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-rw-r--r--src/map/skill.c348
1 files changed, 200 insertions, 148 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 4eaab5457..c19a684af 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -44,6 +44,7 @@
#include "map/path.h"
#include "map/pc.h"
#include "map/pet.h"
+#include "map/refine.h"
#include "map/script.h"
#include "map/status.h"
#include "map/unit.h"
@@ -81,7 +82,7 @@
#endif
static struct skill_interface skill_s;
-struct s_skill_dbs skilldbs;
+static struct s_skill_dbs skilldbs;
struct skill_interface *skill;
@@ -2042,7 +2043,7 @@ static int skill_additional_effect(struct block_list *src, struct block_list *bl
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if ( battle_config.display_status_timers )
- clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0);
+ clif->status_change(src, status->get_sc_icon(SC_POSTDELAY), status->get_sc_relevant_bl_types(SC_POSTDELAY), 1, rate, 0, 0, 0);
}
}
}
@@ -2128,7 +2129,7 @@ static int skill_additional_effect(struct block_list *src, struct block_list *bl
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if (battle_config.display_status_timers)
- clif->status_change(src, SI_POSTDELAY, 1, rate, 0, 0, 0);
+ clif->status_change(src, status->get_sc_icon(SC_POSTDELAY), status->get_sc_relevant_bl_types(SC_POSTDELAY), 1, rate, 0, 0, 0);
}
}
}
@@ -2361,11 +2362,11 @@ static int skill_counter_additional_effect(struct block_list *src, struct block_
) {
// Soul Drain should only work on targeted spells [Skotlex]
if( pc_issit(sd) ) pc->setstand(sd); // Character stuck in attacking animation while 'sitting' fix. [Skotlex]
- if( skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id )
+ if (skill->get_nk(skill_id)&NK_SPLASH && skill->area_temp[1] != bl->id) {
;
- else {
+ } else {
clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
- status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2);
+ status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, STATUS_HEAL_SHOWEFFECT);
}
}
@@ -2388,9 +2389,9 @@ static int skill_counter_additional_effect(struct block_list *src, struct block_
sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
}
}
- if( hp || sp ) {
+ if (hp != 0 || sp != 0) {
// updated to force healing to allow healing through berserk
- status->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
+ status->heal(src, hp, sp, STATUS_HEAL_FORCED | (battle_config.show_hp_sp_gain ? STATUS_HEAL_SHOWEFFECT : STATUS_HEAL_DEFAULT));
}
}
@@ -2469,7 +2470,7 @@ static int skill_counter_additional_effect(struct block_list *src, struct block_
if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
ud->canact_tick = tick+rate;
if (battle_config.display_status_timers)
- clif->status_change(bl, SI_POSTDELAY, 1, rate, 0, 0, 0);
+ clif->status_change(bl, status->get_sc_icon(SC_POSTDELAY), status->get_sc_relevant_bl_types(SC_POSTDELAY), 1, rate, 0, 0, 0);
}
}
}
@@ -2892,14 +2893,28 @@ static int skill_attack(int attack_type, struct block_list *src, struct block_li
}
#endif /* MAGIC_REFLECTION_TYPE */
}
- if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
- int sp = skill->get_sp(skill_id,skill_lv);
+ if (sc && sc->data[SC_MAGICROD] && src == dsrc) {
+ int sp = skill->get_sp(skill_id, skill_lv);
dmg.damage = dmg.damage2 = 0;
dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
- if(skill_id == WZ_WATERBALL && skill_lv > 1)
- sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
- status->heal(bl, 0, sp, 2);
+ if (skill_id == WZ_WATERBALL && skill_lv > 1)
+ sp = sp / ((skill_lv | 1) * (skill_lv | 1)); //Estimate SP cost of a single water-ball
+ status->heal(bl, 0, sp, STATUS_HEAL_SHOWEFFECT);
+ if (battle->bc->magicrod_type == 1)
+ clif->skill_nodamage(bl, bl, SA_MAGICROD, sc->data[SC_MAGICROD]->val1, 1); // Animation used here in eAthena [Wolfie]
+ }
+ }
+
+ if (bl->type == BL_MOB) {
+ struct mob_data *md = BL_CAST(BL_MOB, bl);
+ if (md != NULL) {
+ if (md->db->dmg_taken_rate != 100) {
+ if (dmg.damage > 0)
+ dmg.damage = apply_percentrate64(dmg.damage, md->db->dmg_taken_rate, 100);
+ if (dmg.damage2 > 0)
+ dmg.damage2 = apply_percentrate64(dmg.damage2, md->db->dmg_taken_rate, 100);
+ }
}
}
@@ -3774,7 +3789,7 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill_id,
if (itemid[i] < 1) continue; // No item
index[i] = pc->search_inventory(sd, itemid[i]);
if (index[i] == INDEX_NOT_FOUND || sd->status.inventory[index[i]].amount < amount[i]) {
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i], itemid[i] << 16);
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_NEED_ITEM, amount[i], itemid[i]);
return 0;
}
}
@@ -4138,7 +4153,7 @@ static int skill_activate_reverberation(struct block_list *bl, va_list ap)
if( su->alive && (sg = su->group) != NULL && sg->skill_id == WM_REVERBERATION && sg->unit_id == UNT_REVERBERATION ) {
int64 tick = timer->gettick();
clif->changetraplook(bl,UNT_USED_TRAPS);
- map->foreachinrange(skill->trap_splash, bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, tick);
+ skill->trap_do_splash(bl, sg->skill_id, sg->skill_lv, sg->bl_flag, tick);
su->limit = DIFF_TICK32(tick,sg->tick)+1500;
sg->unit_id = UNT_USED_TRAPS;
}
@@ -4153,10 +4168,9 @@ static int skill_reveal_trap(struct block_list *bl, va_list ap)
Assert_ret(bl->type == BL_SKILL);
su = BL_UCAST(BL_SKILL, bl);
- 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);
+ if (su->alive && su->group && skill->get_inf2(su->group->skill_id) & INF2_HIDDEN_TRAP) { //Reveal trap.
+ su->visible = true;
+ clif->skillunit_update(bl);
return 1;
}
return 0;
@@ -4477,7 +4491,7 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
if( skill_id == MO_EXTREMITYFIST ) {
mbl = src;
i = 3; // for Asura(from caster)
- status->set_sp(src, 0, 0);
+ status->set_sp(src, 0, STATUS_HEAL_DEFAULT);
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
@@ -4487,9 +4501,9 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
status_change_end(src, SC_NJ_NEN, INVALID_TIMER);
status_change_end(src, SC_HIDING, INVALID_TIMER);
#ifdef RENEWAL
- status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0);
+ status->set_hp(src, max(status_get_max_hp(src)/100, 1), STATUS_HEAL_DEFAULT);
#else // not RENEWAL
- status->set_hp(src, 1, 0);
+ status->set_hp(src, 1, STATUS_HEAL_DEFAULT);
#endif // RENEWAL
}
dir = map->calc_dir(src,bl->x,bl->y);
@@ -4603,7 +4617,7 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
if (skill_id == NPC_VAMPIRE_GIFT && heal > 0) {
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- status->heal(src,heal,0,0);
+ status->heal(src, heal, 0, STATUS_HEAL_DEFAULT);
}
if (skill_id == SU_SCRATCH && status->get_lv(src) >= 30 && (rnd() % 100 < (int)(status->get_lv(src) / 30) + 10)) // TODO: Need activation chance.
skill->addtimerskill(src, tick + skill->get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
@@ -4971,7 +4985,7 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
src, src, bl, skill_id, skill_lv, tick, flag);
if (heal > 0){
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- status->heal(src, heal, 0, 0);
+ status->heal(src, heal, 0, STATUS_HEAL_DEFAULT);
}
}
break;
@@ -5082,7 +5096,7 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
heal = 0; // Don't absorb heal from Ice Walls or other skill units.
if( heal && rnd()%100 < rate ) {
- status->heal(src, heal, 0, 0);
+ status->heal(src, heal, 0, STATUS_HEAL_DEFAULT);
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
}
}
@@ -5154,7 +5168,7 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
skill->castend_type(skill->get_casttype(spell_skill_id), src, bl, spell_skill_id, spell_skill_lv, tick, 0);
sd->ud.canact_tick = tick + skill->delay_fix(src, spell_skill_id, spell_skill_lv);
- clif->status_change(src, SI_POSTDELAY, 1, skill->delay_fix(src, spell_skill_id, spell_skill_lv), 0, 0, 0);
+ clif->status_change(src, status->get_sc_icon(SC_POSTDELAY), status->get_sc_relevant_bl_types(SC_POSTDELAY), 1, skill->delay_fix(src, spell_skill_id, spell_skill_lv), 0, 0, 0);
cooldown = skill->get_cooldown(spell_skill_id, spell_skill_lv);
for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) {
@@ -5768,7 +5782,7 @@ static int skill_castend_id(int tid, int64 tick, int id, intptr_t data)
skill->blockpc_start(sd, ud->skill_id, cooldown);
}
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);
+ clif->status_change(src, status->get_sc_icon(SC_POSTDELAY), status->get_sc_relevant_bl_types(SC_POSTDELAY), 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
if( sd )
{
switch( ud->skill_id )
@@ -5843,7 +5857,7 @@ static int skill_castend_id(int tid, int64 tick, int id, intptr_t data)
//When Asura fails... (except when it fails from Fog of Wall)
//Consume SP/spheres
skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
- status->set_sp(src, 0, 0);
+ status->set_sp(src, 0, STATUS_HEAL_DEFAULT);
sc = &sd->sc;
if (sc->count) {
//End states
@@ -6126,7 +6140,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
clif->skill_nodamage (src, bl, skill_id, heal, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
heal = ~heal + 1;
- heal_get_jobexp = status->heal(bl,heal,0,0);
+ heal_get_jobexp = status->heal(bl, heal, 0, STATUS_HEAL_DEFAULT);
if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
@@ -6159,8 +6173,8 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_JOBEXP);
}
- status->set_hp(src, 1, 0);
- status->set_sp(src, 0, 0);
+ status->set_hp(src, 1, STATUS_HEAL_DEFAULT);
+ status->set_sp(src, 0, STATUS_HEAL_DEFAULT);
break;
} else if (status->isdead(bl) && flag&1) { //Revive
skill->area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
@@ -6333,7 +6347,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
break;
case SA_INSTANTDEATH:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status->set_hp(bl,1,0);
+ status->set_hp(bl, 1, STATUS_HEAL_DEFAULT);
break;
case SA_QUESTION:
case SA_GRAVITY:
@@ -6516,10 +6530,6 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
clif->skill_nodamage (src,src,skill_id,skill_lv,1);
// Initiate 10% of your damage becomes fire element.
sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv));
- if( sd )
- skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv));
- else if( bl->type == BL_MER )
- skill->blockmerc_start(BL_UCAST(BL_MER, bl), skill_id, skill->get_time(skill_id, skill_lv));
break;
case TK_JUMPKICK:
@@ -6911,7 +6921,8 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
if (dstsd && dstsd->charm_type != CHARM_TYPE_NONE && dstsd->charm_count > 0) {
pc->del_charm(dstsd, dstsd->charm_count, dstsd->charm_type);
}
- if (sp) status->heal(src, 0, sp, 3);
+ if (sp != 0)
+ status->heal(src, 0, sp, STATUS_HEAL_FORCED | STATUS_HEAL_SHOWEFFECT);
clif->skill_nodamage(src,bl,skill_id,skill_lv,sp?1:0);
}
break;
@@ -7190,7 +7201,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
// custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
//NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
char temp[70];
- snprintf(temp, sizeof(temp), "%s : %s !!", md->name, skill->get_desc(skill_id));
+ snprintf(temp, sizeof(temp), msg_txt(882), md->name, skill->get_desc(skill_id)); // %s : %s !!
clif->disp_overhead(&md->bl, temp, AREA_CHAT_WOC, NULL);
}
break;
@@ -7273,7 +7284,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
case NV_FIRSTAID:
clif->skill_nodamage(src,bl,skill_id,5,1);
- status->heal(bl,5,0,0);
+ status->heal(bl, 5, 0, STATUS_HEAL_DEFAULT);
break;
case AL_CURE:
@@ -7350,7 +7361,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
case MER_SCAPEGOAT:
if( mer && mer->master ) {
- status->heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
+ status->heal(&mer->master->bl, mer->battle_status.hp, 0, STATUS_HEAL_SHOWEFFECT);
status->damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
}
break;
@@ -7667,7 +7678,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
if( tsc && tsc->data[SC_EXTREMITYFIST2] )
sp = 0;
#endif
- status->heal(bl,(int)hp,sp,0);
+ status->heal(bl, (int)hp, sp, STATUS_HEAL_DEFAULT);
}
break;
case AM_CP_WEAPON:
@@ -7842,7 +7853,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
sp = skill->get_sp(skill_id,skill_lv);
sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
if(sp < 1) sp = 1;
- status->heal(bl,0,sp,2);
+ status->heal(bl, 0, sp, STATUS_HEAL_SHOWEFFECT);
status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
} else {
struct unit_data *ud = unit->bl2ud(bl);
@@ -7874,14 +7885,15 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
if (sp) //Recover some of the SP used
sp = sp*(25*(skill_lv-1))/100;
- if(hp || sp)
- status->heal(src, hp, sp, 2);
+ if (hp != 0 || sp != 0)
+ status->heal(src, hp, sp, STATUS_HEAL_SHOWEFFECT);
}
}
break;
case SA_MAGICROD:
- clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ if (battle->bc->magicrod_type == 0)
+ clif->skill_nodamage(src, src, SA_MAGICROD, skill_lv, 1); // Animation used here in official [Wolfie]
+ sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case SA_AUTOSPELL:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -8118,14 +8130,14 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
{
int hp_rate = skill_lv == 0 ? 0 : skill->get_hp_rate(skill_id, skill_lv);
int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it cost the caster. [Skotlex]
- clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1);
+ clif->skill_nodamage(src, bl, skill_id, status->heal(bl, gain_hp, 0, STATUS_HEAL_DEFAULT), 1);
}
break;
case WE_FEMALE:
{
int sp_rate = skill_lv == 0 ? 0 : skill->get_sp_rate(skill_id, skill_lv);
int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it cost the caster. [Skotlex]
- clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1);
+ clif->skill_nodamage(src, bl, skill_id, status->heal(bl, 0, gain_sp, STATUS_HEAL_DEFAULT), 1);
}
break;
@@ -8165,7 +8177,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
break;
}
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status->heal(bl,0,sp,2);
+ status->heal(bl, 0, sp, STATUS_HEAL_SHOWEFFECT);
}
break;
@@ -8320,7 +8332,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
}
dstmd->state.soul_change_flag = 1;
sp2 = sstatus->max_sp * 3 /100;
- status->heal(src, 0, sp2, 2);
+ status->heal(src, 0, sp2, STATUS_HEAL_SHOWEFFECT);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
}
@@ -8332,8 +8344,8 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
if( tsc && tsc->data[SC_EXTREMITYFIST2] )
sp1 = tstatus->sp;
#endif // RENEWAL
- status->set_sp(src, sp2, 3);
- status->set_sp(bl, sp1, 3);
+ status->set_sp(src, sp2, STATUS_HEAL_FORCED | STATUS_HEAL_SHOWEFFECT);
+ status->set_sp(bl, sp1, STATUS_HEAL_FORCED | STATUS_HEAL_SHOWEFFECT);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -8371,7 +8383,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1);
if(sp > 0)
clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
- status->heal(bl,hp,sp,0);
+ status->heal(bl, hp, sp, STATUS_HEAL_DEFAULT);
}
break;
// Full Chemical Protection
@@ -8451,7 +8463,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
status_fix_damage(src, bl, 1000, 0);
clif->damage(src,bl,0,0,1000,0,BDT_NORMAL,0);
if( !status->isdead(bl) ) {
- int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
+ int where[] = {EQP_ARMOR, EQP_SHIELD, EQP_HELM};
skill->break_equip(bl, where[rnd() % ARRAYLENGTH(where)], 10000, BCT_ENEMY);
}
}
@@ -8460,7 +8472,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
break;
case 5: // 2000HP heal, random teleported
- status->heal(src, 2000, 0, 0);
+ status->heal(src, 2000, 0, STATUS_HEAL_DEFAULT);
if( !map_flag_vs(bl->m) )
unit->warp(bl, -1,-1,-1, CLR_TELEPORT);
break;
@@ -8694,7 +8706,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
case AM_REST:
if (sd) {
- if (homun->vaporize(sd,HOM_ST_REST))
+ if (homun->vaporize(sd, HOM_ST_REST, false))
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
else
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0, 0);
@@ -8742,19 +8754,27 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
int r = rnd()%100;
int target = (skill_lv-1)%5;
int hp;
- if(r<per[target][0]) //Self
+ if (r < per[target][0]) { //Self
bl = src;
- else if(r<per[target][1]) //Master
+ } else if (r < per[target][1]) { //Master
bl = battle->get_master(src);
- else //Enemy
- bl = map->id2bl(battle->get_target(src));
+ } else if ((per[target][1] - per[target][0]) < per[target][0]
+ && bl == battle->get_master(src)) {
+ /**
+ * Skill rolled for enemy, but there's nothing the Homunculus is attacking.
+ * So bl has been set to its master in unit->skilluse_id2.
+ * If it's more likely that it will heal itself,
+ * we let it heal itself.
+ */
+ bl = src;
+ }
if (!bl) bl = src;
hp = skill->calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
//Eh? why double skill packet?
clif->skill_nodamage(src,bl,AL_HEAL,hp,1);
clif->skill_nodamage(src,bl,skill_id,hp,1);
- status->heal(bl, hp, 0, 0);
+ status->heal(bl, hp, 0, STATUS_HEAL_DEFAULT);
}
break;
// Homun single-target support skills [orn]
@@ -8901,7 +8921,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
int heal = status_get_max_hp(bl) * 25 / 100;
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- status->heal(bl,heal,0,1);
+ status->heal(bl, heal, 0, STATUS_HEAL_FORCED);
status->change_clear_buffs(bl,4);
}
break;
@@ -8955,7 +8975,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
value = status_get_max_hp(bl) * 25 / 100;
status->change_clear_buffs(bl,4);
skill->area_temp[5] &= ~0x20;
- status->heal(bl,value,0,1);
+ status->heal(bl, value, 0, STATUS_HEAL_FORCED);
type = SC_REFRESH;
}else if( skill->area_temp[5]&0x40 ){
skill->area_temp[5] &= ~0x40;
@@ -9140,7 +9160,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
clif->skill_nodamage(bl, bl, skill_id, heal, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
- status->heal(bl, heal, 0, 1);
+ status->heal(bl, heal, 0, STATUS_HEAL_FORCED);
}
} else if( sd )
party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id);
@@ -9416,7 +9436,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
pc->setmadogear(sd, false);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
- status->set_sp(src, 0, 0);
+ status->set_sp(src, 0, STATUS_HEAL_DEFAULT);
}
break;
@@ -9455,7 +9475,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
case 5: hp = 23; break;
}
heal = tstatus->max_hp * hp / 100;
- status->heal(bl,heal,0,2);
+ status->heal(bl, heal, 0, STATUS_HEAL_SHOWEFFECT);
clif->skill_nodamage(src, bl, skill_id, skill_lv, heal);
}
break;
@@ -9533,7 +9553,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
int sp = 100 * skill_lv;
if( dstmd ) sp = dstmd->level * 2;
if( status_zap(bl,0,sp) )
- status->heal(src,0,sp/2,3);//What does flag 3 do? [Rytech]
+ status->heal(src, 0, sp / 2, STATUS_HEAL_FORCED | STATUS_HEAL_SHOWEFFECT);
}
if ( tsc && tsc->data[SC__UNLUCKY] && skill_id == SC_UNLUCKY) {
//If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's.
@@ -9657,7 +9677,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
case 3:
sc_start(src, bl, SC_SHIELDSPELL_REF, 100, opt, INFINITE_DURATION); // HP Recovery
val = sstatus->max_hp * ((status->get_lv(src) / 10) + (shield->refine + 1)) / 100;
- status->heal(bl, val, 0, 2);
+ status->heal(bl, val, 0, STATUS_HEAL_SHOWEFFECT);
status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
break;
}
@@ -9800,7 +9820,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
}
heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
- status->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, STATUS_HEAL_DEFAULT);
if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
status_change_end(bl, SC_STONE, INVALID_TIMER);
@@ -9871,7 +9891,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
heal = 1;
status->fixed_revive(bl, heal, 0);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status->set_sp(bl, 0, 0);
+ status->set_sp(bl, 0, STATUS_HEAL_DEFAULT);
}
}
break;
@@ -10208,7 +10228,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
}
e_hp = ed->battle_status.max_hp * 10 / 100;
e_sp = ed->battle_status.max_sp * 10 / 100;
- status->heal(&ed->bl,e_hp,e_sp,3);
+ status->heal(&ed->bl, e_hp, e_sp, STATUS_HEAL_FORCED | STATUS_HEAL_SHOWEFFECT);
clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
}
break;
@@ -10518,7 +10538,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
}
}
heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->bl, &hd->battle_status, status->get_lv(&hd->bl));
- status->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, STATUS_HEAL_DEFAULT);
clif->skill_nodamage(src, src, skill_id, skill_lv, clif->skill_nodamage(src, bl, AL_HEAL, heal, 1));
status->change_start(src, src, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
status->change_start(src, bl, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
@@ -10763,7 +10783,7 @@ static int skill_castend_pos(int tid, int64 tick, int id, intptr_t data)
skill->blockpc_start(sd, ud->skill_id, cooldown);
}
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);
+ clif->status_change(src, status->get_sc_icon(SC_POSTDELAY), status->get_sc_relevant_bl_types(SC_POSTDELAY), 1, skill->delay_fix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
#if 0
if (sd) {
switch (ud->skill_id) {
@@ -11040,9 +11060,10 @@ static int skill_castend_pos2(struct block_list *src, int x, int y, uint16 skill
map->foreachinarea(status->change_timer_sub,
src->m, x-r, y-r, x+r,y+r,BL_CHAR,
src,NULL,SC_SIGHT,tick);
- if(battle_config.traps_setting&1)
- map->foreachinarea(skill_reveal_trap,
- src->m, x-r, y-r, x+r, y+r, BL_SKILL);
+ if (battle_config.trap_visibility != 0) {
+ map->foreachinarea(skill_reveal_trap,
+ src->m, x - r, y - r, x + r, y + r, BL_SKILL);
+ }
break;
case SR_RIDEINLIGHTNING:
@@ -12644,7 +12665,7 @@ static int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int
if (sg->src_id == bl->id)
break; //Does not affect the caster.
clif->changetraplook(&src->bl,UNT_USED_TRAPS);
- map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+ skill->trap_do_splash(&src->bl, sg->skill_id, sg->skill_lv, sg->bl_flag, tick);
sg->unit_id = UNT_USED_TRAPS;
sg->limit = DIFF_TICK32(tick,sg->tick) + 1500;
break;
@@ -12759,6 +12780,13 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
ts->tick += sg->interval*(map->count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
}
+ if (sg->skill_id == HT_ANKLESNARE
+ || (battle_config.trap_trigger == 1 && skill->get_inf2(sg->skill_id) & INF2_HIDDEN_TRAP)
+ ) {
+ src->visible = true;
+ clif->skillunit_update(&src->bl);
+ }
+
switch (sg->unit_id) {
case UNT_FIREWALL:
case UNT_KAEN: {
@@ -12800,7 +12828,7 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
if (tsc && tsc->data[SC_AKAITSUKI] && heal)
heal = ~heal + 1;
- status->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, STATUS_HEAL_DEFAULT);
if (diff >= 500)
sg->val1--;
}
@@ -12821,7 +12849,7 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
if (status->isimmune(bl))
heal = 0;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- status->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, STATUS_HEAL_DEFAULT);
}
break;
@@ -12911,10 +12939,11 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
clif->fixpos(bl);
}
sg->val2 = bl->id;
- } else
+ } else {
sec = 3000; //Couldn't trap it?
+ }
+
if( sg->unit_id == UNT_ANKLESNARE ) {
- clif->skillunit_update(&src->bl);
/**
* If you're snared from a trap that was invisible this makes the trap be
* visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
@@ -12938,7 +12967,7 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
}
- map->foreachinrange(skill->trap_splash, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
+ skill->trap_do_splash(&src->bl, sg->skill_id, sg->skill_lv, sg->bl_flag, tick);
sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
}
break;
@@ -12969,10 +12998,10 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
case UNT_FREEZINGTRAP:
case UNT_FIREPILLAR_ACTIVE:
case UNT_CLAYMORETRAP:
- if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP )
- map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick);
+ if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
+ skill->trap_do_splash(&src->bl, sg->skill_id, sg->skill_lv, sg->bl_flag | BL_SKILL | ~BCT_SELF, tick);
else
- map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+ skill->trap_do_splash(&src->bl, sg->skill_id, sg->skill_lv, sg->bl_flag, tick);
if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
sg->limit=DIFF_TICK32(tick,sg->tick)+1500 +
@@ -13032,7 +13061,7 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
if( tsc && tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- status->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, STATUS_HEAL_DEFAULT);
}
}
break;
@@ -13086,7 +13115,7 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
case 0: // Heal 1~9999 HP
heal = rnd() %9999+1;
clif->skill_nodamage(ss,bl,AL_HEAL,heal,1);
- status->heal(bl,heal,0,0);
+ status->heal(bl, heal, 0, STATUS_HEAL_DEFAULT);
break;
case 1: // End all negative status
status->change_clear_buffs(bl,2);
@@ -13203,9 +13232,7 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
case UNT_GROUNDDRIFT_POISON:
case UNT_GROUNDDRIFT_WATER:
case UNT_GROUNDDRIFT_FIRE:
- map->foreachinrange(skill->trap_splash,&src->bl,
- skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
- &src->bl,tick);
+ skill->trap_do_splash(&src->bl, sg->skill_id, sg->skill_lv, sg->bl_flag, tick);
sg->unit_id = UNT_USED_TRAPS;
//clif->changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
sg->limit=DIFF_TICK32(tick,sg->tick)+1500;
@@ -13233,7 +13260,7 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
}
hp = tstatus->max_hp * hp / 100;
sp = tstatus->max_sp * sp / 100;
- status->heal(bl, hp, sp, 2);
+ status->heal(bl, hp, sp, STATUS_HEAL_SHOWEFFECT);
sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
}
// Reveal hidden players every 5 seconds.
@@ -13266,7 +13293,7 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
case UNT_REVERBERATION:
clif->changetraplook(&src->bl,UNT_USED_TRAPS);
- map->foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
+ skill->trap_do_splash(&src->bl, sg->skill_id, sg->skill_lv, sg->bl_flag, tick);
sg->limit = DIFF_TICK32(tick,sg->tick)+1500;
sg->unit_id = UNT_USED_TRAPS;
break;
@@ -13355,7 +13382,7 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
if( tsc && tsc->data[SC_AKAITSUKI] && hp )
hp = ~hp + 1;
- status->heal(bl, hp, 0, 0);
+ status->heal(bl, hp, 0, STATUS_HEAL_DEFAULT);
sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
}
break;
@@ -13369,13 +13396,13 @@ static int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *b
int hp = tstatus->max_hp / 100; //+1% each 5s
if ((sg->val3) % 5) { //each 5s
if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) {
- status->heal(bl, hp, 0, 2);
+ status->heal(bl, hp, 0, STATUS_HEAL_SHOWEFFECT);
} else if( (sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
|| (sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
|| (sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
|| (sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
) {
- status->heal(bl, -hp, 0, 0);
+ status->heal(bl, -hp, 0, STATUS_HEAL_DEFAULT);
}
}
sg->val3++; //timer
@@ -13935,27 +13962,9 @@ static int skill_isammotype(struct map_session_data *sd, int skill_id)
**/
static bool skill_is_combo(int skill_id)
{
- switch( skill_id )
- {
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- case MO_EXTREMITYFIST:
- case TK_TURNKICK:
- case TK_STORMKICK:
- case TK_DOWNKICK:
- case TK_COUNTER:
- case TK_JUMPKICK:
- case HT_POWER:
- case GC_COUNTERSLASH:
- case GC_WEAPONCRUSH:
- case SR_FALLENEMPIRE:
- case SR_DRAGONCOMBO:
- case SR_TIGERCANNON:
- case SR_GATEOFHELL:
- return true;
- }
+ if (skill->get_inf2(skill_id) & INF2_IS_COMBO_SKILL)
+ return true;
+
return false;
}
@@ -14491,8 +14500,8 @@ static int skill_check_condition_castbegin(struct map_session_data *sd, uint16 s
**/
case AB_ANCILLA:
{
- int count = 0, i;
- for( i = 0; i < MAX_INVENTORY; i ++ )
+ int count = 0;
+ for (int i = 0; i < sd->status.inventorySize; i ++)
if (sd->status.inventory[i].nameid == ITEMID_ANSILA)
count += sd->status.inventory[i].amount;
if( count >= 3 ) {
@@ -14646,7 +14655,7 @@ static int skill_check_condition_castbegin(struct map_session_data *sd, uint16 s
if (map->foreachinrange(mob->count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB,
MOBID_EMPELIUM, MOBID_S_EMPEL_1, MOBID_S_EMPEL_2)) {
char output[128];
- sprintf(output, "You're too close to a stone or emperium to do this skill"); /* TODO official response? or message.conf it */
+ sprintf(output, "%s", msg_txt(883)); /* TODO official response */ // You are too close to a stone or emperium to do this skill
clif->messagecolor_self(sd->fd, COLOR_RED, output);
return 0;
}
@@ -15093,7 +15102,7 @@ static int skill_check_condition_castend(struct map_session_data *sd, uint16 ski
return 0;
} else if( sd->status.inventory[i].amount < require.ammo_qty ) {
char e_msg[100];
- sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
+ sprintf(e_msg, msg_txt(884), // Skill Failed. [%s] requires %dx %s.
skill->get_desc(skill_id),
require.ammo_qty,
itemdb_jname(sd->status.inventory[i].nameid));
@@ -16110,7 +16119,7 @@ static void skill_repairweapon(struct map_session_data *sd, int idx)
if (idx == 0xFFFF || idx == -1) // No item selected ('Cancel' clicked)
return;
- if( idx < 0 || idx >= MAX_INVENTORY )
+ if (idx < 0 || idx >= sd->status.inventorySize)
return; //Invalid index??
item = &target_sd->status.inventory[idx];
@@ -16158,7 +16167,7 @@ static void skill_identify(struct map_session_data *sd, int idx)
nullpo_retv(sd);
sd->state.workinprogress = 0;
- if(idx >= 0 && idx < MAX_INVENTORY) {
+ if (idx >= 0 && idx < sd->status.inventorySize) {
if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
flag=0;
sd->status.inventory[idx].identify=1;
@@ -16174,7 +16183,7 @@ static void skill_weaponrefine(struct map_session_data *sd, int idx)
{
nullpo_retv(sd);
- if (idx >= 0 && idx < MAX_INVENTORY) {
+ if (idx >= 0 && idx < sd->status.inventorySize) {
struct item *item;
struct item_data *ditem = sd->inventory_data[idx];
item = &sd->status.inventory[idx];
@@ -16202,7 +16211,7 @@ static void skill_weaponrefine(struct map_session_data *sd, int idx)
return;
}
- per = status->get_refine_chance(ditem->wlv, (int)item->refine, REFINE_CHANCE_TYPE_NORMAL) * 10;
+ per = refine->get_refine_chance(ditem->wlv, (int)item->refine, REFINE_CHANCE_TYPE_NORMAL) * 10;
// Aegis leaked formula. [malufett]
if (sd->status.class == JOB_MECHANIC_T)
@@ -16386,9 +16395,9 @@ static int skill_sit(struct map_session_data *sd, int type)
}
if( type ) {
- clif->sc_load(&sd->bl,sd->bl.id,SELF,SI_SIT,0,0,0);
+ clif->sc_load(&sd->bl, sd->bl.id, SELF, status->get_sc_icon(SC_SIT), 0, 0, 0);
} else {
- clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT);
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, status->get_sc_icon(SC_SIT));
}
if (!flag) return 0;
@@ -16630,10 +16639,10 @@ static int skill_detonator(struct block_list *bl, va_list ap)
case UNT_CLAYMORETRAP:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
- map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag|BL_SKILL|~BCT_SELF,bl,su->group->tick);
+ skill->trap_do_splash(bl, su->group->skill_id, su->group->skill_lv, su->group->bl_flag | BL_SKILL | ~BCT_SELF, su->group->tick);
break;
default:
- map->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag,bl,su->group->tick);
+ skill->trap_do_splash(bl, su->group->skill_id, su->group->skill_lv, su->group->bl_flag, su->group->tick);
}
clif->changetraplook(bl, UNT_USED_TRAPS);
su->group->limit = DIFF_TICK32(timer->gettick(),su->group->tick) +
@@ -16766,6 +16775,27 @@ static int skill_chastle_mob_changetarget(struct block_list *bl, va_list ap)
return 0;
}
+/**
+ * Does final adjustments (e.g. count enemies affected by splash) then runs trap splash function (skill_trap_splash).
+ *
+ * @param bl : trap skill unit's bl
+ * @param skill_id : Trap Skill ID
+ * @param skill_lv : Trap Skill Level
+ * @param bl_flag : Flag representing units affected by this trap
+ * @param tick : tick related to this trap
+ */
+static void skill_trap_do_splash(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int bl_flag, int64 tick)
+{
+ int enemy_count = 0;
+
+ if (skill->get_nk(skill_id) & NK_SPLASHSPLIT) {
+ enemy_count = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, bl, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count);
+ enemy_count = max(1, enemy_count); // Don't let enemy_count be 0 when spliting trap damage
+ }
+
+ map->foreachinrange(skill->trap_splash, bl, skill->get_splash(skill_id, skill_lv), bl_flag, bl, tick, enemy_count);
+}
+
/*==========================================
*
*------------------------------------------*/
@@ -16776,6 +16806,7 @@ static int skill_trap_splash(struct block_list *bl, va_list ap)
struct skill_unit *src_su = NULL;
struct skill_unit_group *sg;
struct block_list *ss;
+ int enemy_count = va_arg(ap, int);
nullpo_ret(bl);
nullpo_ret(src);
@@ -16870,7 +16901,7 @@ static int skill_trap_splash(struct block_list *bl, va_list ap)
}
/* Fall through */
default:
- skill->attack(skill->get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
+ skill->attack(skill->get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, enemy_count);
break;
}
return 1;
@@ -17051,6 +17082,14 @@ static struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx
su->val1=val1;
su->val2 = val2;
su->prev = 0;
+ su->visible = true;
+
+ if (skill->get_inf2(group->skill_id) & INF2_HIDDEN_TRAP
+ && ((battle_config.trap_visibility == 1 && map_flag_vs(group->map)) // invisible in PvP/GvG
+ || battle_config.trap_visibility == 2 // always invisible
+ )) {
+ su->visible = false;
+ }
idb_put(skill->unit_db, su->bl.id, su);
map->addiddb(&su->bl);
@@ -17585,7 +17624,7 @@ static int skill_unit_timer_sub(union DBKey key, struct DBData *data, va_list ap
break;
}
clif->changetraplook(bl,UNT_USED_TRAPS);
- map->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
+ skill->trap_do_splash(bl, group->skill_id, group->skill_lv, group->bl_flag, tick);
group->limit = DIFF_TICK32(tick,group->tick)+1500;
su->limit = DIFF_TICK32(tick,group->tick)+1500;
group->unit_id = UNT_USED_TRAPS;
@@ -17971,8 +18010,8 @@ static int skill_can_produce_mix(struct map_session_data *sd, int nameid, int tr
if (pc->search_inventory(sd,id) == INDEX_NOT_FOUND)
return 0;
} else {
- int x, y;
- for(y=0,x=0;y<MAX_INVENTORY;y++)
+ int x = 0;
+ for (int y = 0; y < sd->status.inventorySize; y++)
if( sd->status.inventory[y].nameid == id )
x+=sd->status.inventory[y].amount;
if(x<qty*skill->dbs->produce_db[i].mat_amount[j])
@@ -18043,7 +18082,7 @@ static int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int n
else temp_qty = 1;
if (data->stack.inventory) {
- for( i = 0; i < MAX_INVENTORY; i++ ) {
+ for (i = 0; i < sd->status.inventorySize; i++ ) {
if( sd->status.inventory[i].nameid == nameid ) {
if( sd->status.inventory[i].amount >= data->stack.amount ) {
#if PACKETVER >= 20090729
@@ -18851,7 +18890,7 @@ static int skill_elementalanalysis(struct map_session_data *sd, uint16 skill_lv,
del_amount -= (del_amount % 10);
add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
- if (idx < 0 || idx >= MAX_INVENTORY
+ if (idx < 0 || idx >= sd->status.inventorySize
|| (nameid = sd->status.inventory[idx].nameid) <= 0
|| del_amount < 0 || del_amount > sd->status.inventory[idx].amount) {
clif->skill_fail(sd, SO_EL_ANALYSIS, USESKILL_FAIL_LEVEL, 0, 0);
@@ -18922,7 +18961,7 @@ static int skill_changematerial(struct map_session_data *sd, const struct itemli
for (k = 0; k < VECTOR_LENGTH(*item_list); k++) {
const struct itemlist_entry *entry = &VECTOR_INDEX(*item_list, k);
int idx = entry->id;
- Assert_ret(idx >= 0 && idx < MAX_INVENTORY);
+ Assert_ret(idx >= 0 && idx < sd->status.inventorySize);
amount = entry->amount;
nameid = sd->status.inventory[idx].nameid;
if (nameid > 0 && sd->status.inventory[idx].identify == 0) {
@@ -18973,7 +19012,7 @@ static int skill_destroy_trap(struct block_list *bl, va_list ap)
case UNT_CLAYMORETRAP:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
- map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
+ skill->trap_do_splash(&su->bl, sg->skill_id, sg->skill_lv, sg->bl_flag | BL_SKILL | ~BCT_SELF, tick);
break;
case UNT_LANDMINE:
case UNT_BLASTMINE:
@@ -18982,7 +19021,7 @@ static int skill_destroy_trap(struct block_list *bl, va_list ap)
case UNT_FLASHER:
case UNT_FREEZINGTRAP:
case UNT_CLUSTERBOMB:
- map->foreachinrange(skill->trap_splash,&su->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
+ skill->trap_do_splash(&su->bl, sg->skill_id, sg->skill_lv, sg->bl_flag, tick);
break;
}
// Traps aren't recovered.
@@ -19719,23 +19758,23 @@ static int skill_get_elemental_type(uint16 skill_id, uint16 skill_lv)
static void skill_cooldown_save(struct map_session_data *sd)
{
int i;
- struct skill_cd* cd = NULL;
+ struct skill_cd *cd = NULL;
int64 now = 0;
- // always check to make sure the session properly exists
nullpo_retv(sd);
- if( !(cd = idb_get(skill->cd_db, sd->status.char_id)) ) {// no skill cooldown is associated with this character
+ if ((cd = idb_get(skill->cd_db, sd->status.char_id)) == NULL)
return;
- }
now = timer->gettick();
- // process each individual cooldown associated with the character
- for( i = 0; i < cd->cursor; i++ ) {
- cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started+cd->entry[i]->duration,now);
- if( cd->entry[i]->timer != INVALID_TIMER ) {
- timer->delete(cd->entry[i]->timer,skill->blockpc_end);
+ for (i = 0; i < cd->cursor; i++) {
+ if (battle_config.guild_skill_relog_delay == 1 && cd->entry[i]->skill_id > GD_SKILLBASE && cd->entry[i]->skill_id < GD_MAX)
+ continue;
+
+ cd->entry[i]->duration = DIFF_TICK32(cd->entry[i]->started + cd->entry[i]->duration, now);
+ if (cd->entry[i]->timer != INVALID_TIMER) {
+ timer->delete(cd->entry[i]->timer, skill->blockpc_end);
cd->entry[i]->timer = INVALID_TIMER;
}
}
@@ -20216,6 +20255,18 @@ static void skill_validate_skillinfo(struct config_setting_t *conf, struct s_ski
} else {
sk->inf2 &= ~INF2_ALLOW_REPRODUCE;
}
+ } else if (strcmpi(type, "HiddenTrap") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_HIDDEN_TRAP;
+ } else {
+ sk->inf2 &= ~INF2_HIDDEN_TRAP;
+ }
+ } else if (strcmpi(type, "IsCombo") == 0) {
+ if (on) {
+ sk->inf2 |= INF2_IS_COMBO_SKILL;
+ } else {
+ sk->inf2 &= ~INF2_IS_COMBO_SKILL;
+ }
} else if (strcmpi(type, "None") != 0) {
skilldb_invalid_error(type, config_setting_name(t), sk->nameid);
}
@@ -21046,7 +21097,7 @@ static bool skill_read_skilldb(const char *filename)
nullpo_retr(false, filename);
- sprintf(filepath,"db/%s",filename);
+ libconfig->format_db_path(filename, filepath, sizeof(filepath));
if (!libconfig->load_file(&skilldb, filepath)) {
return false; // Libconfig error report.
@@ -21578,6 +21629,7 @@ void skill_defaults(void)
skill->onskillusage = skill_onskillusage;
skill->cell_overlap = skill_cell_overlap;
skill->timerskill = skill_timerskill;
+ skill->trap_do_splash = skill_trap_do_splash;
skill->trap_splash = skill_trap_splash;
skill->check_condition_mercenary = skill_check_condition_mercenary;
skill->locate_element_field = skill_locate_element_field;