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-rw-r--r--src/map/skill.c85
-rw-r--r--src/map/skill.h1
-rw-r--r--src/map/status.c8
-rw-r--r--src/map/status.h1
4 files changed, 40 insertions, 55 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index ebf01a8ca..a449fda01 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -227,6 +227,7 @@ int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap);
+static void skill_toggle_magicpower(struct block_list *bl, short skillid);
static int skill_cell_overlap(struct block_list *bl, va_list ap);
static int skill_trap_splash(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
@@ -1401,6 +1402,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sd->state.autocast = 1;
skill_consume_requirement(sd,skill,skilllv,1);
+ skill_toggle_magicpower(src, skill);
switch (type) {
case CAST_GROUND:
skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
@@ -1661,7 +1663,6 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
struct status_change *sc = NULL;
if( ( sc = status_get_sc(src) ) ) {
- status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
if(sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
@@ -2939,7 +2940,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
} else {
struct status_change *sc = status_get_sc(src);
if(sc) {
- status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
if(sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
sc->data[SC_SPIRIT]->val3 == skl->skill_id)
@@ -2976,7 +2976,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
if( skl->type >= 3 )
{ // Final Hit
- status_change_end(src,SC_MAGICPOWER,-1); // Removes Magic Power
if( !status_isdead(target) )
{ // Final Status Effect
int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
@@ -3058,8 +3057,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
break;
}
- if( skl->skill_id >= WL_TETRAVORTEX_FIRE && skl->skill_id <= WL_TETRAVORTEX_GROUND )
- status_change_end(src,SC_MAGICPOWER,-1);
}
} while (0);
//Free skl now that it is no longer needed.
@@ -3995,8 +3992,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if( sd->rsb[0].skillid == 0 )
status_change_end(src, SC_READING_SB, INVALID_TIMER);
- status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
-
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) )
break;
@@ -4047,8 +4042,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
swap(spheres[i],spheres[k]);
}
- status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
-
if( skilllv == 1 ) j = 1; // Limit only to one ball
for( i = 0; i < j; i++ )
{
@@ -8298,6 +8291,10 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
src->type, src->id, ud->skillid, ud->skilllv, target->id);
map_freeblock_lock();
+
+ // SC_MAGICPOWER needs to switch states before any damage is actually dealt
+ skill_toggle_magicpower(src, ud->skillid);
+
if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
else
@@ -8305,9 +8302,6 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
sc = status_get_sc(src);
if(sc && sc->count) {
- if(sc->data[SC_MAGICPOWER] &&
- ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL && ud->skillid != WL_TETRAVORTEX)
- status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
if(sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
sc->data[SC_SPIRIT]->val3 == ud->skillid &&
@@ -8562,6 +8556,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
}
+ // SC_MAGICPOWER needs to switch states before any damage is actually dealt
+ skill_toggle_magicpower(src, skillid);
+
switch(skillid)
{
case PR_BENEDICTIO:
@@ -8738,9 +8735,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
int flag = 0, area = skill_get_splash(skillid, skilllv);
short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
- if( sc && sc->data[SC_MAGICPOWER] )
- flag = flag|2; //Store the magic power flag for future use. [Skotlex]
-
for( i = 0; i < 2 + (skilllv>>1); i++ )
{
// Creates a random Cell in the Splash Area
@@ -8751,13 +8745,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
if( i > 0 )
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
+ skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);
x1 = tmpx;
y1 = tmpy;
}
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
+ skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
}
break;
@@ -8997,9 +8991,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
int sx = x, sy = y;
- if( sc && sc->data[SC_MAGICPOWER] )
- flag = flag|2; //Store the magic power flag
-
for( i = 0; i < wave; i++ )
{
switch( dir )
@@ -9111,8 +9102,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
return 1;
}
- status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
-
if( sd )
{// ensure that the skill last-cast tick is recorded
sd->canskill_tick = gettick();
@@ -9366,7 +9355,6 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag)
/*==========================================
* Initializes and sets a ground skill.
* flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
- * flag&2 is used to determine if this skill was casted with Magic Power active.
*------------------------------------------*/
struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
{
@@ -9643,7 +9631,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
group->val3=val3;
group->target_flag=target;
group->bl_flag= skill_get_unit_bl_target(skillid);
- group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
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
@@ -9967,8 +9954,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
struct skill_unit_group *sg;
struct block_list *ss;
TBL_PC* tsd;
- struct status_data *tstatus, *sstatus;
- struct status_change *tsc, *sc;
+ struct status_data *tstatus;
+ struct status_change *tsc;
struct skill_unit_group_tickset *ts;
enum sc_type type;
int skillid;
@@ -9985,14 +9972,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
tsd = BL_CAST(BL_PC, bl);
tsc = status_get_sc(bl);
tstatus = status_get_status_data(bl);
- if (sg->state.magic_power) //For magic power.
- {
- sc = status_get_sc(ss);
- sstatus = status_get_status_data(ss);
- } else {
- sc = NULL;
- sstatus = NULL;
- }
type = status_skill2sc(sg->skill_id);
skillid = sg->skill_id;
@@ -10019,13 +9998,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
}
- //Temporarily set magic power to have it take effect. [Skotlex]
- if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
- { //Store previous values.
- swap(sstatus->matk_min, sc->mp_matk_min);
- swap(sstatus->matk_max, sc->mp_matk_max);
- //Note to NOT return from the function until this is unset!
- }
switch (sg->unit_id)
{
@@ -10478,12 +10450,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
}
- if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
- { //Unset magic power.
- swap(sstatus->matk_min, sc->mp_matk_min);
- swap(sstatus->matk_max, sc->mp_matk_max);
- }
-
if (bl->type == BL_MOB && ss != bl)
mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
@@ -14564,6 +14530,30 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
return 0;
}
+
+static void skill_toggle_magicpower(struct block_list *bl, short skillid)
+{
+ struct status_change *sc = status_get_sc(bl);
+
+ // non-offensive and non-magic skills do not affect the status
+ if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC))
+ return;
+
+ if (sc && sc->count && sc->data[SC_MAGICPOWER])
+ {
+ if (sc->data[SC_MAGICPOWER]->val4)
+ {
+ status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
+ }
+ else
+ {
+ sc->data[SC_MAGICPOWER]->val4 = 1;
+ status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
+ }
+ }
+}
+
+
int skill_magicdecoy(struct map_session_data *sd, int nameid) {
int x, y, i, class_, skill;
struct mob_data *md;
@@ -14599,6 +14589,7 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) {
return 0;
}
+
// Warlock Spellbooks. [LimitLine/3CeAM]
int skill_spellbook (struct map_session_data *sd, int nameid) {
int i, j, points, skillid, preserved = 0, max_preserve;
diff --git a/src/map/skill.h b/src/map/skill.h
index cc6ba6898..2ca265152 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -154,7 +154,6 @@ struct skill_unit_group {
struct skill_unit *unit;
struct {
unsigned ammo_consume : 1;
- unsigned magic_power : 1;
unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
} state;
};
diff --git a/src/map/status.c b/src/map/status.c
index 22e7fd0ea..b4e95ae71 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -3483,11 +3483,6 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
status->matk_max = status_calc_matk(bl, sc, status->matk_max);
#endif
- if(sc->data[SC_MAGICPOWER]) { //Store current matk values
- sc->mp_matk_min = status->matk_min;
- sc->mp_matk_max = status->matk_max;
- }
-
if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
status->matk_min = status->matk_max;
@@ -4136,7 +4131,7 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan
matk += sc->data[SC_MATKPOTION]->val1;
if(sc->data[SC_MATKFOOD])
matk += sc->data[SC_MATKFOOD]->val1;
- if(sc->data[SC_MAGICPOWER])
+ if(sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
if(sc->data[SC_MINDBREAKER])
matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
@@ -6414,6 +6409,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//val1: Skill lv
val2 = 1; //Lasts 1 invocation
val3 = 5*val1; //Matk% increase
+ val4 = 0; // 0 = ready to be used, 1 = activated and running
break;
case SC_SACRIFICE:
val2 = 5; //Lasts 5 hits
diff --git a/src/map/status.h b/src/map/status.h
index 4d1e53d4d..87274adc0 100644
--- a/src/map/status.h
+++ b/src/map/status.h
@@ -1444,7 +1444,6 @@ struct status_change {
unsigned char count;
//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
unsigned char jb_flag; //Joint Beat type flag
- unsigned short mp_matk_min, mp_matk_max; //Previous matk min/max for ground spells (Amplify magic power)
//int sg_id; //ID of the previous Storm gust that hit you
short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
/**