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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-03-30 15:50:54 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-03-30 15:50:54 +0000 |
commit | c09b285a4ed34188ae0f4d13a9f235352e12009e (patch) | |
tree | 736189f0c9b04fd6b0f76ba2783d0ffee0a430ad /src/map/skill.c | |
parent | b463207e4730edf3877b57577e8ac91decaca5c8 (diff) | |
download | hercules-c09b285a4ed34188ae0f4d13a9f235352e12009e.tar.gz hercules-c09b285a4ed34188ae0f4d13a9f235352e12009e.tar.bz2 hercules-c09b285a4ed34188ae0f4d13a9f235352e12009e.tar.xz hercules-c09b285a4ed34188ae0f4d13a9f235352e12009e.zip |
- the auth function in login.c won't jstrescapecpy passwords that were encrypted.
- Moved the Endure and Gravitation sc ends to battle_damage from pc_damage.
- Endure level 11 and above are now considered infinite-endure.
- Set the minimum pet hungry delay to 10
- modified function skill_delayfix to only receive skill/lv, actual time is now always acquired from skill_get_delay. It also now will never return a value below min_skill_delay_limit.
- Modified brandish spear so you won't see the skill-animation for every targetted mob. Also cleaned it up to use map_foreachincell calls.
- splitted skill_cast_fix into skill_cast_fix and skill_cast_fix_sc, the first does cast adjustments based on dex and server settings, the later only based on sc changes. Mobs use the later while everyone else use the former (which invokes the later when appropiate)
- Added the Steel Body icon to auto-berserk.
- Now you can't cast auto-counter while the previous one is active.
- For the duration of Berserk, infinite-endure is activated.
- Added Veider's suggestion to do a hack-report when players request the name of an invisible/cloaked character.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5813 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 159 |
1 files changed, 77 insertions, 82 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index dbeee7879..6ccb90b2e 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1779,7 +1779,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
tsd->status.sp += sp;
clif_heal(tsd->fd,SP_SP,sp); //SP回復エフェクトの表示
- tsd->ud.canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1, skill_get_delay(SA_MAGICROD, sc->data[SC_MAGICROD].val1));
+ tsd->ud.canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
}
clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示
}
@@ -1911,6 +1911,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds switch(skillid){
//Skills who's damage should't show any skill-animation.
case SM_MAGNUM:
+ case KN_BRANDISHSPEAR:
case AS_SPLASHER:
case ASC_METEORASSAULT:
case SG_SUN_WARM:
@@ -3978,11 +3979,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in ar=skilllv/3;
skill_brandishspear_first(&tc,dir,x,y);
skill_brandishspear_dir(&tc,dir,4);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
/* 範?C */
if(skilllv == 10){
for(c=1;c<4;c++){
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
+ map_foreachincell(skill_area_sub,
+ bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
skill_castend_damage_id);
}
@@ -3998,8 +4000,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if(skilllv > 3){
for(c=0;c<5;c++){
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
+ map_foreachincell(skill_area_sub,
+ bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
skill_castend_damage_id);
if(skilllv > 6 && n==3 && c==4){
@@ -4011,8 +4013,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in /* 範?@ */
for(c=0;c<10;c++){
if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
- map_foreachinarea(skill_area_sub,
- bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],BL_CHAR,
+ map_foreachincell(skill_area_sub,
+ bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
@@ -5723,7 +5725,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data ) if (ud->skillid == SA_MAGICROD)
ud->canact_tick = tick;
else
- ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv, skill_get_delay(ud->skillid, ud->skilllv));
+ ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
unit_set_walkdelay(src, tick, skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
if(battle_config.skill_log && battle_config.skill_log&src->type)
@@ -5831,7 +5833,7 @@ int skill_castend_pos( int tid, unsigned int tick, int id,int data ) ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
unit_stop_walking(src,0);
- ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv, skill_get_delay(ud->skillid, ud->skilllv));
+ ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
unit_set_walkdelay(src, tick, skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
@@ -8264,105 +8266,97 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ * 詠?・時間計算
*------------------------------------------
*/
-int skill_castfix( struct block_list *bl, int skill_id, int skill_lv, int time)
+int skill_castfix( struct block_list *bl, int skill_id, int skill_lv)
{
struct status_change *sc;
int castnodex = skill_get_castnodex(skill_id, skill_lv);
-
+ int time = skill_get_cast(skill_id, skill_lv);
+ struct map_session_data *sd;
+
nullpo_retr(0, bl);
+ BL_CAST(BL_PC, bl, sd);
+
+ // calculate base cast time (reduced by dex)
+ if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
+ int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
+ if (scale > 0) // not instant cast
+ time = time * scale / battle_config.castrate_dex_scale;
+ else return 0; // instant cast
+ }
- if (bl->type == BL_PC){
- struct map_session_data *sd = (struct map_session_data*)bl;
- nullpo_retr(0, sd);
+ // calculate cast time reduced by card bonuses
+ if (sd && sd->castrate != 100)
+ time = time * sd->castrate / 100;
- // calculate base cast time (reduced by dex)
- if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale > 0) // not instant cast
- time = time * scale / battle_config.castrate_dex_scale;
- else return 0; // instant cast
- }
+ // config cast time multiplier
+ if (battle_config.cast_rate != 100)
+ time = time * battle_config.cast_rate / 100;
- // config cast time multiplier
- if (battle_config.cast_rate != 100)
- time = time * battle_config.cast_rate / 100;
+ // calculate cast time reduced by skill bonuses
+ if (!(castnodex&2))
+ time = skill_castfix_sc(bl, time);
- // calculate cast time reduced by card bonuses
- if (sd->castrate != 100)
- time -= time * (100 - sd->castrate) / 100;
- } else if (bl->type == BL_PET) { //Skotlex: Simple scaling
- if (!(castnodex&1)) {
- int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if (scale > 0) // not instant cast
- time = time * scale / battle_config.castrate_dex_scale;
- else return 0; // instant cast
- }
- if (battle_config.cast_rate != 100)
- time = time * battle_config.cast_rate / 100;
- }
+ // return final cast time
+ return (time > 0) ? time : 0;
+}
- if (!(castnodex&2))
- { // calculate cast time reduced by skill bonuses
- sc = status_get_sc(bl);
- /* サフラギウム */
- if (sc && sc->count) {
- if (sc->data[SC_SUFFRAGIUM].timer != -1) {
- time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
- status_change_end(bl, SC_SUFFRAGIUM, -1);
- }
- /* ブラギの? */
- if (sc->data[SC_POEMBRAGI].timer != -1)
- time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
+/*==========================================
+ * Does cast-time reductions based on sc data.
+ *------------------------------------------
+ */
+int skill_castfix_sc(struct block_list *bl, int time)
+{
+ struct status_change *sc = status_get_sc(bl);
+
+ if (time <= 0) return 0;
+
+ if (sc && sc->count) {
+ if (sc->data[SC_SUFFRAGIUM].timer != -1) {
+ time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
+ status_change_end(bl, SC_SUFFRAGIUM, -1);
}
+ if (sc->data[SC_POEMBRAGI].timer != -1)
+ time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
}
- // return final cast time
return (time > 0) ? time : 0;
}
+
/*==========================================
* ディレイ計算
*------------------------------------------
*/
-int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv, int time )
+int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
{
- struct status_change *sc;
int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
-
+ int time = skill_get_delay(skill_id, skill_lv);
+
nullpo_retr(0, bl);
- if (bl->type == BL_PC){
- struct map_session_data *sd = (struct map_session_data*)bl;
- nullpo_retr(0, sd);
-
- // instant cast attack skills depend on aspd as delay [celest]
- if (time == 0) {
- if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
- time = status_get_amotion(bl); //Use attack animation as default delay.
- else
- time = 300; // default delay, according to official servers
- } else if (time < 0)
- time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
-
- if (battle_config.delay_dependon_dex && !(delaynodex&1))
- { // if skill casttime 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
- time = 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 && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
+ time = status_get_amotion(bl); //Use attack animation as default delay.
+ else
+ time = 300; // default delay, according to official servers
+ } else if (time < 0)
+ time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
- if (battle_config.delay_rate != 100)
- time = time * battle_config.delay_rate / 100;
+ if (battle_config.delay_dependon_dex && !(delaynodex&1))
+ { // if skill casttime 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;
+ }
- if (sd->delayrate != 100)
- time = time * sd->delayrate / 100;
+ if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
+ time = time * ((TBL_PC*)bl)->delayrate / 100;
- if (time < battle_config.min_skill_delay_limit) // check minimum skill delay
- time = battle_config.min_skill_delay_limit;
- }
+ if (battle_config.delay_rate != 100)
+ time = time * battle_config.delay_rate / 100;
if (!(delaynodex&2))
{ /* ブラギの? */
+ struct status_change *sc;
sc= status_get_sc(bl);
if (sc && sc->count) {
if (sc->data[SC_POEMBRAGI].timer != -1)
@@ -8381,7 +8375,8 @@ int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv, int time }
}
- return (time > 0) ? time : 0;
+ return (time < battle_config.min_skill_delay_limit)?
+ battle_config.min_skill_delay_limit:time;
}
/*=========================================
|