diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 831 |
1 files changed, 490 insertions, 341 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index c9e68531d..169f4bcb9 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -45,7 +45,7 @@ #include "../common/timer.h" #include "../common/utils.h" -#define SKILLUNITTIMER_INTERVAL 100 +#define SKILLUNITTIMER_INTERVAL 100 // ranges reserved for mapping skill ids to skilldb offsets #define HM_SKILLRANGEMIN 750 @@ -145,49 +145,49 @@ void skill_chk(uint16* skill_id) { } while(0) #define skill_glv(lv) min((lv),MAX_SKILL_LEVEL-1) // Skill DB -int skill_get_hit( uint16 skill_id ) { skill_get (skill->db[skill_id].hit, skill_id); } -int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); } -int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); } -int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); } -int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); } -int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); } -int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); } -int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].itemid[idx], skill_id); } -int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].amount[idx], skill_id); } -int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); } -int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); } -int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->db[skill_id].ammo, skill_id); } -int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); } -int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); } -int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); } -int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); } -int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_interval, skill_id); } -int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BCT_ALL, skill_id); } -int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); } -int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_flag, skill_id); } -int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); } -int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { +int skill_get_hit( uint16 skill_id ) { skill_get (skill->db[skill_id].hit, skill_id); } +int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); } +int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); } +int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); } +int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); } +int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); } +int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); } +int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].itemid[idx], skill_id); } +int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].amount[idx], skill_id); } +int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); } +int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); } +int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->db[skill_id].ammo, skill_id); } +int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); } +int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); } +int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); } +int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); } +int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_interval, skill_id); } +int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BCT_ALL, skill_id); } +int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); } +int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_flag, skill_id); } +int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); } +int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { #ifdef RENEWAL_CAST skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv); #else @@ -254,8 +254,10 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE switch( skill_id ) { - case AC_SHOWER: case MA_SHOWER: - case AC_DOUBLE: case MA_DOUBLE: + case AC_SHOWER: + case MA_SHOWER: + case AC_DOUBLE: + case MA_DOUBLE: case HT_BLITZBEAT: case AC_CHARGEARROW: case MA_CHARGEARROW: @@ -645,7 +647,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 nullpo_ret(src); nullpo_ret(bl); - if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest + if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss. return 0; @@ -805,8 +807,8 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 skill_lv = pc->checkskill(sd, TF_POISON); case TF_POISON: case AS_SPLASHER: - if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) - && sd && skill_id==TF_POISON + if (!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) + && sd && skill_id==TF_POISON ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; @@ -823,8 +825,9 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 #ifndef RENEWAL case WZ_FROSTNOVA: #endif - if( !sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) - && sd && skill_id == MG_FROSTDIVER ) + if (!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) + && sd && skill_id == MG_FROSTDIVER + ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; @@ -841,7 +844,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 #ifdef RENEWAL sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); #else - //On third hit, there is a 150% to freeze the target + //On third hit, there is a 150% to freeze the target if(tsc->sg_counter >= 3 && sc_start(src,bl,SC_FREEZE,150,skill_lv,skill->get_time2(skill_id,skill_lv))) tsc->sg_counter = 0; @@ -983,7 +986,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 case NPC_MENTALBREAKER: { //Based on observations by [Tharis], Mental Breaker should do SP damage - //equal to Matk*skLevel. + //equal to Matk*skLevel. rate = status->get_matk(src, 2); rate*=skill_lv; status_zap(bl, 0, rate); @@ -1045,14 +1048,14 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; default: sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); - } + } break; case HW_NAPALMVULCAN: sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; - case WS_CARTTERMINATION: // Cart termination + case WS_CARTTERMINATION: sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; @@ -1212,7 +1215,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case LG_HESPERUSLIT: if ( sc && sc->data[SC_BANDING] ) { - if ( sc->data[SC_BANDING]->val2 == 4 ) // 4 banding RGs: Targets will be stunned at 100% chance for 4 ~ 8 seconds, irreducible by STAT. + if ( sc->data[SC_BANDING]->val2 == 4 ) // 4 banding RGs: Targets will be stunned at 100% chance for 4 ~ 8 seconds, irreducible by STAT. status->change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 1000*(4+rand()%4), SCFLAG_FIXEDTICK); else if ( sc->data[SC_BANDING]->val2 == 6 ) // 6 banding RGs: activate Pinpoint Attack Lv1-5 skill->castend_damage_id(src,bl,LG_PINPOINTATTACK,1+rand()%5,tick,0); @@ -1245,7 +1248,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 else if( dstmd && !is_boss(bl) ) sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; - case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. + case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); break; @@ -1275,7 +1278,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SO_EARTHGRAVE: - sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] + sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] break; case SO_DIAMONDDUST: rate = 5 + 5 * skill_lv; @@ -1288,7 +1291,8 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case GN_SLINGITEM_RANGEMELEEATK: if( sd ) { - switch( sd->itemid ) { // Starting SCs here instead of do it in skill->additional_effect to simplify the code. + switch( sd->itemid ) { + // Starting SCs here instead of do it in skill->additional_effect to simplify the code. case ITEMID_COCONUT_BOMB: sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000); @@ -1308,7 +1312,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); break; - case EL_WIND_SLASH: // Non confirmed rate. + case EL_WIND_SLASH: // Non confirmed rate. sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); break; case EL_STONE_HAMMER: @@ -1361,8 +1365,8 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 if (rate) status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCFLAG_NONE); } - if( sd && battle_config.equip_self_break_rate ) - { // Self weapon breaking + if (sd && battle_config.equip_self_break_rate) { + // Self weapon breaking rate = battle_config.equip_natural_break_rate; if( sc ) { @@ -1376,8 +1380,8 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 if( rate ) skill->break_equip(src, EQP_WEAPON, rate, BCT_SELF); } - if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK ) - { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity. + if (battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK) { + // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity. // Target weapon breaking rate = 0; if( sd ) @@ -1565,7 +1569,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 monster = mob->db(class_); } while ( (monster->status.mode&(MD_BOSS|MD_PLANT) || monster->summonper[0] <= rate) && - (temp++) < 2000); + (temp++) < 2000); if (temp < 2000) mob->class_change(dstmd,class_); } @@ -1680,7 +1684,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b nullpo_ret(src); nullpo_ret(bl); - if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest] + if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest] sd = BL_CAST(BL_PC, src); dstsd = BL_CAST(BL_PC, bl); @@ -1720,7 +1724,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b case GS_FULLBUSTER: sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; - case HFLI_SBR44: // [orn] + case HFLI_SBR44: // [orn] case HVAN_EXPLOSION: if(src->type == BL_HOM){ TBL_HOM *hd = (TBL_HOM*)src; @@ -1771,7 +1775,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b if( attack_type&BF_MAGIC ) { sp += sd->bonus.magic_sp_gain_value; hp += sd->bonus.magic_hp_gain_value; - if( skill_id == WZ_WATERBALL ) {// (bugreport:5303) + if( skill_id == WZ_WATERBALL ) {// (bugreport:5303) if( sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL @@ -1895,11 +1899,11 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b return 0; } /*========================================================================= - Breaks equipment. On-non players causes the corresponding strip effect. - - rate goes from 0 to 10000 (100.00%) - - flag is a BCT_ flag to indicate which type of adjustment should be used - (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. ---------------------------------------------------------------------------*/ + * Breaks equipment. On-non players causes the corresponding strip effect. + * - rate goes from 0 to 10000 (100.00%) + * - flag is a BCT_ flag to indicate which type of adjustment should be used + * (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values. + *------------------------------------------------------------------------*/ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) { const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM}; @@ -1918,7 +1922,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in rate -= rate*sd->bonus.unbreakable/100; if (where&EQP_WEAPON) { switch (sd->status.weapon) { - case W_FIST: //Bare fists should not break :P + case W_FIST: //Bare fists should not break :P case W_1HAXE: case W_2HAXE: case W_MACE: // Axes and Maces can't be broken [DracoRPG] @@ -2061,13 +2065,13 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in if (dir == -1) // <optimized>: do the computation here instead of outside dir = map->calc_dir(target, src->x, src->y); // direction from src to target, reversed - if (dir >= 0 && dir < 8) - { // take the reversed 'direction' and reverse it + if (dir >= 0 && dir < 8) { + // take the reversed 'direction' and reverse it dx = -dirx[dir]; dy = -diry[dir]; } - return unit->blown(target, dx, dy, count, flag); // send over the proper flag + return unit->blown(target, dx, dy, count, flag); // send over the proper flag } @@ -2137,7 +2141,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr if(skill_id > 0 && !skill_lv) return 0; - nullpo_ret(src); // Source is the master behind the attack (player/mob/pet) + nullpo_ret(src); // Source is the master behind the attack (player/mob/pet) nullpo_ret(dsrc); // dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src. nullpo_ret(bl); //Target to be attacked. @@ -2354,14 +2358,14 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr case AC_DOUBLE: // AC_DOUBLE can start the combo with other monster types, but the // monster that's going to be hit by HT_POWER should be RC_BRUTE or RC_INSECT [Panikon] - if( pc->checkskill(sd, HT_POWER) ) - { + if (pc->checkskill(sd, HT_POWER)) { sc_start4(NULL,src,SC_COMBOATTACK,100,HT_POWER,0,1,0,2000); clif->combo_delay(src,2000); } break; case TK_COUNTER: - { //bonus from SG_FRIEND [Komurka] + { + //bonus from SG_FRIEND [Komurka] int level; if(sd->status.party_id>0 && (level = pc->checkskill(sd,SG_FRIEND))) party->skill_check(sd, sd->status.party_id, TK_COUNTER,level); @@ -2388,7 +2392,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 ) combo = 1; break; - } //Switch End + } //Switch End if (combo) { //Possible to chain if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */ sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo); @@ -2520,11 +2524,12 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr map->freeblock_lock(); - if(damage > 0 && dmg.flag&BF_SKILL && tsd - && pc->checkskill(tsd,RG_PLAGIARISM) - && (!sc || !sc->data[SC_PRESERVE]) - && damage < tsd->battle_status.hp) - { //Updated to not be able to copy skills if the blow will kill you. [Skotlex] + if (damage > 0 && dmg.flag&BF_SKILL && tsd + && pc->checkskill(tsd,RG_PLAGIARISM) + && (!sc || !sc->data[SC_PRESERVE]) + && damage < tsd->battle_status.hp + ) { + //Updated to not be able to copy skills if the blow will kill you. [Skotlex] int copy_skill = skill_id, cidx = 0; /** * Copy Referral: dummy skills should point to their source upon copying @@ -2560,7 +2565,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr } cidx = skill->get_index(copy_skill); if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) && - can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru] + can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru] { int lv, idx = 0; if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) { @@ -2935,7 +2940,8 @@ int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) { int range, type; - switch (skill_id) { // to be expanded later + switch (skill_id) { + // to be expanded later case WZ_ICEWALL: range = 2; break; @@ -3403,7 +3409,7 @@ int skill_activate_reverberation(struct block_list *bl, va_list ap) { int skill_reveal_trap (struct block_list *bl, va_list ap) { TBL_SKILL *su = (TBL_SKILL*)bl; - if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap. + if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex] //clif->changetraplook(bl, su->group->unit_id); clif->getareachar_skillunit(&su->bl,su,AREA); @@ -3516,9 +3522,9 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case MO_TRIPLEATTACK: case CH_CHAINCRUSH: case CH_TIGERFIST: - case PA_SHIELDCHAIN: // Shield Chain + case PA_SHIELDCHAIN: case PA_SACRIFICE: - case WS_CARTTERMINATION: // Cart Termination + case WS_CARTTERMINATION: case AS_VENOMKNIFE: case HT_PHANTASMIC: case TK_DOWNKICK: @@ -3530,15 +3536,15 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case GS_PIERCINGSHOT: case GS_RAPIDSHOWER: case GS_DUST: - case GS_DISARM: // Added disarm. [Reddozen] + case GS_DISARM: case GS_FULLBUSTER: case NJ_SYURIKEN: case NJ_KUNAI: #ifndef RENEWAL case ASC_BREAKER: #endif - case HFLI_MOON: //[orn] - case HFLI_SBR44: //[orn] + case HFLI_MOON: //[orn] + case HFLI_SBR44: //[orn] case NPC_BLEEDING: case NPC_CRITICALWOUND: case NPC_HELLPOWER: @@ -3980,8 +3986,8 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 skill->castend_nodamage_id); } break; - case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] - // clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ + case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex] + //clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/ clif->damage(src,bl,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack. skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag); break; @@ -4860,7 +4866,7 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { break; } else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) { if( !map_flag_vs(src->m) && battle->check_target(src,target,BCT_PARTY) <= 0 ) - break; // You can use Phantom Thurst on party members in normal maps too. [pakpil] + break; // You can use Phantom Thurst on party members in normal maps too. [pakpil] } if( inf&BCT_ENEMY @@ -4909,8 +4915,8 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { break; if (ud->state.running && ud->skill_id == TK_JUMPKICK) { - ud->state.running = 0; - status_change_end(src, SC_RUN, INVALID_TIMER); + ud->state.running = 0; + status_change_end(src, SC_RUN, INVALID_TIMER); flag = 1; } @@ -5004,8 +5010,8 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1); status->set_sp(src, 0, 0); sc = &sd->sc; - if (sc->count) - { //End states + if (sc->count) { + //End states status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL @@ -5022,8 +5028,8 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { if( dir > 2 && dir < 6 ) y = -2; else if( dir == 7 || dir < 2 ) y = 2; else y = 0; - if (unit->movepos(src, src->x+x, src->y+y, 1, 1)) - { //Display movement + animation. + if (unit->movepos(src, src->x+x, src->y+y, 1, 1)) { + //Display movement + animation. clif->slide(src,src->x,src->y); clif->spiritball(src); } @@ -5059,7 +5065,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int element = 0; enum sc_type type; - if(skill_id > 0 && !skill_lv) return 0; // [Celest] + if(skill_id > 0 && !skill_lv) return 0; // [Celest] nullpo_retr(1, src); nullpo_retr(1, bl); @@ -5115,12 +5121,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] switch (skill_id) { - case HLIF_HEAL: // [orn] + case HLIF_HEAL: // [orn] if (bl->type != BL_HOM) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ; break ; } - case AL_HEAL: + case AL_HEAL: /** * Arch Bishop @@ -5133,7 +5139,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //Apparently only player casted skills can be offensive like this. if (sd && battle->check_undead(tstatus->race,tstatus->def_ele) && skill_id != AL_INCAGI) { if (battle->check_target(src, bl, BCT_ENEMY) < 1) { - //Offensive heal does not works on non-enemies. [Skotlex] + //Offensive heal does not works on non-enemies. [Skotlex] clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } @@ -5225,7 +5231,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin map->freeblock_lock(); switch(skill_id) { - case HLIF_HEAL: // [orn] + case HLIF_HEAL: // [orn] case AL_HEAL: /** * Arch Bishop @@ -5414,7 +5420,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin bl = (struct block_list*)((TBL_PET*)src)->msd; if (!bl) bl = src; unit->skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv); - } else { //Assume offensive skills + } else { //Assume offensive skills int target_id = 0; if (ud->target) target_id = ud->target; @@ -5574,14 +5580,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); break; - case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] + case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: if (dstsd) { if(dstsd->status.weapon == W_FIST || (dstsd->sc.count && !dstsd->sc.data[type] && - ( //Allow re-enchanting to lengthen time. [Skotlex] + ( //Allow re-enchanting to lengthen time. [Skotlex] dstsd->sc.data[SC_PROPERTYFIRE] || dstsd->sc.data[SC_PROPERTYWATER] || dstsd->sc.data[SC_PROPERTYWIND] || @@ -5846,7 +5852,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin dstsd->sc.data[SC_PROPERTYGROUND] || dstsd->sc.data[SC_PROPERTYDARK] || dstsd->sc.data[SC_PROPERTYTELEKINESIS] - // dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex] + //dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex] ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -6025,12 +6031,15 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case MO_ABSORBSPIRITS: { int sp = 0; - if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd->duel_group && sd->duel_group == dstsd->duel_group)) && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION)) - { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] + if (dstsd && dstsd->spiritball + && (sd == dstsd || map_flag_vs(src->m) || (sd->duel_group && sd->duel_group == dstsd->duel_group)) + && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION) + ) { + // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen] sp = dstsd->spiritball * 7; pc->delspiritball(dstsd,dstsd->spiritball,0); - } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) - { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] + } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) { + // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen] sp = 2 * dstmd->level; mob->target(dstmd,src,0); } @@ -6137,7 +6146,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); break; - case HVAN_EXPLOSION: // [orn] + case HVAN_EXPLOSION: // [orn] case NPC_SELFDESTRUCTION: { //Self Destruction hits everyone in range (allies+enemies) @@ -6522,8 +6531,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case MC_VENDING: - if(sd) - { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] + if (sd) { + //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex] if ( !pc_can_give_items(sd) ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else { @@ -6747,14 +6756,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin sp += sp * i / 100; } } else { - //Maybe replace with potion_hp, but I'm unsure how that works [Playtester] - switch (skill_lv) { - case 1: hp = 45; break; - case 2: hp = 105; break; - case 3: hp = 175; break; - default: hp = 325; break; - } - hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100; + //Maybe replace with potion_hp, but I'm unsure how that works [Playtester] + switch (skill_lv) { + case 1: hp = 45; break; + case 2: hp = 105; break; + case 3: hp = 175; break; + default: hp = 325; break; + } + hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100; hp = hp * (100 + (tstatus->vit<<1)) / 100; if( dstsd ) hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100; @@ -6800,7 +6809,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case AM_CP_SHIELD: { int i; - if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && + if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && dstsd->inventory_data[i]->type==IT_ARMOR) clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); @@ -6990,8 +6999,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; //Nothing to cancel. bl_skill_id = ud->skill_id; bl_skill_lv = ud->skill_lv; - if (tstatus->mode & MD_BOSS) - { //Only 10% success chance against bosses. [Skotlex] + if (tstatus->mode & MD_BOSS) { + //Only 10% success chance against bosses. [Skotlex] if (rnd()%100 < 90) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -7006,7 +7015,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin status_zap(bl, hp, sp); if (hp && skill_lv >= 5) - hp>>=1; //Recover half damaged HP at level 5 [Skotlex] + hp>>=1; //Recover half damaged HP at level 5 [Skotlex] else hp = 0; @@ -7032,9 +7041,11 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; if(skill_lv >= 10) { spellid = MG_FROSTDIVER; - // if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE) - // maxlv = 10; - // else +#if 0 + if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE) + maxlv = 10; + else +#endif // 0 maxlv = skill_lv - 9; } else if(skill_lv >=8) { @@ -7110,7 +7121,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin struct unit_data *ud = unit->bl2ud(bl); if (clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill_time)) - && ud) { //Disable attacking/acting/moving for skill's duration. + && ud) { + //Disable attacking/acting/moving for skill's duration. ud->attackabletime = ud->canact_tick = ud->canmove_tick = tick + skill_time; @@ -7359,7 +7371,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin struct skill_unit *su=NULL; if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ switch(su->group->unit_id){ - case UNT_ANKLESNARE: // ankle snare + case UNT_ANKLESNARE: if (su->group->val2 != 0) // if it is already trapping something don't spring it, // remove trap should be used instead @@ -7514,7 +7526,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) { iused=true; clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTWEAPON,100,skill_lv,skill->get_time(skill_id,skill_lv))); - } if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && + } if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] && dstsd->inventory_data[i]->type==IT_ARMOR) { iused=true; clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTSHIELD,100,skill_lv,skill->get_time(skill_id,skill_lv))); @@ -7533,7 +7545,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } break; - case RG_CLEANER: //AppleGirl + case RG_CLEANER: //AppleGirl clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; @@ -7571,16 +7583,16 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin clif->specialeffect(bl, 523 + eff, AREA); switch (eff) { - case 0: // heals SP to 0 + case 0: // heals SP to 0 status_percent_damage(src, bl, 0, 100, false); break; - case 1: // matk halved + case 1: // matk halved sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; - case 2: // all buffs removed + case 2: // all buffs removed status->change_clear_buffs(bl,1); break; - case 3: // 1000 damage, random armor destroyed + case 3: // 1000 damage, random armor destroyed { status_fix_damage(src, bl, 1000, 0); clif->damage(src,bl,0,0,1000,0,0,0); @@ -7590,49 +7602,49 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } } break; - case 4: // atk halved + case 4: // atk halved sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; - case 5: // 2000HP heal, random teleported + case 5: // 2000HP heal, random teleported status->heal(src, 2000, 0, 0); if( !map_flag_vs(bl->m) ) unit->warp(bl, -1,-1,-1, CLR_TELEPORT); break; - case 6: // random 2 other effects + case 6: // random 2 other effects if (count == -1) count = 3; else count++; //Should not re-trigger this one. break; - case 7: // stop freeze or stoned + case 7: // stop freeze or stoned { enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); } break; - case 8: // curse coma and poison + case 8: // curse coma and poison sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; - case 9: // confusion + case 9: // confusion sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; - case 10: // 6666 damage, atk matk halved, cursed + case 10: // 6666 damage, atk matk halved, cursed status_fix_damage(src, bl, 6666, 0); clif->damage(src,bl,0,0,6666,0,0,0); sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); break; - case 11: // 4444 damage + case 11: // 4444 damage status_fix_damage(src, bl, 4444, 0); clif->damage(src,bl,0,0,4444,0,0,0); break; - case 12: // stun + case 12: // stun sc_start(src,bl,SC_STUN,100,skill_lv,5000); break; - case 13: // atk,matk,hit,flee,def reduced + case 13: // atk,matk,hit,flee,def reduced sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); @@ -7668,8 +7680,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) - { //Erase death count 1% of the casts + if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) { + //Erase death count 1% of the casts dstsd->die_counter = 0; pc_setglobalreg(dstsd,script->add_str("PC_DIE_COUNTER"), 0); clif->specialeffect(bl, 0x152, AREA); @@ -7817,7 +7829,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } break; - case AM_CALLHOMUN: // [orn] + case AM_CALLHOMUN: // [orn] if( sd ) { if (homun->call(sd)) clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); @@ -7835,7 +7847,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } break; - case HAMI_CASTLE: // [orn] + case HAMI_CASTLE: // [orn] if(rnd()%100 < 20*skill_lv && src != bl) { int x,y; @@ -7864,7 +7876,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin else if (sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; - case HVAN_CHAOTIC: // [orn] + case HVAN_CHAOTIC: // [orn] { static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}}; int r = rnd()%100; @@ -8814,15 +8826,24 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (!tsc->data[i]) continue; switch(i){ - case SC_POISON: case SC_BLIND: - case SC_FREEZE: case SC_STONE: - case SC_STUN: case SC_SLEEP: - case SC_BLOODING: case SC_CURSE: - case SC_CONFUSION: case SC_ILLUSION: - case SC_SILENCE: case SC_BURNING: - case SC_COLD: case SC_FROSTMISTY: - case SC_DEEP_SLEEP: case SC_FEAR: - case SC_MANDRAGORA: case SC__CHAOS: + case SC_POISON: + case SC_BLIND: + case SC_FREEZE: + case SC_STONE: + case SC_STUN: + case SC_SLEEP: + case SC_BLOODING: + case SC_CURSE: + case SC_CONFUSION: + case SC_ILLUSION: + case SC_SILENCE: + case SC_BURNING: + case SC_COLD: + case SC_FROSTMISTY: + case SC_DEEP_SLEEP: + case SC_FEAR: + case SC_MANDRAGORA: + case SC__CHAOS: status_change_end(bl, (sc_type)i, INVALID_TIMER); } } @@ -8954,7 +8975,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin for( i = 0; i < ARRAYLENGTH(combo); i++ ) skill->addtimerskill(src, tick + 400 * i, bl->id, 0, 0, combo[i], skill_lv, BF_WEAPON, flag|SD_LEVEL); - break; + break; } case WA_SWING_DANCE: case WA_SYMPHONY_OF_LOVER: @@ -9198,9 +9219,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SO_EL_CONTROL: if( sd ) { - int mode = EL_MODE_PASSIVE; // Standard mode. + int mode = EL_MODE_PASSIVE; // Standard mode. - if( !sd->ed ) break; + if( !sd->ed ) break; if( skill_lv == 4 ) {// At level 4 delete elementals. elemental->delete(sd->ed, 0); @@ -9249,7 +9270,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100; int e_hp, e_sp; - if( !ed ) break; + if( !ed ) break; if( !status->charge(&sd->bl,s_hp,s_sp) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; @@ -9378,7 +9399,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } else { clif->skill_nodamage(src,src,skill_id,skill_lv,1); clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. + if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0); sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); @@ -9767,7 +9788,7 @@ int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) ) ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv); - if (sd) { //Cooldown application + if (sd) { //Cooldown application int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv); for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses. if (sd->skillcooldown[i].id == ud->skill_id){ @@ -9780,15 +9801,15 @@ int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) { } if( battle_config.display_status_timers && sd ) clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0); -// if( sd ) -// { -// switch( ud->skill_id ) -// { -// case ????: -// sd->canequip_tick = tick + ????; -// break; -// } -// } +#if 0 + if (sd) { + switch (ud->skill_id) { + case ????: + sd->canequip_tick = tick + ????; + break; + } + } +#endif // 0 unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1); status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses map->freeblock_lock(); @@ -9985,7 +10006,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui int r; //if(skill_lv <= 0) return 0; - if(skill_id > 0 && !skill_lv) return 0; // [Celest] + if(skill_id > 0 && !skill_lv) return 0; // [Celest] nullpo_ret(src); @@ -10111,7 +10132,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case WE_CALLPARTNER: case WE_CALLPARENT: case WE_CALLBABY: - case AC_SHOWER: //Ground-placed skill implementation. + case AC_SHOWER: //Ground-placed skill implementation. case MA_SHOWER: case SA_LANDPROTECTOR: case BD_LULLABY: @@ -10194,7 +10215,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) map->list[src->m].setcell(src->m, x, y, CELL_NOICEWALL, true); break; - case RG_GRAFFITI: /* Graffiti [Valaris] */ + case RG_GRAFFITI: skill->clear_unitgroup(src); skill->unitsetting(src,skill_id,skill_lv,x,y,0); flag|=1; @@ -10438,7 +10459,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; - case AM_RESURRECTHOMUN: // [orn] + case AM_RESURRECTHOMUN: // [orn] if (sd) { if (!homun->ressurect(sd, 20*skill_lv, x, y)) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -10764,7 +10785,8 @@ bool skill_dance_switch(struct skill_unit* su, int flag) { } prevflag = flag; - if( !flag ) { //Transform + if( !flag ) { + //Transform uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; // backup @@ -10782,7 +10804,8 @@ bool skill_dance_switch(struct skill_unit* su, int flag) { group->target_flag = skill->get_unit_target(skill_id); group->bl_flag = skill->get_unit_bl_target(skill_id); group->interval = skill->get_unit_interval(skill_id); - } else { //Restore + } else { + //Restore group->skill_id = backup.skill_id; group->skill_lv = backup.skill_lv; group->unit_id = backup.unit_id; @@ -10827,7 +10850,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ sd = BL_CAST(BL_PC, src); st = status->get_status_data(src); - sc = status->get_sc(src); // for traps, firewall and fogwall - celest + sc = status->get_sc(src); // for traps, firewall and fogwall - celest switch( skill_id ) { case SO_ELEMENTAL_SHIELD: @@ -10854,10 +10877,10 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ case AL_WARP: val1=skill_lv+6; - if(!(flag&1)) + if(!(flag&1)) { limit=2000; - else // previous implementation (not used anymore) - { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] + } else { // previous implementation (not used anymore) + //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex] if( src->type != BL_SKILL ) return NULL; group = ((TBL_SKILL*)src)->group; src = map->id2bl(group->src_id); @@ -10882,7 +10905,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ limit=1000; val1=skill_lv+2; break; - case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] + case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex] case AM_DEMONSTRATION: case GN_HELLS_PLANT: if( skill_id == GN_HELLS_PLANT && map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) @@ -10936,17 +10959,18 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ case SA_VIOLENTGALE: { struct skill_unit_group *old_sg; - if ((old_sg = skill->locate_element_field(src)) != NULL) - { //HelloKitty confirmed that these are interchangeable, + if ((old_sg = skill->locate_element_field(src)) != NULL) { + //HelloKitty confirmed that these are interchangeable, //so you can change element and not consume gemstones. - if (( - old_sg->skill_id == SA_VOLCANO || - old_sg->skill_id == SA_DELUGE || - old_sg->skill_id == SA_VIOLENTGALE - ) && old_sg->limit > 0) - { //Use the previous limit (minus the elapsed time) [Skotlex] + if (( old_sg->skill_id == SA_VOLCANO + || old_sg->skill_id == SA_DELUGE + || old_sg->skill_id == SA_VIOLENTGALE + ) + && old_sg->limit > 0 + ) { + //Use the previous limit (minus the elapsed time) [Skotlex] limit = old_sg->limit - DIFF_TICK32(timer->gettick(), old_sg->tick); - if (limit < 0) //This can happen... + if (limit < 0) //This can happen... limit = skill->get_time(skill_id,skill_lv); } skill->clear_group(src,1); @@ -11030,22 +11054,22 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ break; case BD_DRUMBATTLEFIELD: #ifdef RENEWAL - val1 = (skill_lv+5)*25; //Watk increase - val2 = skill_lv*10; //Def increase + val1 = (skill_lv+5)*25; //Watk increase + val2 = skill_lv*10; //Def increase #else - val1 = (skill_lv+1)*25; //Watk increase - val2 = (skill_lv+1)*2; //Def increase + val1 = (skill_lv+1)*25; //Watk increase + val2 = (skill_lv+1)*2; //Def increase #endif break; case BD_RINGNIBELUNGEN: - val1 = (skill_lv+2)*25; //Watk increase + val1 = (skill_lv+2)*25; //Watk increase break; case BD_RICHMANKIM: val1 = 25 + 11*skill_lv; //Exp increase bonus. break; case BD_SIEGFRIED: - val1 = 55 + skill_lv*5; //Elemental Resistance - val2 = skill_lv*10; //Status ailment resistance + val1 = 55 + skill_lv*5; //Elemental Resistance + val2 = skill_lv*10; //Status ailment resistance break; case WE_CALLPARTNER: if (sd) val1 = sd->status.partner_id; @@ -11168,7 +11192,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0; group->item_id = req_item; - //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] + //if tick is greater than current, do not invoke onplace function just yet. [Skotlex] if (DIFF_TICK(group->tick, timer->gettick()) > SKILLUNITTIMER_INTERVAL) active_flag = 0; @@ -11479,12 +11503,13 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick sc_start4(ss,bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); break; - // officially, icewall has no problems existing on occupied cells [ultramage] - // case UNT_ICEWALL: //Destroy the cell. [Skotlex] - // src->val1 = 0; - // if(src->limit + sg->tick > tick + 700) - // src->limit = DIFF_TICK32(tick+700,sg->tick); - // break; +#if 0 // officially, icewall has no problems existing on occupied cells [ultramage] + case UNT_ICEWALL: //Destroy the cell. [Skotlex] + src->val1 = 0; + if(src->limit + sg->tick > tick + 700) + src->limit = DIFF_TICK32(tick+700,sg->tick); + break; +#endif // 0 case UNT_MOONLIT: //Knockback out of area if affected char isn't in Moonlit effect @@ -11497,7 +11522,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick case UNT_WALLOFTHORN: if( status_get_mode(bl)&MD_BOSS ) - break; // iRO Wiki says that this skill don't affect to Boss monsters. + break; // iRO Wiki says that this skill don't affect to Boss monsters. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle->check_target(&src->bl,bl, BCT_ENEMY) == 1 ) skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); break; @@ -11563,9 +11588,20 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 if ( tsc && tsc->data[SC_HOVERING] ) { switch ( skill_id ) { - case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_FLASHER: case HT_SHOCKWAVE: - case HT_SANDMAN: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case HW_GRAVITATION: - case SA_DELUGE: case SA_VOLCANO: case SA_VIOLENTGALE: case NJ_SUITON: + case HT_SKIDTRAP: + case HT_LANDMINE: + case HT_ANKLESNARE: + case HT_FLASHER: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HW_GRAVITATION: + case SA_DELUGE: + case SA_VOLCANO: + case SA_VIOLENTGALE: + case NJ_SUITON: return 0; } } @@ -11827,7 +11863,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); break; - case UNT_UGLYDANCE: //Ugly Dance [Skotlex] + case UNT_UGLYDANCE: if (ss->id != bl->id) skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick); break; @@ -11854,7 +11890,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 status->heal(bl, heal, 0, 0); } break; - case UNT_TATAMIGAESHI: + case UNT_TATAMIGAESHI: case UNT_DEMONSTRATION: skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; @@ -12078,7 +12114,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 clif->fixpos(bl); sg->val2 = bl->id; } else - sec = 3000; // Couldn't trap it? + sec = 3000; // Couldn't trap it? sg->limit = DIFF_TICK32(tick, sg->tick) + sec; } else if( tsc->data[SC_THORNS_TRAP] && bl->id == sg->val2 ) skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION); @@ -12127,7 +12163,8 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 break; case UNT_WARMER: - { // It has effect on everything, including monsters, undead property and demon + { + // It has effect on everything, including monsters, undead property and demon int hp = 0; if( ssc && ssc->data[SC_HEATER_OPTION] ) hp = tstatus->max_hp * 3 * sg->skill_lv / 100; @@ -12267,7 +12304,8 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick) if( sce && sce->val4 == src->bl.id ) status_change_end(bl, type, INVALID_TIMER); break; - case UNT_HERMODE: //Clear Hermode if the owner moved. + case UNT_HERMODE: + //Clear Hermode if the owner moved. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id) status_change_end(bl, type, INVALID_TIMER); break; @@ -12328,8 +12366,8 @@ int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) { case BD_ROKISWEIL: case BD_INTOABYSS: case BD_SIEGFRIED: - if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) - { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] + if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) { + //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex] //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner, //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble @@ -12437,7 +12475,7 @@ int skill_unit_effect(struct block_list* bl, va_list ap) { return 0; // Don't let a Bard/Dancer update their own song timer if( flag&4 ) - skill->unit_onleft(skill_id, bl, tick); + skill->unit_onleft(skill_id, bl, tick); } if( dissonance ) skill->dance_switch(su, 1); @@ -12487,7 +12525,7 @@ int skill_check_condition_char_sub (struct block_list *bl, va_list ap) { struct block_list *src; struct map_session_data *sd; struct map_session_data *tsd; - int *p_sd; //Contains the list of characters found. + int *p_sd; //Contains the list of characters found. nullpo_ret(bl); nullpo_ret(tsd=(struct map_session_data*)bl); @@ -12578,7 +12616,8 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16 if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL)) return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners. - if (cast_flag) { //Execute the skill on the partners. + if (cast_flag) { + //Execute the skill on the partners. struct map_session_data* tsd; switch (skill_id) { case PR_BENEDICTIO: @@ -12651,7 +12690,7 @@ int skill_isammotype (struct map_session_data *sd, int skill_id) (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && skill_id != HT_PHANTASMIC && skill->get_type(skill_id) == BF_WEAPON && - !(skill->get_nk(skill_id)&NK_NO_DAMAGE) && + !(skill->get_nk(skill_id)&NK_NO_DAMAGE) && !skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead. ); } @@ -12694,8 +12733,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id if (sd->chatID) return 0; - if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) - { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] + if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id) { + //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check. return 1; @@ -12737,8 +12776,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id sd->inventory_data[i] == NULL || !sd->inventory_data[i]->flag.delay_consume || sd->status.inventory[i].amount < 1 - ) - { //Something went wrong, item exploit? + ) { + //Something went wrong, item exploit? sd->itemid = sd->itemindex = -1; return 0; } @@ -12825,20 +12864,34 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id // Check the skills that can be used whiled using mado if( pc_ismadogear(sd) ) { switch ( skill_id ) { - case BS_GREED: case NC_BOOSTKNUCKLE: - case NC_PILEBUNKER: case NC_VULCANARM: - case NC_FLAMELAUNCHER: case NC_COLDSLOWER: - case NC_ARMSCANNON: case NC_ACCELERATION: - case NC_HOVERING: case NC_F_SIDESLIDE: - case NC_B_SIDESLIDE: case NC_SELFDESTRUCTION: - case NC_SHAPESHIFT: case NC_EMERGENCYCOOL: - case NC_INFRAREDSCAN: case NC_ANALYZE: - case NC_MAGNETICFIELD: case NC_NEUTRALBARRIER: - case NC_STEALTHFIELD: case NC_REPAIR: - case NC_AXEBOOMERANG: case NC_POWERSWING: - case NC_AXETORNADO: case NC_SILVERSNIPER: - case NC_MAGICDECOY: case NC_DISJOINT: - case NC_MAGMA_ERUPTION: case ALL_FULL_THROTTLE: + case BS_GREED: + case NC_BOOSTKNUCKLE: + case NC_PILEBUNKER: + case NC_VULCANARM: + case NC_FLAMELAUNCHER: + case NC_COLDSLOWER: + case NC_ARMSCANNON: + case NC_ACCELERATION: + case NC_HOVERING: + case NC_F_SIDESLIDE: + case NC_B_SIDESLIDE: + case NC_SELFDESTRUCTION: + case NC_SHAPESHIFT: + case NC_EMERGENCYCOOL: + case NC_INFRAREDSCAN: + case NC_ANALYZE: + case NC_MAGNETICFIELD: + case NC_NEUTRALBARRIER: + case NC_STEALTHFIELD: + case NC_REPAIR: + case NC_AXEBOOMERANG: + case NC_POWERSWING: + case NC_AXETORNADO: + case NC_SILVERSNIPER: + case NC_MAGICDECOY: + case NC_DISJOINT: + case NC_MAGMA_ERUPTION: + case ALL_FULL_THROTTLE: case NC_MAGMA_ERUPTION_DOTDAMAGE: break; default: @@ -12930,12 +12983,13 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } return 0; case MO_EXTREMITYFIST: - // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... - // return 0; - if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) ) +#if 0 //To disable Asura during the 5 min skill block uncomment this block... + if(sc && sc->data[SC_EXTREMITYFIST]) + return 0; +#endif // 0 + if (sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER])) break; - if( sc && sc->data[SC_COMBOATTACK] ) - { + if (sc && sc->data[SC_COMBOATTACK]) { switch(sc->data[SC_COMBOATTACK]->val1) { case MO_COMBOFINISH: case CH_TIGERFIST: @@ -12944,9 +12998,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id default: return 0; } - } - else if( !unit->can_move(&sd->bl) ) - { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] + } else if (!unit->can_move(&sd->bl)) { + //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } @@ -12981,14 +13034,15 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK) return 0; //Combo needs to be ready - if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain + if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain //Do not repeat a kick. if (sc->data[SC_COMBOATTACK]->val3 != skill_id) break; status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER); return 0; } - if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait. + if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) { + //Cancel combo wait. unit->cancel_combo(&sd->bl); return 0; } @@ -13295,11 +13349,11 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case LG_RAYOFGENESIS: case LG_HESPERUSLIT: if( sc && sc->data[SC_INSPIRATION] ) - return 1; // Don't check for partner. + return 1; // Don't check for partner. if( !(sc && sc->data[SC_BANDING]) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); return 0; - } + } if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3) ) return 0; // Just fails, no msg here. @@ -13370,7 +13424,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } break; case SO_FIREWALK: - case SO_ELECTRICWALK: // Can't be casted until you've walked all cells. + case SO_ELECTRICWALK: // Can't be casted until you've walked all cells. if( sc && sc->data[SC_PROPERTYWALK] && sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -13589,12 +13643,14 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; } +#if 0 // There's no need to check if the skill is part of a combo if it's // already been checked before, see unit_skilluse_id2 [Panikon] // Note that if this check is read part of issue:8047 will reappear! - //if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) ) - // return 0; - + if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) ) + return 0; +#endif // 0 + return 1; } @@ -13919,7 +13975,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 idx = skill->get_index(skill_id); if( idx == 0 ) // invalid skill id - return req; + return req; if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) return req; @@ -14000,7 +14056,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 continue; break; case WZ_FIREPILLAR: // celest - if (skill_lv <= 5) // no gems required at level 1-5 + if (skill_lv <= 5) // no gems required at level 1-5 continue; break; case AB_ADORAMUS: @@ -14031,10 +14087,9 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 req.itemid[i] = skill->db[idx].itemid[i]; req.amount[i] = skill->db[idx].amount[i]; - if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN ) - { - if( sd->special_state.no_gemstone ) - { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica] + if (itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN) { + if (sd->special_state.no_gemstone) { + // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica] if( skill_id != SA_ABRACADABRA ) req.itemid[i] = req.amount[i] = 0; else if( --req.amount[i] < 1 ) @@ -14146,7 +14201,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 case CH_TIGERFIST: req.spiritball = 3; break; - case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. + case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. req.spiritball = sd->spiritball?sd->spiritball:1; break; } @@ -14196,10 +14251,10 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { // calculate base cast time (reduced by dex) if( !(skill->get_castnodex(skill_id, skill_lv)&1) ) { int scale = battle_config.castrate_dex_scale - status_get_dex(bl); - if( scale > 0 ) // not instant cast + if( scale > 0 ) // not instant cast time = time * scale / battle_config.castrate_dex_scale; else - return 0; // instant cast + return 0; // instant cast } // calculate cast time reduced by item/card bonuses @@ -14224,9 +14279,9 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { if (battle_config.cast_rate != 100) time = time * battle_config.cast_rate / 100; // return final cast time - time = max(time, 0); + time = max(time, 0); -// ShowInfo("Castime castfix = %d\n",time); + //ShowInfo("Castime castfix = %d\n",time); return time; } @@ -14411,10 +14466,11 @@ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { return battle_config.min_skill_delay_limit; if (time < 0) - time = -time + status_get_amotion(bl); // If set to <0, add to attack motion. + time = -time + status_get_amotion(bl); // If set to <0, add to attack motion. // Delay reductions - switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex. + switch (skill_id) { + //Monk combo skills have their delay reduced by agi/dex. case MO_TRIPLEATTACK: case MO_CHAINCOMBO: case MO_COMBOFINISH: @@ -14429,16 +14485,16 @@ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { time = 0; // There is no Delay on Basilica creation, only on cancel break; default: - if (battle_config.delay_dependon_dex && !(delaynodex&1)) - { // if skill delay is allowed to be reduced by dex + if (battle_config.delay_dependon_dex && !(delaynodex&1)) { + // if skill delay is allowed to be reduced by dex int scale = battle_config.castrate_dex_scale - status_get_dex(bl); if (scale > 0) time = time * scale / battle_config.castrate_dex_scale; else //To be capped later to minimum. time = 0; } - if (battle_config.delay_dependon_agi && !(delaynodex&1)) - { // if skill delay is allowed to be reduced by agi + if (battle_config.delay_dependon_agi && !(delaynodex&1)) { + // if skill delay is allowed to be reduced by agi int scale = battle_config.castrate_dex_scale - status_get_agi(bl); if (scale > 0) time = time * scale / battle_config.castrate_dex_scale; @@ -14749,7 +14805,8 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) if(item->nameid > 0 && ditem->type == IT_WEAPON) { - if( ditem->flag.no_refine ){ // if the item isn't refinable + if( ditem->flag.no_refine ) { + // if the item isn't refinable clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0); return; } @@ -14830,7 +14887,7 @@ int skill_autospell (struct map_session_data *sd, uint16 skill_id) if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance] - if(skill_id==MG_NAPALMBEAT) maxlv=3; + if(skill_id==MG_NAPALMBEAT) maxlv=3; else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){ if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SAGE) maxlv =10; //Soul Linker bonus. [Skotlex] @@ -15971,7 +16028,7 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { struct skill_unit* su = DB->data2ptr(data); struct skill_unit_group* group = su->group; int64 tick = va_arg(ap,int64); - bool dissonance; + bool dissonance; struct block_list* bl = &su->bl; if( !su->alive ) @@ -16216,8 +16273,8 @@ int skill_unit_move_sub(struct block_list* bl, va_list ap) { //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = su->group->skill_id; - if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411 - { //Non-dualmode unit skills with a timer don't trigger when walking, so just return + if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) { //Lullaby is the exception, bugreport:411 + //Non-dualmode unit skills with a timer don't trigger when walking, so just return if( dissonance ) skill->dance_switch(su, 1); return 0; } @@ -16331,11 +16388,11 @@ int skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx return 0; //Icewalls and Wall of Thorns don't get knocked back m_flag = (int *) aCalloc(group->unit_count, sizeof(int)); - // m_flag - // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) - // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) - // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) - // 3: Both 1+2. + // m_flag: + // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) + // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) + // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) + // 3: Both 1+2. for(i=0;i<group->unit_count;i++) { su1=&group->unit[i]; if (!su1->alive || su1->bl.m!=m) @@ -16787,9 +16844,8 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, } break; default: - if (sd->menuskill_id == AM_PHARMACY && - sd->menuskill_val > 10 && sd->menuskill_val <= 20) - { //Assume Cooking Dish + if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) { + //Assume Cooking Dish if (sd->menuskill_val >= 15) //Legendary Cooking Set. make_per = 10000; //100% Success else @@ -16880,9 +16936,10 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, } } -// if(log_config.produce > 0) -// log_produce(sd,nameid,slot1,slot2,slot3,1); -//TODO update PICKLOG +#if 0 // TODO: update PICKLOG + if(log_config.produce > 0) + log_produce(sd,nameid,slot1,slot2,slot3,1); +#endif // 0 if(equip){ clif->produce_effect(sd,0,nameid); @@ -16893,7 +16950,8 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, int fame = 0; tmp_item.amount = 0; - for (i=0; i< qty; i++) { //Apply quantity modifiers. + for (i=0; i< qty; i++) { + //Apply quantity modifiers. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){ tmp_item.amount = qty; break; @@ -16991,9 +17049,10 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, } } //Failure -// if(log_config.produce) -// log_produce(sd,nameid,slot1,slot2,slot3,0); -//TODO update PICKLOG +#if 0 // TODO: update PICKLOG + if(log_config.produce) + log_produce(sd,nameid,slot1,slot2,slot3,0); +#endif // 0 if(equip){ clif->produce_effect(sd,1,nameid); @@ -17314,7 +17373,8 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, return 1; } - if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails. + if( skill_lv == 2 && rnd()%100 < 25 ) { + // At level 2 have a fail chance. You loose your items if it fails. clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0); return 1; } @@ -17366,7 +17426,7 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite } } else - break; // No more items required + break; // No more items required } p++; } while(n == j && c == n); @@ -17645,7 +17705,8 @@ int skill_split_atoi (char *str, int *val) { } if(i==0) //No data found. return 0; - if(i==1) { //Single value, have the whole range have the same value. + if(i==1) { + //Single value, have the whole range have the same value. for (; i < MAX_SKILL_LEVEL; i++) val[i] = val[i-1]; return i; @@ -17960,44 +18021,132 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { if( inf == INF2_SONG_DANCE || skill->get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL ) return 1; // Can't do it. switch( skill_id ) { - case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER: - case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR: - case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER: - case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL: - case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST: - case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL: - case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION: - case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE: - case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE: - case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE: - case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION: - case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER: - case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN: - case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE: - case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION: - case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT: - case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB: - case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN: - case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER: - case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER: - case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: - case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB: - case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND: - case SL_KAAHI: case SL_KAUPE: case SL_KAITE: + case NV_FIRSTAID: + case TF_HIDING: + case AS_CLOAKING: + case WZ_SIGHTRASHER: + case RG_STRIPWEAPON: + case RG_STRIPSHIELD: + case RG_STRIPARMOR: + case WZ_METEOR: + case RG_STRIPHELM: + case SC_STRIPACCESSARY: + case ST_FULLSTRIP: + case WZ_SIGHTBLASTER: + case ST_CHASEWALK: + case SC_ENERVATION: + case SC_GROOMY: + case WZ_ICEWALL: + case SC_IGNORANCE: + case SC_LAZINESS: + case SC_UNLUCKY: + case WZ_STORMGUST: + case SC_WEAKNESS: + case AL_RUWACH: + case AL_PNEUMA: + case WZ_JUPITEL: + case AL_HEAL: + case AL_BLESSING: + case AL_INCAGI: + case WZ_VERMILION: + case AL_TELEPORT: + case AL_WARP: + case AL_HOLYWATER: + case WZ_EARTHSPIKE: + case AL_HOLYLIGHT: + case PR_IMPOSITIO: + case PR_ASPERSIO: + case WZ_HEAVENDRIVE: + case PR_SANCTUARY: + case PR_STRECOVERY: + case PR_MAGNIFICAT: + case WZ_QUAGMIRE: + case ALL_RESURRECTION: + case PR_LEXDIVINA: + case PR_LEXAETERNA: + case HW_GRAVITATION: + case PR_MAGNUS: + case PR_TURNUNDEAD: + case MG_SRECOVERY: + case HW_MAGICPOWER: + case MG_SIGHT: + case MG_NAPALMBEAT: + case MG_SAFETYWALL: + case HW_GANBANTEIN: + case MG_SOULSTRIKE: + case MG_COLDBOLT: + case MG_FROSTDIVER: + case WL_DRAINLIFE: + case MG_STONECURSE: + case MG_FIREBALL: + case MG_FIREWALL: + case WL_SOULEXPANSION: + case MG_FIREBOLT: + case MG_LIGHTNINGBOLT: + case MG_THUNDERSTORM: + case MG_ENERGYCOAT: + case WL_WHITEIMPRISON: + case WL_SUMMONFB: + case WL_SUMMONBL: + case WL_SUMMONWB: + case WL_SUMMONSTONE: + case WL_SIENNAEXECRATE: + case WL_RELEASE: + case WL_EARTHSTRAIN: + case WL_RECOGNIZEDSPELL: + case WL_READING_SB: + case SA_MAGICROD: + case SA_SPELLBREAKER: + case SA_DISPELL: + case SA_FLAMELAUNCHER: + case SA_FROSTWEAPON: + case SA_LIGHTNINGLOADER: + case SA_SEISMICWEAPON: + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + case SA_LANDPROTECTOR: + case PF_HPCONVERSION: + case PF_SOULCHANGE: + case PF_SPIDERWEB: + case PF_FOGWALL: + case TK_RUN: + case TK_HIGHJUMP: + case TK_SEVENWIND: + case SL_KAAHI: + case SL_KAUPE: + case SL_KAITE: // Skills that need to be confirmed. - case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE: - case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL: - case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR: + case SO_FIREWALK: + case SO_ELECTRICWALK: + case SO_SPELLFIST: + case SO_EARTHGRAVE: + case SO_DIAMONDDUST: + case SO_POISON_BUSTER: + case SO_PSYCHIC_WAVE: + case SO_CLOUD_KILL: + case SO_STRIKING: + case SO_WARMER: + case SO_VACUUM_EXTREME: + case SO_VARETYR_SPEAR: case SO_ARRULLO: - return 1; // Can't do it. + return 1; // Can't do it. } break; case SC_KG_KAGEHUMI: switch(skill_id) { - case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM: - case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING: - case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL: + case TF_HIDING: + case AS_CLOAKING: + case GC_CLOAKINGEXCEED: + case SC_SHADOWFORM: + case MI_HARMONIZE: + case CG_MARIONETTE: + case AL_TELEPORT: + case TF_BACKSLIDING: + case RA_CAMOUFLAGE: + case ST_CHASEWALK: + case GD_EMERGENCYCALL: return 1; // needs more info } break; @@ -18010,10 +18159,10 @@ int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) { int type = 0; switch( skill_id ) { - case SO_SUMMON_AGNI: type = 2114; break; - case SO_SUMMON_AQUA: type = 2117; break; - case SO_SUMMON_VENTUS: type = 2120; break; - case SO_SUMMON_TERA: type = 2123; break; + case SO_SUMMON_AGNI: type = 2114; break; + case SO_SUMMON_AQUA: type = 2117; break; + case SO_SUMMON_VENTUS: type = 2120; break; + case SO_SUMMON_TERA: type = 2123; break; } type += skill_lv - 1; @@ -18148,7 +18297,7 @@ bool skill_parse_row_requiredb(char* split[], int columns, int current) { skill->split_atoi(split[5],skill->db[idx].sp_rate); skill->split_atoi(split[6],skill->db[idx].zeny); - //Which weapon type are required, see doc/item_db for types + //Which weapon type are required, see doc/item_db for types p = split[7]; for( j = 0; j < 32; j++ ) { int l = atoi(p); |