diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 103 |
1 files changed, 43 insertions, 60 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 6a4993ec8..d9af46f18 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1031,7 +1031,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) { - if(pc_steal_item(sd,bl)) + if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL))) clif_skill_nodamage(src,bl,TF_STEAL,skill,1); else clif_skill_fail(sd,RG_SNATCHER,0,0); @@ -1896,7 +1896,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds type=(skillid==0)?5:skill_get_hit(skillid); if(damage < dmg.div_ - && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex] + //Only skills that knockback even when they miss. [Skotlex] + && skillid != CH_PALMSTRIKE + && skillid != HT_PHANTASMIC) dmg.blewcount = 0; if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) { @@ -1906,8 +1908,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } if(sd) { - //Sorry for removing the Japanese comments, but they were actually distracting - //from the actual code and I couldn't understand a thing anyway >.< [Skotlex] + int flag = 0; //Used to signal if this skill can be combo'ed later on. if (sd->sc.data[SC_COMBO].timer!=-1) { //End combo state after skill is invoked. [Skotlex] switch (skillid) { @@ -1933,65 +1934,29 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds switch(skillid) { case MO_TRIPLEATTACK: - { - int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; - if (pc_checkskill(sd, MO_CHAINCOMBO) > 0) - delay += 300 * battle_config.combo_delay_rate / 100; - sc_start(src,SC_COMBO,100,MO_TRIPLEATTACK,delay); - clif_combo_delay(src, delay); - if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv); + if (pc_checkskill(sd, MO_CHAINCOMBO) > 0) + flag=1; break; - } case MO_CHAINCOMBO: - { - int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) - delay += 300 * battle_config.combo_delay_rate /100; - sc_start(src,SC_COMBO,100,MO_CHAINCOMBO,delay); - clif_combo_delay(src,delay); + flag=1; break; - } case MO_COMBOFINISH: - { - int delay = 700 - 4*sstatus->agi - 2*sstatus->dex; - if ( - (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) || - (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) || - (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) - ) - delay += 300 * battle_config.combo_delay_rate /100; - sc_start(src,SC_COMBO,100,MO_COMBOFINISH,delay); - clif_combo_delay(src,delay); - break; - } + if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) + flag=1; case CH_TIGERFIST: - { //Tigerfist is now a combo-only skill. [Skotlex] - int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; - if( - (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) || - (pc_checkskill(sd, CH_CHAINCRUSH) > 0) - ) - delay += 300 * battle_config.combo_delay_rate /100; - sc_start(src,SC_COMBO,100,CH_TIGERFIST,delay); - clif_combo_delay(src,delay); - break; - } + if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) + flag=1; case CH_CHAINCRUSH: - { - int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; - if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && - sd->spiritball >= 1 && - sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) - delay += 300 * battle_config.combo_delay_rate /100; - sc_start(src,SC_COMBO,100,CH_CHAINCRUSH,delay); - clif_combo_delay(src,delay); + if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) + flag=1; break; - } case AC_DOUBLE: if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && - pc_checkskill(sd, HT_POWER)) { + pc_checkskill(sd, HT_POWER)) + { //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex] sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000); clif_combo_delay(src,2000); @@ -2014,6 +1979,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; break; } //Switch End + if (flag) { //Possible to chain + flag = DIFF_TICK(sd->ud.canact_tick, tick); + if (flag < 0) flag = 0; + flag += 300 * battle_config.combo_delay_rate/100; + sc_start(src,SC_COMBO,100,skillid,flag); + clif_combo_delay(src, flag); + } } //Display damage. @@ -4223,7 +4195,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case TF_STEAL: if(sd) { - if(pc_steal_item(sd,bl)) + if(pc_steal_item(sd,bl,skilllv)) clif_skill_nodamage(src,bl,skillid,skilllv,1); else clif_skill_fail(sd,skillid,0x0a,0); @@ -8613,7 +8585,7 @@ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) if (bl->type&battle_config.no_skill_delay) return battle_config.min_skill_delay_limit; - + // instant cast attack skills depend on aspd as delay [celest] if (time == 0) { if (skill_get_type(skill_id)&(BF_WEAPON|BF_MISC) && !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) @@ -8623,13 +8595,24 @@ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) } else if (time < 0) time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added. else //Agi reduction should apply only to non-zero delay skills. - if (battle_config.delay_dependon_agi && !(delaynochange&1)) - { // if skill casttime is allowed to be reduced by dex - int scale = battle_config.castrate_dex_scale - status_get_agi(bl); - if (scale > 0) - time = time * scale / battle_config.castrate_dex_scale; - else //To be capped later to minimum. - time = 0; + switch (skill_id) + { //Monk combo skills have their delay reduced by agi/dex. + case MO_TRIPLEATTACK: + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + time -= 4*status_get_agi(bl) - 2*status_get_dex(bl); + break; + default: + if (battle_config.delay_dependon_agi && !(delaynochange&1)) + { // if skill casttime is allowed to be reduced by dex + int scale = battle_config.castrate_dex_scale - status_get_agi(bl); + if (scale > 0) + time = time * scale / battle_config.castrate_dex_scale; + else //To be capped later to minimum. + time = 0; + } } if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100) |