; @@ -1233,7 +1222,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv)); break; - case BD_LULLABY: /* 子守唄 */ + case BD_LULLABY: sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv)); break; @@ -1248,7 +1237,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv)); break; - /* MOBの追加効果付きスキル */ case NPC_PETRIFYATTACK: case NPC_CURSEATTACK: case NPC_SLEEPATTACK: @@ -1284,11 +1272,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv)); break; - case ST_REJECTSWORD: /* フリージングトラップ */ + case ST_REJECTSWORD: sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv)); break; - case PF_FOGWALL: /* ホーリークロス */ + case PF_FOGWALL: if (src != bl && tsc->data[SC_DELUGE].timer == -1) status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8); break; @@ -1298,12 +1286,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv)); break; - case LK_JOINTBEAT: /* ジョイントビート */ - //条件が良く分からないので適当に + case LK_JOINTBEAT: sc_start(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv)); break; - case ASC_METEORASSAULT: /* メテオアサルト */ + case ASC_METEORASSAULT: //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance. switch(rand()%3) { case 0: @@ -1317,8 +1304,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int } break; - case HW_NAPALMVULCAN: /* ナパルムバルカン */ - // skilllv*5%の確率で呪い + case HW_NAPALMVULCAN: sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv)); break; @@ -1361,7 +1347,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int if(attack_type == BF_MISC) //70% base stun chance... sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv)); break; - //Until they're at right position - gs_statuschange- [Vicious] case GS_BULLSEYE: //0.1% coma rate. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0); break; @@ -1510,8 +1495,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1), kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal. break; - case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */ - //阿修羅を使うと5分間自然回復しないようになる + case MO_EXTREMITYFIST: sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv)); break; } @@ -1769,13 +1753,13 @@ int skill_blown (struct block_list *src, struct block_list *target, int count) /* * ========================================================================= - * スキル攻撃効果処理まとめ - * flagの説明。16進図 + * XL?U????܂Ƃ + * flag??B16?i? * 00XRTTff - * ff = magicで計算に渡される) - * TT = パケットのtype部分(0でデフォルト) - * X = パケットのスキルLv - * R = 予約(skill_area_subで使用する) + * ff = magicŌvZɓn?j + * TT = pPbgtype(0ŃftHg?j + * X = pPbg̃XLLv + * R = \?iskill_area_subŎgp?j *------------------------------------------------------------------------- */ @@ -1811,7 +1795,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds sstatus = status_get_status_data(dsrc); tstatus = status_get_status_data(bl); // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? - if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない + if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) return 0; type=-1; @@ -1886,9 +1870,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex] dmg.blewcount = 0; - if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス - if(battle_config.gx_disptype) dsrc = src; // 敵ダメージ白文字表示 - if(src == bl) type = 4; // 反動はダメージモーションなし + if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) { + if(battle_config.gx_disptype) dsrc = src; + if(src == bl) type = 4; } if(sd) { @@ -2055,7 +2039,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) && can_copy(tsd,skillid)) // Split all the check into their own function [Aru] { - //既に盗んでいるスキルがあれば該当スキルを消す if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){ tsd->status.skill[tsd->cloneskill_id].id = 0; tsd->status.skill[tsd->cloneskill_id].lv = 0; @@ -2133,19 +2116,19 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds map_freeblock_unlock(); - return damage; /* 与ダメを返す */ + return damage; } /*========================================== - * スキル範囲攻撃用(map_foreachinareaから呼ばれる) - * flagについて:16進図を確認 + * XL??U?p(map_foreachinareaĂ) + * flagɂ?F16?i?mF * MSB <- 00fTffff ->LSB - * T =ターゲット選択用(BCT_*) - * ffff=自由に使用可能 - * 0 =予約。0に固定 + * T =^?QbgI?p(BCT_*) + * ffff=RɎgp\ + * 0 =\?B0ɌŒ *------------------------------------------ */ -static int skill_area_temp[8]; /* 一時変数。必要なら使う。 */ +static int skill_area_temp[8]; static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */ static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int); @@ -2159,7 +2142,7 @@ int skill_area_sub (struct block_list *bl, va_list ap) nullpo_retr(0, bl); nullpo_retr(0, ap); - src=va_arg(ap,struct block_list *); //ここではsrcの値を参照していないのでNULLチェックはしない + src=va_arg(ap,struct block_list *); skill_id=va_arg(ap,int); skill_lv=va_arg(ap,int); tick=va_arg(ap,unsigned int); @@ -2421,9 +2404,8 @@ static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, } /*========================================================================= - * 範囲スキル使用処理小分けここから + * */ -/* 対象の数をカウントする。(skill_area_temp[0]を初期化しておくこと) */ int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag) { if(skill_area_temp[0] < 0xffff) @@ -2498,8 +2480,8 @@ static int skill_timerskill (int tid, unsigned int tick, int id, int data) unit_warp(target, -1, x, y, 3); } break; - case BA_FROSTJOKE: /* 寒いジョーク */ - case DC_SCREAM: /* スクリーム */ + case BA_FROSTJOKE: + case DC_SCREAM: range= skill_get_splash(skl->skill_id, skl->skill_lv); map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range, skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick); @@ -2606,8 +2588,8 @@ static int skill_reveal_trap (struct block_list *bl, va_list ap) } /*========================================== - * スキル使用(詠唱完了、ID指定攻撃系) - * (スパゲッティに向けて1歩前進!(ダメポ)) + * + * *------------------------------------------ */ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) @@ -2651,52 +2633,45 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int switch(skillid) { - /* 武器攻撃系スキル */ - case SM_BASH: /* バッシュ */ - case MC_MAMMONITE: /* メマーナイト */ + case SM_BASH: + case MC_MAMMONITE: case TF_DOUBLE: - case AC_DOUBLE: /* ダブルストレイフィング */ - case AS_SONICBLOW: /* ソニックブロー */ - case KN_PIERCE: /* ピアース */ - case KN_SPEARBOOMERANG: /* スピアブーメラン */ - case KN_BRANDISHSPEAR: /* ブランディッシュスピア */ - case TF_POISON: /* インベナム */ - case TF_SPRINKLESAND: /* 砂まき */ - case AC_CHARGEARROW: /* チャージアロー */ - case RG_RAID: /* サプライズアタック */ - case RG_INTIMIDATE: /* インティミデイト */ - case AM_ACIDTERROR: /* アシッドテラー */ - case BA_MUSICALSTRIKE: /* ミュージカルストライク */ - case DC_THROWARROW: /* 矢撃ち */ - case BA_DISSONANCE: /* 不協和音 */ - case CR_HOLYCROSS: /* ホーリークロス */ + case AC_DOUBLE: + case AS_SONICBLOW: + case KN_PIERCE: + case KN_SPEARBOOMERANG: + case KN_BRANDISHSPEAR: + case TF_POISON: + case TF_SPRINKLESAND: + case AC_CHARGEARROW: + case RG_RAID: + case RG_INTIMIDATE: + case AM_ACIDTERROR: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + case BA_DISSONANCE: + case CR_HOLYCROSS: case NPC_DARKCROSS: case CR_SHIELDCHARGE: case CR_SHIELDBOOMERANG: - /* 以下MOB専用 */ - /* 単体攻撃、SP減少攻撃、遠距離攻撃、防御無視攻撃、多段攻撃 */ case NPC_PIERCINGATT: case NPC_MENTALBREAKER: case NPC_RANGEATTACK: case NPC_CRITICALSLASH: case NPC_COMBOATTACK: - /* 必中攻撃、毒攻撃、暗黒攻撃、沈黙攻撃、スタン攻撃 */ case NPC_GUIDEDATTACK: case NPC_POISON: case NPC_BLINDATTACK: case NPC_SILENCEATTACK: case NPC_STUNATTACK: - /* 石化攻撃、呪い攻撃、睡眠攻撃、ランダムATK攻撃 */ case NPC_PETRIFYATTACK: case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case NPC_RANDOMATTACK: - /* 水属性攻撃、地属性攻撃、火属性攻撃、風属性攻撃 */ case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: - /* 毒属性攻撃、聖属性攻撃、闇属性攻撃、念属性攻撃、SP減少攻撃 */ case NPC_POISONATTACK: case NPC_HOLYATTACK: case NPC_DARKNESSATTACK: @@ -2706,19 +2681,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case NPC_BREAKWEAPON: case NPC_BREAKHELM: case NPC_BREAKSHIELD: - case LK_AURABLADE: /* オーラブレード */ - case LK_SPIRALPIERCE: /* スパイラルピアース */ - case LK_HEADCRUSH: /* ヘッドクラッシュ */ - case LK_JOINTBEAT: /* ジョイントビート */ - case CG_ARROWVULCAN: /* アローバルカン */ - case HW_MAGICCRASHER: /* マジッククラッシャー */ - case ASC_METEORASSAULT: /* メテオアサルト */ + case LK_AURABLADE: + case LK_SPIRALPIERCE: + case LK_HEADCRUSH: + case LK_JOINTBEAT: + case CG_ARROWVULCAN: + case HW_MAGICCRASHER: + case ASC_METEORASSAULT: case ITM_TOMAHAWK: case MO_TRIPLEATTACK: - case CH_CHAINCRUSH: /* 連柱崩撃 */ - case CH_TIGERFIST: /* 伏虎拳 */ + case CH_CHAINCRUSH: + case CH_TIGERFIST: case PA_SHIELDCHAIN: // Shield Chain - case PA_SACRIFICE: /* サクリファイス */ + case PA_SACRIFICE: case WS_CARTTERMINATION: // Cart Termination case AS_VENOMKNIFE: case HT_PHANTASMIC: |