diff options
-rw-r--r-- | Changelog-Trunk.txt | 4 | ||||
-rw-r--r-- | src/map/battle.c | 2 | ||||
-rw-r--r-- | src/map/skill.c | 78 | ||||
-rw-r--r-- | src/map/skill.h | 4 |
4 files changed, 45 insertions, 43 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 68c8cb504..d3b1252ed 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/08/22
+ * Some more work on the splash skill code. Now splash-damaged enemies
+ should show no animation at all, just the damage-number, while only the
+ targetted character should still display the full skill animation.
+ [Skotlex]
* Modified the homun-txt file-save format to separate the name from the
rest of fields with tabs (like character saving does), this may fix homun
save/loading when using non-latin characters on the name, but be warned
diff --git a/src/map/battle.c b/src/map/battle.c index facdd6169..d613b925b 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -3059,7 +3059,7 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target, tsc->data[SC_POISONREACT].val2 = 0; skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0); } else { - skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag); + skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, 0); --tsc->data[SC_POISONREACT].val2; } if (tsc->data[SC_POISONREACT].val2 <= 0) diff --git a/src/map/skill.c b/src/map/skill.c index 9ab0bbb95..bc8408669 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1051,7 +1051,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && rand()%1000 <= sstatus->luk*10/3+1 ) { int lv=(sd->status.job_level+9)/10; - skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xF000); + skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,SD_LEVEL); } // Gank if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW && @@ -1793,12 +1793,12 @@ int skill_blown (struct block_list *src, struct block_list *target, int count) * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL * bl is the target to be attacked. * flag can hold a bunch of information: - * flag&0xFF is passed to the underlying battle_calc_attack for processing + * flag&0xFFF is passed to the underlying battle_calc_attack for processing * (usually holds number of targets, or just 1 for simple splash attacks) - * flag&0xF00 can hold a custom type to be used on the skill packet. - * (otherwise skill_get_hit is used) - * flag&0xF000 can be used to signal, this skill should be sent with skilllv -1 - * (causes player characters to not scream skill name) + * flag&0x1000 is used to tag that this is a splash-attack (so the damage + * packet shouldn't display a skill animation) + * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the + * client (causes player characters to not scream skill name) *------------------------------------------------------------------------- */ @@ -1820,7 +1820,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2)) return 0; - } else if ((flag&0xFF) && skill_get_nk(skillid)&NK_SPLASH) { + } else if ((flag&0xFFF) && skill_get_nk(skillid)&NK_SPLASH) { //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] if (!status_check_skilluse(src, bl, skillid, 2)) return 0; @@ -1835,7 +1835,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) return 0; - dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFF); + dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF); //Skotlex: Adjusted to the new system if(src->type==BL_PET && (struct pet_data *)src) @@ -1899,11 +1899,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if (damage > 0 && src != bl && src == dsrc) rdamage = battle_calc_return_damage(bl, &damage, dmg.flag); - - if( flag&0xF00 ) - type=(flag&0xF00)>>8; - else - type=-1; + + //Skill hit type + type=(skillid==0)?5:skill_get_hit(skillid); if((damage <= 0 || damage < dmg.div_) && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex] @@ -2027,21 +2025,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds //Display damage. switch(skillid){ - //Skills who's damage should't show any skill-animation. - case KN_BRANDISHSPEAR: - case NJ_KAMAITACHI: - case NJ_HUUMA: - { //Only display skill animation for skill's target. - struct unit_data *ud = unit_bl2ud(src); - if (ud && ud->skilltarget == bl->id) - dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, flag&0xF000?-1:skilllv, type); - else - dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,8,dmg.damage2); // can't know why 8, but it works for all skills... - break; - } case PA_GOSPEL: //Should look like Holy Cross [Skotlex] dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); break; + //Skills who's damage should't show any skill-animation. case NPC_SELFDESTRUCTION: if(src->type==BL_PC) dmg.blewcount = 10; @@ -2060,7 +2047,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds break; } default: - dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (flag&0xF000)?-1:skilllv, (skillid==0)? 5:type ); + if (flag&SD_ANIMATION) //Disable skill animation. + dmg.dmotion = clif_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, + damage, dmg.div_, 8, dmg.damage2); + else + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, + damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type); + break; } map_freeblock_lock(); @@ -2787,7 +2780,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_attack_area, src, skill_get_splash(skillid, skilllv), BL_CHAR, - BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); + BF_WEAPON, src, src, skillid, skilllv, tick, flag|SD_ANIMATION, BCT_ENEMY); break; case TK_JUMPKICK: @@ -2800,9 +2793,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case NJ_KAMAITACHI: //It won't shoot through walls since on castend there has to be a direct //line of sight between caster and target. + clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y, skill_get_splash(skillid, skilllv),BL_CHAR, - skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY); + skill_get_type(skillid),src,src,skillid,skilllv,tick,flag|SD_ANIMATION,BCT_ENEMY); break; case MO_INVESTIGATE: @@ -2896,7 +2890,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by. if (skill_area_temp[1] != bl->id) skill_attack(skill_get_type(skillid), src, src, bl, - skillid, skilllv, tick, skill_area_temp[0]|0x1900); + skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION); else if (skillid == KN_BRANDISHSPEAR) skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); @@ -2906,8 +2900,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_area_temp[0] = 0; skill_area_temp[1] = bl->id; - //0xF000 -> Forced splash damage for Auto Blitz-Beat - if (flag&0xF000 || skill_get_nk(skillid)&NK_SPLASHSPLIT) + //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat + if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT) map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); @@ -2921,7 +2915,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int //Splasher Should do 100% damage on targetted character. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, - tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&0xF000)); + tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL)); if (skillid == SM_MAGNUM) { //Initiate 10% of your damage becomes fire element. @@ -2935,8 +2929,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int if(bl->id==skill_area_temp[1]) break; //Splash damage is always two hits for 500% - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500); - skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500); + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION); + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION); } else { int i,c; c = skill_get_blewcount(skillid,skilllv); @@ -2970,7 +2964,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int if(flag&1){ if (bl->id==skill_area_temp[1]) break; - if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500)) + if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION)) skill_blown(src,bl,skill_area_temp[2]); } else { int x=bl->x,y=bl->y,i,dir; @@ -2993,7 +2987,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex] { skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target. - if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0)) + if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag)) map_foreachinrange(skill_area_sub,bl, skill_get_splash(skillid, skilllv),BL_CHAR, src,skillid,skilllv,tick,flag|BCT_ENEMY|1, @@ -3045,7 +3039,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case 2: sid=MG_LIGHTNINGBOLT; break; case 3: sid=WZ_EARTHSPIKE; break; } - skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|0xF000); + skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL); } break; case WZ_WATERBALL: /* ウォーターボール */ @@ -3109,12 +3103,12 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) { clif_skill_nodamage(src,bl,skillid,skilllv,1); if (skilllv == 5) - skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,0 ); + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); status_percent_damage(src, bl, 0, 100); } else { clif_skill_nodamage(src,src,skillid,skilllv,1); if (skilllv == 5) - skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 ); + skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag); status_percent_damage(src, src, 0, 100); } if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000)); @@ -3161,7 +3155,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int if(sd) { if (flag & 3){ if (bl->id != skill_area_temp[1]) - skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0x0500); + skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION); } else { skill_area_temp[1] = bl->id; map_foreachinrange(skill_area_sub, bl, @@ -4040,11 +4034,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case NJ_HYOUSYOURAKU: case NJ_RAIGEKISAI: - clif_skill_nodamage(src,bl,skillid,skilllv,1); case WZ_FROSTNOVA: + clif_skill_nodamage(src,bl,skillid,skilllv,1); map_foreachinrange(skill_attack_area, src, skill_get_splash(skillid, skilllv), BL_CHAR, - BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY); + BF_MAGIC, src, src, skillid, skilllv, tick, flag|SD_ANIMATION, BCT_ENEMY); break; case HVAN_EXPLOSION: //[orn] diff --git a/src/map/skill.h b/src/map/skill.h index b9e082a76..8a7443195 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -47,6 +47,10 @@ //Walk intervals at which chase-skills are attempted to be triggered.
#define WALK_SKILL_INTERVAL 5
+// To be passed to skill_attack, whether the skill damage should disable level or animation. [Skotlex]
+#define SD_LEVEL 0x1000
+#define SD_ANIMATION 0x2000
+
// ƒXƒLƒ‹ƒf?ƒ^ƒx?ƒX
struct skill_db {
char *name;
|