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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-07-27 23:52:18 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-07-27 23:52:18 +0000
commite929a6637d97216fa3b9066765a1d4da04707b6a (patch)
tree7b3aebd89c21f10c51f952351dc71562f08aef4e /src/map/skill.c
parent4adb9de072ca4dfe82b735325635f1433bf24ce0 (diff)
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- Added config setting party_update_interval so you can specify how often the party-mate minidots should be updated (defaults to 1 sec).
- Removed a bunch of broken comments in skill.c git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7929 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c175
1 files changed, 75 insertions, 100 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 266e1201c..9463e242d 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -633,16 +633,9 @@ static const int diry[8]={1,1,0,-1,-1,-1,0,1};
static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
-/* スキルデータベース */
struct skill_db skill_db[MAX_SKILL_DB];
-
-/* アイテム作成データベース */
struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
-
-/* 矢作成スキルデータベース */
struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
-
-/* アブラカダブラ発動スキルデータベース */
struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
// macros to check for out of bounds errors [celest]
@@ -721,7 +714,6 @@ int skill_tree_get_max(int id, int b_class){
return skill_get_max (id);
}
-/* プロトタイプ */
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int status_change_timer_sub(struct block_list *bl, va_list ap);
@@ -969,7 +961,6 @@ int skillnotok_hom (int skillid, struct homun_data *hd)
return (map[hd->bl.m].flag.noskill);
}
-/* スキルユニットの配置情報を返す */
struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;
@@ -997,7 +988,7 @@ struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struc
}
/*==========================================
- * スキル追加効果
+ *
*------------------------------------------
*/
int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
@@ -1111,7 +1102,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
}
break;
- case SM_BASH: /* バッシュ(急所攻撃) */
+ case SM_BASH:
if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
//TODO: How much % per base level it actually is?
sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
@@ -1122,15 +1113,15 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case AS_VENOMKNIFE:
if (sd) //Poison chance must be that of Envenom. [Skotlex]
skilllv = pc_checkskill(sd, TF_POISON);
- case TF_POISON: /* インベナム */
- case AS_SPLASHER: /* ベナムスプラッシャー */
+ case TF_POISON:
+ case AS_SPLASHER:
if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
&& sd && skillid==TF_POISON
)
clif_skill_fail(sd,skillid,0,0);
break;
- case AS_SONICBLOW: /* ソニックブロー */
+ case AS_SONICBLOW:
sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1160,15 +1151,15 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
- case HT_FREEZINGTRAP: /* フリージングトラップ */
+ case HT_FREEZINGTRAP:
sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
break;
- case HT_FLASHER: /* フラッシャー */
+ case HT_FLASHER:
sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
break;
- case HT_LANDMINE: /* ランドマイン */
+ case HT_LANDMINE:
sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1176,30 +1167,28 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
status_percent_damage(src, bl, 0, 15*skilllv+5);
break;
- case HT_SANDMAN: /* サンドマン */
+ case HT_SANDMAN:
sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
break;
- case TF_SPRINKLESAND: /* 砂まき */
+ case TF_SPRINKLESAND:
sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
break;
- case TF_THROWSTONE: /* 石投げ */
+ case TF_THROWSTONE:
sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
break;
case NPC_DARKCROSS:
- case CR_HOLYCROSS: /* ホーリークロス */
+ case CR_HOLYCROSS:
sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
- case CR_GRANDCROSS: /* グランドクロス */
- case NPC_GRANDDARKNESS: /*闇グランドクロス*/
- {
- if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
- sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
- }
+ case CR_GRANDCROSS:
+ case NPC_GRANDDARKNESS:
+ if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
+ sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
break;
case AM_ACIDTERROR:
@@ -1212,7 +1201,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
break;
- case CR_SHIELDCHARGE: /* シールドチャージ */
+ case CR_SHIELDCHARGE:
sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1220,7 +1209,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
status_percent_damage(src, bl, 0, 15+5*skilllv);
break;
- case RG_RAID: /* サプライズアタック */
+ case RG_RAID:
sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1233,7 +1222,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
- case BD_LULLABY: /* 子守唄 */
+ case BD_LULLABY:
sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1248,7 +1237,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
break;
- /* MOBの追加効果付きスキル */
case NPC_PETRIFYATTACK:
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
@@ -1284,11 +1272,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
break;
- case ST_REJECTSWORD: /* フリージングトラップ */
+ case ST_REJECTSWORD:
sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
break;
- case PF_FOGWALL: /* ホーリークロス */
+ case PF_FOGWALL:
if (src != bl && tsc->data[SC_DELUGE].timer == -1)
status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
break;
@@ -1298,12 +1286,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
break;
- case LK_JOINTBEAT: /* ジョイントビート */
- //条件が良く分からないので適当に
+ case LK_JOINTBEAT:
sc_start(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
break;
- case ASC_METEORASSAULT: /* メテオアサルト */
+ case ASC_METEORASSAULT:
//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
switch(rand()%3) {
case 0:
@@ -1317,8 +1304,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
}
break;
- case HW_NAPALMVULCAN: /* ナパルムバルカン */
- // skilllv*5%の確率で呪い
+ case HW_NAPALMVULCAN:
sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1361,7 +1347,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if(attack_type == BF_MISC) //70% base stun chance...
sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
break;
- //Until they're at right position - gs_statuschange- [Vicious]
case GS_BULLSEYE: //0.1% coma rate.
status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
break;
@@ -1510,8 +1495,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
break;
- case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
- //阿修羅を使うと5分間自然回復しないようになる
+ case MO_EXTREMITYFIST:
sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
break;
}
@@ -1769,13 +1753,13 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
/*
* =========================================================================
- * スキル攻撃効果処理まとめ
- * flagの説明。16進図
+ * XL?U????܂Ƃ
+ * flag??B16?i?
* 00XRTTff
- * ff = magicで計算に渡される)
- * TT = パケットのtype部分(0でデフォルト)
- * X = パケットのスキルLv
- * R = 予約(skill_area_subで使用する)
+ * ff = magicŌvZɓn?j
+ * TT = pPbgtype(0ŃftHg?j
+ * X = pPbg̃XLLv
+ * R = \?iskill_area_subŎgp?j
*-------------------------------------------------------------------------
*/
@@ -1811,7 +1795,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sstatus = status_get_status_data(dsrc);
tstatus = status_get_status_data(bl);
// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
- if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない
+ if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
return 0;
type=-1;
@@ -1886,9 +1870,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
&& skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
dmg.blewcount = 0;
- if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
- if(battle_config.gx_disptype) dsrc = src; // 敵ダメージ白文字表示
- if(src == bl) type = 4; // 反動はダメージモーションなし
+ if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
+ if(battle_config.gx_disptype) dsrc = src;
+ if(src == bl) type = 4;
}
if(sd) {
@@ -2055,7 +2039,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
{
- //既に盗んでいるスキルがあれば該当スキルを消す
if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
tsd->status.skill[tsd->cloneskill_id].id = 0;
tsd->status.skill[tsd->cloneskill_id].lv = 0;
@@ -2133,19 +2116,19 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
map_freeblock_unlock();
- return damage; /* 与ダメを返す */
+ return damage;
}
/*==========================================
- * スキル範囲攻撃用(map_foreachinareaから呼ばれる)
- * flagについて:16進図を確認
+ * XL??U?p(map_foreachinareaĂ΂)
+ * flagɂ‚?F16?i?mF
* MSB <- 00fTffff ->LSB
- * T =ターゲット選択用(BCT_*)
- * ffff=自由に使用可能
- * 0 =予約。0に固定
+ * T =^?QbgI?p(BCT_*)
+ * ffff=RɎgp”\
+ * 0 =\?B0ɌŒ
*------------------------------------------
*/
-static int skill_area_temp[8]; /* 一時変数。必要なら使う。 */
+static int skill_area_temp[8];
static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
@@ -2159,7 +2142,7 @@ int skill_area_sub (struct block_list *bl, va_list ap)
nullpo_retr(0, bl);
nullpo_retr(0, ap);
- src=va_arg(ap,struct block_list *); //ここではsrcの値を参照していないのでNULLチェックはしない
+ src=va_arg(ap,struct block_list *);
skill_id=va_arg(ap,int);
skill_lv=va_arg(ap,int);
tick=va_arg(ap,unsigned int);
@@ -2421,9 +2404,8 @@ static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv,
}
/*=========================================================================
- * 範囲スキル使用処理小分けここから
+ *
*/
-/* 対象の数をカウントする。(skill_area_temp[0]を初期化しておくこと) */
int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
{
if(skill_area_temp[0] < 0xffff)
@@ -2498,8 +2480,8 @@ static int skill_timerskill (int tid, unsigned int tick, int id, int data)
unit_warp(target, -1, x, y, 3);
}
break;
- case BA_FROSTJOKE: /* 寒いジョーク */
- case DC_SCREAM: /* スクリーム */
+ case BA_FROSTJOKE:
+ case DC_SCREAM:
range= skill_get_splash(skl->skill_id, skl->skill_lv);
map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
@@ -2606,8 +2588,8 @@ static int skill_reveal_trap (struct block_list *bl, va_list ap)
}
/*==========================================
- * スキル使用(詠唱完了、ID指定攻撃系)
- * (スパゲッティに向けて1歩前進!(ダメポ))
+ *
+ *
*------------------------------------------
*/
int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
@@ -2651,52 +2633,45 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
switch(skillid)
{
- /* 武器攻撃系スキル */
- case SM_BASH: /* バッシュ */
- case MC_MAMMONITE: /* メマーナイト */
+ case SM_BASH:
+ case MC_MAMMONITE:
case TF_DOUBLE:
- case AC_DOUBLE: /* ダブルストレイフィング */
- case AS_SONICBLOW: /* ソニックブロー */
- case KN_PIERCE: /* ピアース */
- case KN_SPEARBOOMERANG: /* スピアブーメラン */
- case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
- case TF_POISON: /* インベナム */
- case TF_SPRINKLESAND: /* 砂まき */
- case AC_CHARGEARROW: /* チャージアロー */
- case RG_RAID: /* サプライズアタック */
- case RG_INTIMIDATE: /* インティミデイト */
- case AM_ACIDTERROR: /* アシッドテラー */
- case BA_MUSICALSTRIKE: /* ミュージカルストライク */
- case DC_THROWARROW: /* 矢撃ち */
- case BA_DISSONANCE: /* 不協和音 */
- case CR_HOLYCROSS: /* ホーリークロス */
+ case AC_DOUBLE:
+ case AS_SONICBLOW:
+ case KN_PIERCE:
+ case KN_SPEARBOOMERANG:
+ case KN_BRANDISHSPEAR:
+ case TF_POISON:
+ case TF_SPRINKLESAND:
+ case AC_CHARGEARROW:
+ case RG_RAID:
+ case RG_INTIMIDATE:
+ case AM_ACIDTERROR:
+ case BA_MUSICALSTRIKE:
+ case DC_THROWARROW:
+ case BA_DISSONANCE:
+ case CR_HOLYCROSS:
case NPC_DARKCROSS:
case CR_SHIELDCHARGE:
case CR_SHIELDBOOMERANG:
- /* 以下MOB専用 */
- /* 単体攻撃、SP減少攻撃、遠距離攻撃、防御無視攻撃、多段攻撃 */
case NPC_PIERCINGATT:
case NPC_MENTALBREAKER:
case NPC_RANGEATTACK:
case NPC_CRITICALSLASH:
case NPC_COMBOATTACK:
- /* 必中攻撃、毒攻撃、暗黒攻撃、沈黙攻撃、スタン攻撃 */
case NPC_GUIDEDATTACK:
case NPC_POISON:
case NPC_BLINDATTACK:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
- /* 石化攻撃、呪い攻撃、睡眠攻撃、ランダムATK攻撃 */
case NPC_PETRIFYATTACK:
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case NPC_RANDOMATTACK:
- /* 水属性攻撃、地属性攻撃、火属性攻撃、風属性攻撃 */
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
- /* 毒属性攻撃、聖属性攻撃、闇属性攻撃、念属性攻撃、SP減少攻撃 */
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
@@ -2706,19 +2681,19 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case NPC_BREAKWEAPON:
case NPC_BREAKHELM:
case NPC_BREAKSHIELD:
- case LK_AURABLADE: /* オーラブレード */
- case LK_SPIRALPIERCE: /* スパイラルピアース */
- case LK_HEADCRUSH: /* ヘッドクラッシュ */
- case LK_JOINTBEAT: /* ジョイントビート */
- case CG_ARROWVULCAN: /* アローバルカン */
- case HW_MAGICCRASHER: /* マジッククラッシャー */
- case ASC_METEORASSAULT: /* メテオアサルト */
+ case LK_AURABLADE:
+ case LK_SPIRALPIERCE:
+ case LK_HEADCRUSH:
+ case LK_JOINTBEAT:
+ case CG_ARROWVULCAN:
+ case HW_MAGICCRASHER:
+ case ASC_METEORASSAULT:
case ITM_TOMAHAWK:
case MO_TRIPLEATTACK:
- case CH_CHAINCRUSH: /* 連柱崩撃 */
- case CH_TIGERFIST: /* 伏虎拳 */
+ case CH_CHAINCRUSH:
+ case CH_TIGERFIST:
case PA_SHIELDCHAIN: // Shield Chain
- case PA_SACRIFICE: /* サクリファイス */
+ case PA_SACRIFICE:
case WS_CARTTERMINATION: // Cart Termination
case AS_VENOMKNIFE:
case HT_PHANTASMIC: