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author | rud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-07-01 17:27:37 +0000 |
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committer | rud0lp20 <rud0lp20@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-07-01 17:27:37 +0000 |
commit | 9755833db59badc0e1c890646db6dcc504a654a4 (patch) | |
tree | 109f0d1580fd8cbf6e2afb3ff1336de09aea0e25 /src/map/skill.c | |
parent | bff5eb4080d3f376c13956ccfc9fe77a268656b9 (diff) | |
download | hercules-9755833db59badc0e1c890646db6dcc504a654a4.tar.gz hercules-9755833db59badc0e1c890646db6dcc504a654a4.tar.bz2 hercules-9755833db59badc0e1c890646db6dcc504a654a4.tar.xz hercules-9755833db59badc0e1c890646db6dcc504a654a4.zip |
Fixed bugreport:5788 WL_READING_SB should now work like official behavior(save preserved spell on relog, proper skill fail message, maximum number of spell that a char can hold)
Fixed bugreport:5657 WL_EARTHSTRAIN should now work like official behavior(total number of range [15x4+lv], layout when casted, interval)
Updated WL_IMPRISON duration, rate and proper skill fail message.
Special thanks to Yommy and his amazing tool...
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16365 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 211 |
1 files changed, 101 insertions, 110 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 8854cf2cc..a5e671c76 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -97,7 +97,7 @@ bool skill_reproduce_db[MAX_SKILL_DB]; struct s_skill_spellbook_db { int nameid; int skillid; - int points; + int point; }; struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB]; @@ -482,8 +482,10 @@ int skillnotok (int skillid, struct map_session_data *sd) return 1; } - if (sd->blockskill[i] > 0) + if (sd->blockskill[i] > 0){ + clif_skill_fail(sd, skillid, USESKILL_FAIL_SKILLINTERVAL, 0); return 1; + } /** * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map @@ -4104,50 +4106,47 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int { int i; // Priority is to release SpellBook - ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid != 0); - if( i < MAX_SPELLBOOK ) + if( sc && sc->data[SC_READING_SB] ) { // SpellBook - int rsb_skillid, rsb_skilllv; - - if( skilllv > 1 ) - { - ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid == 0); - i--; // At skilllvl 2, Release uses the last learned skill in spellbook - } - - rsb_skillid = sd->rsb[i].skillid; - rsb_skilllv = sd->rsb[i].level; - - if( sc && sc->data[SC_READING_SB] && sc->data[SC_READING_SB]->val2 > 0 ) - sc->data[SC_READING_SB]->val2 -= sd->rsb[i].points; - - if( skilllv > 1 ) - sd->rsb[i].skillid = 0; // Last position - only remove it from list - else - memmove(&sd->rsb[0],&sd->rsb[1],sizeof(sd->rsb) - sizeof(sd->rsb[0])); + int skill_id, skill_lv, point, s = 0; + int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1]; + + for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released + if( sc->data[i] ) spell[s++] = i; + + i = spell[s==1?0:rand()%s];// Random select of spell to be released. + if( s && sc->data[i] ){// Now extract the data from the preserved spell + skill_id = sc->data[i]->val1; + skill_lv = sc->data[i]->val2; + point = sc->data[i]->val3; + status_change_end(src, (sc_type)i, INVALID_TIMER); + }else //something went wrong :( + break; - if( sd->rsb[0].skillid == 0 ) + if( sc->data[SC_READING_SB]->val2 > point ) + sc->data[SC_READING_SB]->val2 -= point; + else // Last spell to be released status_change_end(src, SC_READING_SB, INVALID_TIMER); - clif_skill_nodamage(src,bl,skillid,skilllv,1); - if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) ) + clif_skill_nodamage(src, bl, skillid, skilllv, 1); + if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) ) break; - switch( skill_get_casttype(rsb_skillid) ) + switch( skill_get_casttype(skill_id) ) { case CAST_GROUND: - skill_castend_pos2(src,bl->x,bl->y,rsb_skillid,rsb_skilllv,tick,0); + skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0); break; case CAST_NODAMAGE: - skill_castend_nodamage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0); + skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0); break; case CAST_DAMAGE: - skill_castend_damage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0); + skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0); break; } - sd->ud.canact_tick = tick + skill_delayfix(src, rsb_skillid, rsb_skilllv); - clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, rsb_skillid, rsb_skilllv), 0, 0, 0); + sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv); + clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0); } else { // Summon Balls @@ -4166,7 +4165,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int if( j == 0 ) { // No Spheres - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0); break; } @@ -7600,16 +7599,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in break; case WL_WHITEIMPRISON: - if( !(tsc && tsc->data[type]) && (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses. + if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses. { - int rate = 50 + 3 * skilllv + ( sd? sd->status.job_level : 50 ) / 4; - i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?skill_get_time2(skillid,skilllv):skill_get_time(skillid, skilllv)); - clif_skill_nodamage(src,bl,skillid,skilllv,i); + int rate = ( sd? sd->status.job_level : 50 ) / 4; + + if(src == bl ) rate = 100; // Success Chance: On self, 100% + else if(bl->type == BL_PC) rate += 20 + 10 * skilllv; // On Players, (20 + 10 * Skill Level) % + else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) % + + if( !(tsc && tsc->data[type]) ){ + i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv)); + clif_skill_nodamage(src,bl,skillid,skilllv,i); + } + if( sd && i ) skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success - } - else if( sd ) - clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + else if(sd) + clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0); + }else if( sd ) + clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0); break; case WL_FROSTMISTY: @@ -7711,25 +7719,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case WL_READING_SB: if( sd ) { - int i, preserved = 0, max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + sstatus->int_ / 10 + sd->status.base_level / 10; - ARR_FIND(0, MAX_SPELLBOOK, i, sd->rsb[i].skillid == 0); // Search for a Free Slot - if( i == MAX_SPELLBOOK ) - { - clif_skill_fail(sd,skillid,USESKILL_FAIL_SKILLINTERVAL,0); - break; - } - for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ ) - preserved += sd->rsb[i].points; + struct status_change *sc = status_get_sc(bl); + int i, max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + sstatus->int_ / 10 + sd->status.base_level / 10; - if( preserved >= max_preserve ) - { - clif_skill_fail(sd,skillid,USESKILL_FAIL_SKILLINTERVAL,0); + for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break; + if( i == SC_MAXSPELLBOOK ) + { + clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); break; } - sc_start(bl,SC_STOP,100,skilllv,-1); //Can't move while selecting a spellbook. + sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook. clif_spellbook_list(sd); - clif_skill_nodamage(src,bl,skillid,skilllv,1); + clif_skill_nodamage(src, bl, skillid, skilllv, 1); } break; /** @@ -9590,20 +9592,19 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk case WL_EARTHSTRAIN: { int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y); - int sx = x, sy = y; + int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting - for( i = 0; i < wave; i++ ) + for( i = 1; i <= wave; i++ ) { - switch( dir ) - { - case 0: case 1: case 7: sy = src->y + i; break; - case 3: case 4: case 5: sy = src->y - i; break; - case 2: sx = src->x - i; break; - case 6: sx = src->x + i; break; + switch( dir ){ + case 0: case 1: case 7: sy = y + i; break; + case 3: case 4: case 5: sy = y - i; break; + case 2: sx = x - i; break; + case 6: sx = x + i; break; } - skill_addtimerskill(src,gettick() + (200 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Temp code until animation is replaced. [Rytech] - //skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Official steping timer, but disabled due to too much noise. + skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); } + if(sd) skill_blockpc_start(sd, skillid, skill_get_cooldown(skillid, skilllv)); } break; /** @@ -15738,57 +15739,52 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) { // Warlock Spellbooks. [LimitLine/3CeAM] int skill_spellbook (struct map_session_data *sd, int nameid) { - int i, j, points, skillid, preserved = 0, max_preserve; - nullpo_ret(sd); + int i, max_preserve, skill_id, point; + struct status_change *sc; - if( sd->sc.data[SC_STOP] ) status_change_end(&sd->bl,SC_STOP,INVALID_TIMER); - if( nameid <= 0 ) return 0; + nullpo_ret(sd); - if( pc_search_inventory(sd,nameid) < 0 ) - { // User with no item on inventory - clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SKILLINTERVAL,0); - return 0; - } + sc = status_get_sc(&sd->bl); + status_change_end(&sd->bl, SC_STOP, INVALID_TIMER); - ARR_FIND(0,MAX_SPELLBOOK,j,sd->rsb[j].skillid == 0); // Search for a free slot - if( j == MAX_SPELLBOOK ) - { // No more free slots - clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT,0); + for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break; + if( i > SC_MAXSPELLBOOK ) + { + clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0); return 0; } ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item - if( i == MAX_SKILL_SPELLBOOK_DB ) - { // Fake nameid - clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SKILLINTERVAL,0); - return 0; - } + if( i == MAX_SKILL_SPELLBOOK_DB ) return 0; - skillid = skill_spellbook_db[i].skillid; - points = skill_spellbook_db[i].points; - - if( !pc_checkskill(sd,skillid) ) + if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skillid)) ) { // User don't know the skill - sc_start(&sd->bl,SC_SLEEP,100,1,skill_get_time(WL_READING_SB,pc_checkskill(sd,WL_READING_SB))); - clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP,0); + sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB))); + clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); return 0; } - max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10; - for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ ) - preserved += sd->rsb[i].points; + max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10; + point = skill_spellbook_db[i].point; - if( preserved + points >= max_preserve ) - { // No more free points - clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SKILLINTERVAL,0); - return 0; + if( sc && sc->data[SC_READING_SB] ){ + if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) + { + clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0); + return 0; + } + for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] + if( !sc->data[i] ){ + sc->data[SC_READING_SB]->val2 += point; // increase points + sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); + break; + } + } + }else{ + sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); + sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER); } - sd->rsb[j].skillid = skillid; - sd->rsb[j].level = pc_checkskill(sd,skillid); - sd->rsb[j].points = points; - sc_start2(&sd->bl,SC_READING_SB,100,0,preserved+points,-1); - return 1; } int skill_select_menu(struct map_session_data *sd,int flag,int skill_id) { @@ -16435,16 +16431,13 @@ void skill_init_unit_layout (void) earthstrain_unit_pos = pos; for( i = 0; i < 8; i++ ) { // For each Direction - skill_unit_layout[pos].count = 3; // Temp code being used as the official method makes too much noise in game. [Rytech] - //skill_unit_layout[pos].count = 15; // This line is here to replace the above one once gravity changes the animation. + skill_unit_layout[pos].count = 15; switch( i ) { case 0: case 1: case 3: case 4: case 5: case 7: { - int dx[] = {-5, 0, 5}; - int dy[] = { 0, 0, 0}; - //int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; // Leave this here for future use. - //int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; + int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; + int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } @@ -16452,10 +16445,8 @@ void skill_init_unit_layout (void) case 2: case 6: { - int dx[] = { 0, 0, 0}; - int dy[] = {-5, 0, 5}; - //int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; // Leave this here for future use. - //int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; + int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; + int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy)); } @@ -16847,7 +16838,7 @@ static bool skill_parse_row_spellbookdb(char* split[], int columns, int current) else { skill_spellbook_db[current].skillid = skillid; - skill_spellbook_db[current].points = points; + skill_spellbook_db[current].point = points; skill_spellbook_db[current].nameid = nameid; return true; |