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-rw-r--r--src/map/skill.c1391
1 files changed, 809 insertions, 582 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index b82c47a69..5eb319c02 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -45,7 +45,7 @@
#include "../common/timer.h"
#include "../common/utils.h"
-#define SKILLUNITTIMER_INTERVAL 100
+#define SKILLUNITTIMER_INTERVAL 100
// ranges reserved for mapping skill ids to skilldb offsets
#define HM_SKILLRANGEMIN 750
@@ -145,49 +145,49 @@ void skill_chk(uint16* skill_id) {
} while(0)
#define skill_glv(lv) min((lv),MAX_SKILL_LEVEL-1)
// Skill DB
-int skill_get_hit( uint16 skill_id ) { skill_get (skill->db[skill_id].hit, skill_id); }
-int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); }
-int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); }
-int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); }
-int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); }
-int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); }
-int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); }
-int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].itemid[idx], skill_id); }
-int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].amount[idx], skill_id); }
-int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); }
-int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); }
-int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->db[skill_id].ammo, skill_id); }
-int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); }
-int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); }
-int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); }
-int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); }
-int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_interval, skill_id); }
-int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BCT_ALL, skill_id); }
-int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); }
-int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_flag, skill_id); }
-int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); }
-int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) {
+int skill_get_hit( uint16 skill_id ) { skill_get (skill->db[skill_id].hit, skill_id); }
+int skill_get_inf( uint16 skill_id ) { skill_get (skill->db[skill_id].inf, skill_id); }
+int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get (skill->db[skill_id].element[skill_glv(skill_lv-1)], skill_id); }
+int skill_get_nk( uint16 skill_id ) { skill_get (skill->db[skill_id].nk, skill_id); }
+int skill_get_max( uint16 skill_id ) { skill_get (skill->db[skill_id].max, skill_id); }
+int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill->db[skill_id].range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill->db[skill_id].splash[skill_glv(skill_lv-1)]>=0?skill->db[skill_id].splash[skill_glv(skill_lv-1)]:AREA_SIZE), skill_id, skill_lv); }
+int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_hp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].hp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_sp_rate(uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].sp_rate[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_state(uint16 skill_id) { skill_get (skill->db[skill_id].state, skill_id); }
+int skill_get_spiritball(uint16 skill_id, uint16 skill_lv) { skill_get2 (skill->db[skill_id].spiritball[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_itemid(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].itemid[idx], skill_id); }
+int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->db[skill_id].amount[idx], skill_id); }
+int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_castdef( uint16 skill_id ) { skill_get (skill->db[skill_id].cast_def_rate, skill_id); }
+int skill_get_weapontype( uint16 skill_id ) { skill_get (skill->db[skill_id].weapon, skill_id); }
+int skill_get_ammotype( uint16 skill_id ) { skill_get (skill->db[skill_id].ammo, skill_id); }
+int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].ammo_qty[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_inf2( uint16 skill_id ) { skill_get (skill->db[skill_id].inf2, skill_id); }
+int skill_get_castcancel( uint16 skill_id ) { skill_get (skill->db[skill_id].castcancel, skill_id); }
+int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].maxcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].blewcount[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].mhp[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill->db[skill_id].castnodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].delaynodex[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_type( uint16 skill_id ) { skill_get (skill->db[skill_id].skill_type, skill_id); }
+int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get (skill->db[skill_id].unit_id[flag], skill_id); }
+int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_interval, skill_id); }
+int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].unit_range[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_unit_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BCT_ALL, skill_id); }
+int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_target&BL_ALL, skill_id); }
+int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill->db[skill_id].unit_flag, skill_id); }
+int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill->db[skill_id].unit_layout_type[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill->db[skill_id].cooldown[skill_glv(skill_lv-1)], skill_id, skill_lv); }
+int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) {
#ifdef RENEWAL_CAST
skill_get2 (skill->db[skill_id].fixed_cast[skill_glv(skill_lv-1)], skill_id, skill_lv);
#else
@@ -254,8 +254,10 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
//TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
switch( skill_id ) {
- case AC_SHOWER: case MA_SHOWER:
- case AC_DOUBLE: case MA_DOUBLE:
+ case AC_SHOWER:
+ case MA_SHOWER:
+ case AC_DOUBLE:
+ case MA_DOUBLE:
case HT_BLITZBEAT:
case AC_CHARGEARROW:
case MA_CHARGEARROW:
@@ -433,16 +435,12 @@ int can_copy (struct map_session_data *sd, uint16 skill_id, struct block_list* b
return 0;
// Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
- if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= SR_RIDEINLIGHTNING) || (skill_id >= KO_YAMIKUMO && skill_id <= OB_AKAITSUKI)))
+ if( !(sd->sc.data[SC__REPRODUCE]) && ((skill_id >= RK_ENCHANTBLADE && skill_id <= LG_OVERBRAND_PLUSATK) || (skill_id >= RL_GLITTERING_GREED && skill_id <= OB_AKAITSUKI) || (skill_id >= GC_DARKCROW && skill_id <= NC_MAGMA_ERUPTION_DOTDAMAGE)))
return 0;
// Reproduce will only copy skills according on the list. [Jobbie]
else if( sd->sc.data[SC__REPRODUCE] && !skill->reproduce_db[skill->get_index(skill_id)] )
return 0;
- //Never copy new 3rd class skills By OmegaRed
- if(skill_id >= GC_DARKCROW && skill_id <= ALL_FULL_THROTTLE)
- return 0;
-
return 1;
}
@@ -457,6 +455,9 @@ int skillnotok (uint16 skill_id, struct map_session_data *sd)
if (idx == 0)
return 1; // invalid skill id
+ if( pc_has_permission(sd, PC_PERM_DISABLE_SKILL_USAGE) )
+ return 1;
+
if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
return 0; // can do any damn thing they want
@@ -646,7 +647,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
nullpo_ret(src);
nullpo_ret(bl);
- if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
+ if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
return 0;
@@ -695,10 +696,10 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
temp = skill->get_time2(status->sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET)
- status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
+ status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE);
if (sd->addeff[i].flag&ATF_SELF)
- status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
+ status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,SCFLAG_NONE);
}
}
@@ -713,9 +714,9 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
temp = skill->get_time2(status->sc2skill(type),7);
if( sd->addeff3[i].target&ATF_TARGET )
- status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
+ status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE);
if( sd->addeff3[i].target&ATF_SELF )
- status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
+ status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,SCFLAG_NONE);
}
}
}
@@ -782,7 +783,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
// Enchant Poison gives a chance to poison attacked enemies
if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
status->change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
- skill->get_time2(AS_ENCHANTPOISON,sce->val1),0);
+ skill->get_time2(AS_ENCHANTPOISON,sce->val1),SCFLAG_NONE);
// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
if((sce=sc->data[SC_EDP]))
sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
@@ -794,7 +795,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
case SM_BASH:
if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 )
status->change_start(src,bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50,
- skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),0);
+ skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),SCFLAG_NONE);
break;
case MER_CRASH:
@@ -806,8 +807,8 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
skill_lv = pc->checkskill(sd, TF_POISON);
case TF_POISON:
case AS_SPLASHER:
- if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv))
- && sd && skill_id==TF_POISON
+ if (!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv))
+ && sd && skill_id==TF_POISON
)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
@@ -824,8 +825,9 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
#ifndef RENEWAL
case WZ_FROSTNOVA:
#endif
- if( !sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv))
- && sd && skill_id == MG_FROSTDIVER )
+ if (!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv))
+ && sd && skill_id == MG_FROSTDIVER
+ )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
@@ -842,9 +844,9 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
#ifdef RENEWAL
sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv));
#else
- // [Tharis] pointed out that this is normal freeze chance with a base of 300%
+ //On third hit, there is a 150% to freeze the target
if(tsc->sg_counter >= 3 &&
- sc_start(src,bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv)))
+ sc_start(src,bl,SC_FREEZE,150,skill_lv,skill->get_time2(skill_id,skill_lv)))
tsc->sg_counter = 0;
/**
* being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
@@ -984,7 +986,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
case NPC_MENTALBREAKER:
{
//Based on observations by [Tharis], Mental Breaker should do SP damage
- //equal to Matk*skLevel.
+ //equal to Matk*skLevel.
rate = status->get_matk(src, 2);
rate*=skill_lv;
status_zap(bl, 0, rate);
@@ -1010,7 +1012,8 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
case LK_SPIRALPIERCE:
case ML_SPIRALPIERCE:
- sc_start(src,bl,SC_ANKLESNARE,100,0,skill->get_time2(skill_id,skill_lv));
+ if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
+ sc_start(src,bl,SC_STOP,100,0,skill->get_time2(skill_id,skill_lv));
break;
case ST_REJECTSWORD:
@@ -1045,14 +1048,14 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
break;
default:
sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3));
- }
+ }
break;
case HW_NAPALMVULCAN:
sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
- case WS_CARTTERMINATION: // Cart termination
+ case WS_CARTTERMINATION:
sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
@@ -1082,7 +1085,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
break;
case GS_BULLSEYE: //0.1% coma rate.
if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
- status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
+ status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCFLAG_NONE);
break;
case GS_PIERCINGSHOT:
sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
@@ -1192,7 +1195,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
break;
case NC_POWERSWING:
// Use flag=2, the stun duration is not vit-reduced.
- status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 2);
+ status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_FIXEDTICK);
if( rnd()%100 < 5*skill_lv )
skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1);
break;
@@ -1210,6 +1213,14 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4;
sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv));
break;
+ case LG_HESPERUSLIT:
+ if ( sc && sc->data[SC_BANDING] ) {
+ if ( sc->data[SC_BANDING]->val2 == 4 ) // 4 banding RGs: Targets will be stunned at 100% chance for 4 ~ 8 seconds, irreducible by STAT.
+ status->change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 1000*(4+rand()%4), SCFLAG_FIXEDTICK);
+ else if ( sc->data[SC_BANDING]->val2 == 6 ) // 6 banding RGs: activate Pinpoint Attack Lv1-5
+ skill->castend_damage_id(src,bl,LG_PINPOINTATTACK,1+rand()%5,tick,0);
+ }
+ break;
case LG_PINPOINTATTACK:
rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10;
switch( skill_lv ) {
@@ -1237,7 +1248,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
else if( dstmd && !is_boss(bl) )
sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
- case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
+ case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv));
break;
@@ -1267,7 +1278,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case SO_EARTHGRAVE:
- sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
+ sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
break;
case SO_DIAMONDDUST:
rate = 5 + 5 * skill_lv;
@@ -1280,7 +1291,8 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
break;
case GN_SLINGITEM_RANGEMELEEATK:
if( sd ) {
- switch( sd->itemid ) { // Starting SCs here instead of do it in skill->additional_effect to simplify the code.
+ switch( sd->itemid ) {
+ // Starting SCs here instead of do it in skill->additional_effect to simplify the code.
case ITEMID_COCONUT_BOMB:
sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official
sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000);
@@ -1300,7 +1312,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv));
sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv));
break;
- case EL_WIND_SLASH: // Non confirmed rate.
+ case EL_WIND_SLASH: // Non confirmed rate.
sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv));
break;
case EL_STONE_HAMMER:
@@ -1351,10 +1363,10 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
rate += sd->weapon_coma_race[tstatus->race];
rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
if (rate)
- status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
+ status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCFLAG_NONE);
}
- if( sd && battle_config.equip_self_break_rate )
- { // Self weapon breaking
+ if (sd && battle_config.equip_self_break_rate) {
+ // Self weapon breaking
rate = battle_config.equip_natural_break_rate;
if( sc )
{
@@ -1368,8 +1380,8 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
if( rate )
skill->break_equip(src, EQP_WEAPON, rate, BCT_SELF);
}
- if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
- { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
+ if (battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK) {
+ // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
// Target weapon breaking
rate = 0;
if( sd )
@@ -1391,10 +1403,10 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
if (sd->def_set_race[tstatus->race].rate)
status->change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
- 0, 0, 0, sd->def_set_race[tstatus->race].tick, 2);
+ 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK);
if (sd->def_set_race[tstatus->race].rate)
status->change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
- 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, 2);
+ 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCFLAG_FIXEDTICK);
}
}
@@ -1557,7 +1569,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1
monster = mob->db(class_);
} while (
(monster->status.mode&(MD_BOSS|MD_PLANT) || monster->summonper[0] <= rate) &&
- (temp++) < 2000);
+ (temp++) < 2000);
if (temp < 2000)
mob->class_change(dstmd,class_);
}
@@ -1667,14 +1679,16 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b
int rate;
struct map_session_data *sd=NULL;
struct map_session_data *dstsd=NULL;
+ struct status_change *sc;
nullpo_ret(src);
nullpo_ret(bl);
- if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest]
+ if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! [celest]
sd = BL_CAST(BL_PC, src);
dstsd = BL_CAST(BL_PC, bl);
+ sc = status->get_sc(src);
if(dstsd && attack_type&BF_WEAPON) {
//Counter effects.
@@ -1696,10 +1710,10 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b
time = skill->get_time2(status->sc2skill(type),7);
if (dstsd->addeff2[i].flag&ATF_TARGET)
- status->change_start(bl,src,type,rate,7,0,0,0,time,0);
+ status->change_start(bl,src,type,rate,7,0,0,0,time,SCFLAG_NONE);
if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl))
- status->change_start(bl,bl,type,rate,7,0,0,0,time,0);
+ status->change_start(bl,bl,type,rate,7,0,0,0,time,SCFLAG_NONE);
}
}
@@ -1710,7 +1724,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b
case GS_FULLBUSTER:
sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
- case HFLI_SBR44: // [orn]
+ case HFLI_SBR44: // [orn]
case HVAN_EXPLOSION:
if(src->type == BL_HOM){
TBL_HOM *hd = (TBL_HOM*)src;
@@ -1723,6 +1737,13 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b
case NPC_GRANDDARKNESS:
attack_type |= BF_WEAPON;
break;
+ case LG_HESPERUSLIT:
+ if ( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
+ char i;
+ for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3 && sc->fv_counter <= sc->data[SC_FORCEOFVANGUARD]->val3 ; i++)
+ clif->millenniumshield(bl, sc->fv_counter++);
+ }
+ break;
}
if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR
@@ -1755,14 +1776,11 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b
sp += sd->bonus.magic_sp_gain_value;
hp += sd->bonus.magic_hp_gain_value;
if( skill_id == WZ_WATERBALL ) {// (bugreport:5303)
- struct status_change *sc = NULL;
- if( ( sc = status->get_sc(src) ) ) {
- if( sc->data[SC_SOULLINK]
- && sc->data[SC_SOULLINK]->val2 == SL_WIZARD
- && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL
- )
- sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
- }
+ if( sc->data[SC_SOULLINK]
+ && sc->data[SC_SOULLINK]->val2 == SL_WIZARD
+ && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL
+ )
+ sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
}
}
if( hp || sp ) {
@@ -1881,11 +1899,11 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b
return 0;
}
/*=========================================================================
- Breaks equipment. On-non players causes the corresponding strip effect.
- - rate goes from 0 to 10000 (100.00%)
- - flag is a BCT_ flag to indicate which type of adjustment should be used
- (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
---------------------------------------------------------------------------*/
+ * Breaks equipment. On-non players causes the corresponding strip effect.
+ * - rate goes from 0 to 10000 (100.00%)
+ * - flag is a BCT_ flag to indicate which type of adjustment should be used
+ * (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
+ *------------------------------------------------------------------------*/
int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) {
const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM};
@@ -1904,7 +1922,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
rate -= rate*sd->bonus.unbreakable/100;
if (where&EQP_WEAPON) {
switch (sd->status.weapon) {
- case W_FIST: //Bare fists should not break :P
+ case W_FIST: //Bare fists should not break :P
case W_1HAXE:
case W_2HAXE:
case W_MACE: // Axes and Maces can't be broken [DracoRPG]
@@ -2047,13 +2065,13 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
if (dir == -1) // <optimized>: do the computation here instead of outside
dir = map->calc_dir(target, src->x, src->y); // direction from src to target, reversed
- if (dir >= 0 && dir < 8)
- { // take the reversed 'direction' and reverse it
+ if (dir >= 0 && dir < 8) {
+ // take the reversed 'direction' and reverse it
dx = -dirx[dir];
dy = -diry[dir];
}
- return unit->blown(target, dx, dy, count, flag); // send over the proper flag
+ return unit->blown(target, dx, dy, count, flag); // send over the proper flag
}
@@ -2109,6 +2127,7 @@ int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
* packet shouldn't display a skill animation)
* flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
* client (causes player characters to not scream skill name)
+ * flag&0x4000 - Return 0 if damage was reflected
*-------------------------------------------------------------------------*/
int skill_attack(int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) {
struct Damage dmg;
@@ -2122,7 +2141,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
if(skill_id > 0 && !skill_lv) return 0;
- nullpo_ret(src); // Source is the master behind the attack (player/mob/pet)
+ nullpo_ret(src); // Source is the master behind the attack (player/mob/pet)
nullpo_ret(dsrc); // dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
nullpo_ret(bl); //Target to be attacked.
@@ -2339,14 +2358,14 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
case AC_DOUBLE:
// AC_DOUBLE can start the combo with other monster types, but the
// monster that's going to be hit by HT_POWER should be RC_BRUTE or RC_INSECT [Panikon]
- if( pc->checkskill(sd, HT_POWER) )
- {
+ if (pc->checkskill(sd, HT_POWER)) {
sc_start4(NULL,src,SC_COMBOATTACK,100,HT_POWER,0,1,0,2000);
clif->combo_delay(src,2000);
}
break;
case TK_COUNTER:
- { //bonus from SG_FRIEND [Komurka]
+ {
+ //bonus from SG_FRIEND [Komurka]
int level;
if(sd->status.party_id>0 && (level = pc->checkskill(sd,SG_FRIEND)))
party->skill_check(sd, sd->status.party_id, TK_COUNTER,level);
@@ -2373,7 +2392,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
if( pc->checkskill(sd, SR_TIGERCANNON) > 0 || pc->checkskill(sd, SR_GATEOFHELL) > 0 )
combo = 1;
break;
- } //Switch End
+ } //Switch End
if (combo) { //Possible to chain
if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */
sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo);
@@ -2445,6 +2464,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
case EL_HURRICANE_ATK:
case EL_TYPOON_MIS:
case EL_TYPOON_MIS_ATK:
+ case GN_CRAZYWEED_ATK:
case KO_BAKURETSU:
case NC_MAGMA_ERUPTION:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
@@ -2455,9 +2475,6 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
case SC_FEINTBOMB:
dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,skill_lv,5);
break;
- case GN_CRAZYWEED_ATK:
- dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id, -2, 6);
- break;
case EL_STONE_RAIN:
dmg.dmotion = clif->skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
break;
@@ -2507,11 +2524,12 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
map->freeblock_lock();
- if(damage > 0 && dmg.flag&BF_SKILL && tsd
- && pc->checkskill(tsd,RG_PLAGIARISM)
- && (!sc || !sc->data[SC_PRESERVE])
- && damage < tsd->battle_status.hp)
- { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
+ if (damage > 0 && dmg.flag&BF_SKILL && tsd
+ && pc->checkskill(tsd,RG_PLAGIARISM)
+ && (!sc || !sc->data[SC_PRESERVE])
+ && damage < tsd->battle_status.hp
+ ) {
+ //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
int copy_skill = skill_id, cidx = 0;
/**
* Copy Referral: dummy skills should point to their source upon copying
@@ -2530,7 +2548,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
break;
case WM_SEVERE_RAINSTORM_MELEE:
copy_skill = WM_SEVERE_RAINSTORM;
- break;
+ break;
case GN_CRAZYWEED_ATK:
copy_skill = GN_CRAZYWEED;
break;
@@ -2547,7 +2565,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
}
cidx = skill->get_index(copy_skill);
if ((tsd->status.skill[cidx].id == 0 || tsd->status.skill[cidx].flag == SKILL_FLAG_PLAGIARIZED) &&
- can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
+ can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
{
int lv, idx = 0;
if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
@@ -2640,7 +2658,8 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
break;
// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
case WZ_STORMGUST:
- dir = rnd()%8;
+ if(!battle_config.stormgust_knockback)
+ dir = rand()%8;
break;
case WL_CRIMSONROCK:
dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]);
@@ -2782,6 +2801,9 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
map->freeblock_unlock();
+ if ((flag&0x4000) && rmdamage == 1)
+ return 0; //Should return 0 when damage was reflected
+
return (int)cap_value(damage,INT_MIN,INT_MAX);
}
@@ -2835,9 +2857,11 @@ int skill_check_unit_range_sub (struct block_list *bl, va_list ap) {
g_skill_id = su->group->skill_id;
switch (skill_id) {
- case MH_STEINWAND:
- case MG_SAFETYWALL:
case AL_PNEUMA:
+ if(g_skill_id == SA_LANDPROTECTOR)
+ break;
+ case MG_SAFETYWALL:
+ case MH_STEINWAND:
case SC_MAELSTROM:
case SO_ELEMENTAL_SHIELD:
if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD)
@@ -2919,7 +2943,8 @@ int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) {
int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv) {
int range, type;
- switch (skill_id) { // to be expanded later
+ switch (skill_id) {
+ // to be expanded later
case WZ_ICEWALL:
range = 2;
break;
@@ -3281,12 +3306,18 @@ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) {
int x = skl->type>>16, y = skl->type&0xFFFF;
if( path->search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
- if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
+ if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
+ && !map->getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
}
else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
break;
+ case GN_CRAZYWEED_ATK: {
+ int dummy = 1, i = skill->get_unit_range(skl->skill_id,skl->skill_lv);
+
+ map->foreachinarea(skill->cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
+ }
// fall through ...
case WL_EARTHSTRAIN:
skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
@@ -3296,14 +3327,6 @@ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) {
map->foreachinpath(skill->attack_area,src->m,src->x,src->y,skl->x,skl->y,4,2,BL_CHAR,
skill->get_type(skl->skill_id),src,src,skl->skill_id,skl->skill_lv,tick,skl->flag,BCT_ENEMY);
break;
- case GN_CRAZYWEED:
- if( skl->type >= 0 ) {
- int x = skl->type>>16, y = skl->type&0xFFFF;
- if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
- skill->castend_pos2(src, x, y, GN_CRAZYWEED_ATK, skl->skill_lv, tick, skl->flag);
- } else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
- skill->castend_pos2(src, skl->x, skl->y, GN_CRAZYWEED_ATK, skl->skill_lv, tick, skl->flag);
- break;
}
}
} while (0);
@@ -3390,7 +3413,7 @@ int skill_activate_reverberation(struct block_list *bl, va_list ap) {
int skill_reveal_trap (struct block_list *bl, va_list ap) {
TBL_SKILL *su = (TBL_SKILL*)bl;
- if (su->alive && su->group && skill->get_inf2(su->group->skill_id)&INF2_TRAP) { //Reveal trap.
+ 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);
@@ -3503,9 +3526,9 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
case MO_TRIPLEATTACK:
case CH_CHAINCRUSH:
case CH_TIGERFIST:
- case PA_SHIELDCHAIN: // Shield Chain
+ case PA_SHIELDCHAIN:
case PA_SACRIFICE:
- case WS_CARTTERMINATION: // Cart Termination
+ case WS_CARTTERMINATION:
case AS_VENOMKNIFE:
case HT_PHANTASMIC:
case TK_DOWNKICK:
@@ -3517,15 +3540,15 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
case GS_PIERCINGSHOT:
case GS_RAPIDSHOWER:
case GS_DUST:
- case GS_DISARM: // Added disarm. [Reddozen]
+ case GS_DISARM:
case GS_FULLBUSTER:
case NJ_SYURIKEN:
case NJ_KUNAI:
#ifndef RENEWAL
case ASC_BREAKER:
#endif
- case HFLI_MOON: //[orn]
- case HFLI_SBR44: //[orn]
+ case HFLI_MOON: //[orn]
+ case HFLI_SBR44: //[orn]
case NPC_BLEEDING:
case NPC_CRITICALWOUND:
case NPC_HELLPOWER:
@@ -3550,9 +3573,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
case SR_GENTLETOUCH_QUIET:
case WM_SEVERE_RAINSTORM_MELEE:
case WM_GREAT_ECHO:
- case GN_CRAZYWEED_ATK:
case GN_SLINGITEM_RANGEMELEEATK:
- case KO_JYUMONJIKIRI:
case KO_SETSUDAN:
case GC_DARKCROW:
case LG_OVERBRAND_BRANDISH:
@@ -3740,8 +3761,6 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
case NPC_SPLASHATTACK:
flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
case AS_SPLASHER:
- case SM_MAGNUM:
- case MS_MAGNUM:
case HT_BLITZBEAT:
case AC_SHOWER:
case MA_SHOWER:
@@ -3794,11 +3813,15 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
// skill->area_temp[1] holds the id of the original target
// skill->area_temp[2] counts how many targets have already been processed
int sflag = skill->area_temp[0] & 0xFFF, heal;
+ struct status_change *tsc = status->get_sc(bl);
if( flag&SD_LEVEL )
sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
if( (skill->area_temp[1] != bl->id && !(skill->get_inf2(skill_id)&INF2_NPC_SKILL)) || flag&SD_ANIMATION )
sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
+ if ( tsc && tsc->data[SC_HOVERING] && ( skill_id == SR_WINDMILL || skill_id == LG_MOONSLASHER ) )
+ break;
+
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);
@@ -3847,6 +3870,14 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
}
break;
+ case SM_MAGNUM:
+ case MS_MAGNUM:
+ if( flag&1 ) {
+ //Damage depends on distance, so add it to flag if it is > 1
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl));
+ }
+ break;
+
case KN_BRANDISHSPEAR:
case ML_BRANDISH:
//Coded apart for it needs the flag passed to the damage calculation.
@@ -3912,7 +3943,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
// If target cell is a wall then break
if(map->getcell(bl->m,tx,ty,CELL_CHKWALL))
break;
- skill_blown(src,bl,1,dir,0);
+ skill->blown(src,bl,1,dir,0);
// Splash around target cell, but only cells inside area; we first have to check the area is not negative
if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
(max(min_y,ty-1) <= min(max_y,ty+1)) &&
@@ -3964,8 +3995,8 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
skill->castend_nodamage_id);
}
break;
- case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
- // clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
+ case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
+ //clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
clif->damage(src,bl,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
break;
@@ -4068,7 +4099,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
case SL_STIN:
case SL_STUN:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -4184,27 +4215,27 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
}
break;
+ case KO_JYUMONJIKIRI:
case GC_DARKILLUSION:
{
short x, y;
- short dir = map->calc_dir(src,bl->x,bl->y);
+ short dir = map->calc_dir(bl, src->x, src->y);
- if( dir > 0 && dir < 4) x = 2;
- else if( dir > 4 ) x = -2;
- else x = 0;
- if( dir > 2 && dir < 6 ) y = 2;
- else if( dir == 7 || dir < 2 ) y = -2;
- else y = 0;
+ if ( dir < 4 ) {
+ x = bl->x + 2 * (dir > 0) - 3 * (dir > 0);
+ y = bl->y + 1 - (dir / 2) - (dir > 2);
+ } else {
+ x = bl->x + 2 * (dir > 4) - 1 * (dir > 4);
+ y = bl->y + (dir / 6) - 1 + (dir > 6);
+ }
- if( unit->movepos(src, bl->x+x, bl->y+y, 1, 1) )
- {
- clif->slide(src,bl->x+x,bl->y+y);
+ if ( unit->movepos(src, x, y, 1, 1) ) {
+ clif->slide(src, x, y);
clif->fixpos(src); // the official server send these two packets.
- skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- if( rnd()%100 < 4 * skill_lv )
- skill->castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
+ if ( rnd() % 100 < 4 * skill_lv && skill_id == GC_DARKILLUSION )
+ skill->castend_damage_id(src, bl, GC_CROSSIMPACT, skill_lv, tick, flag);
}
-
}
break;
case GC_WEAPONCRUSH:
@@ -4507,7 +4538,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) &&
rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) {
skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),8);
+ status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDRATE);
status_change_end(bl, SC_SWING, INVALID_TIMER);
status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
@@ -4844,7 +4875,7 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) {
break;
} else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
if( !map_flag_vs(src->m) && battle->check_target(src,target,BCT_PARTY) <= 0 )
- break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
+ break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
}
if( inf&BCT_ENEMY
@@ -4893,8 +4924,8 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) {
break;
if (ud->state.running && ud->skill_id == TK_JUMPKICK) {
- ud->state.running = 0;
- status_change_end(src, SC_RUN, INVALID_TIMER);
+ ud->state.running = 0;
+ status_change_end(src, SC_RUN, INVALID_TIMER);
flag = 1;
}
@@ -4988,8 +5019,8 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) {
skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
status->set_sp(src, 0, 0);
sc = &sd->sc;
- if (sc->count)
- { //End states
+ if (sc->count) {
+ //End states
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
@@ -5006,8 +5037,8 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) {
if( dir > 2 && dir < 6 ) y = -2;
else if( dir == 7 || dir < 2 ) y = 2;
else y = 0;
- if (unit->movepos(src, src->x+x, src->y+y, 1, 1))
- { //Display movement + animation.
+ if (unit->movepos(src, src->x+x, src->y+y, 1, 1)) {
+ //Display movement + animation.
clif->slide(src,src->x,src->y);
clif->spiritball(src);
}
@@ -5043,7 +5074,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
int element = 0;
enum sc_type type;
- if(skill_id > 0 && !skill_lv) return 0; // [Celest]
+ if(skill_id > 0 && !skill_lv) return 0; // [Celest]
nullpo_retr(1, src);
nullpo_retr(1, bl);
@@ -5099,12 +5130,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
switch (skill_id) {
- case HLIF_HEAL: // [orn]
+ case HLIF_HEAL: // [orn]
if (bl->type != BL_HOM) {
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
break ;
}
- case AL_HEAL:
+ case AL_HEAL:
/**
* Arch Bishop
@@ -5117,7 +5148,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
//Apparently only player casted skills can be offensive like this.
if (sd && battle->check_undead(tstatus->race,tstatus->def_ele) && skill_id != AL_INCAGI) {
if (battle->check_target(src, bl, BCT_ENEMY) < 1) {
- //Offensive heal does not works on non-enemies. [Skotlex]
+ //Offensive heal does not works on non-enemies. [Skotlex]
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
@@ -5135,7 +5166,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if((p = party->search(sd->status.party_id)) == NULL)
break;
- range = skill_get_splash(skill_id,skill_lv);
+ range = skill->get_splash(skill_id,skill_lv);
x0 = sd->bl.x - range;
y0 = sd->bl.y - range;
x1 = sd->bl.x + range;
@@ -5184,7 +5215,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
case RK_FIGHTINGSPIRIT:
case RK_ABUNDANCE:
if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){
- if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){
+ if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE) ){
skill->consume_requirement(sd,skill_id,skill_lv,2);
map->freeblock_unlock();
return 0;
@@ -5209,7 +5240,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
map->freeblock_lock();
switch(skill_id) {
- case HLIF_HEAL: // [orn]
+ case HLIF_HEAL: // [orn]
case AL_HEAL:
/**
* Arch Bishop
@@ -5398,7 +5429,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
bl = (struct block_list*)((TBL_PET*)src)->msd;
if (!bl) bl = src;
unit->skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
- } else { //Assume offensive skills
+ } else { //Assume offensive skills
int target_id = 0;
if (ud->target)
target_id = ud->target;
@@ -5445,7 +5476,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
break;
case SA_SUMMONMONSTER:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (sd) mob->once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_MEDIUM, AI_NONE);
+ if (sd) mob->once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
break;
case SA_LEVELUP:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -5558,14 +5589,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv)));
break;
- case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
+ case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
case SA_FROSTWEAPON:
case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON:
if (dstsd) {
if(dstsd->status.weapon == W_FIST ||
(dstsd->sc.count && !dstsd->sc.data[type] &&
- ( //Allow re-enchanting to lengthen time. [Skotlex]
+ ( //Allow re-enchanting to lengthen time. [Skotlex]
dstsd->sc.data[SC_PROPERTYFIRE] ||
dstsd->sc.data[SC_PROPERTYWATER] ||
dstsd->sc.data[SC_PROPERTYWIND] ||
@@ -5623,8 +5654,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
case PR_KYRIE:
case MER_KYRIE:
- clif->skill_nodamage(bl,bl,skill_id,skill_lv,
- sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ clif->skill_nodamage(bl, bl, skill_id, -1,
+ sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
break;
//Passive Magnum, should had been casted on yourself.
case SM_MAGNUM:
@@ -5830,7 +5861,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
dstsd->sc.data[SC_PROPERTYGROUND] ||
dstsd->sc.data[SC_PROPERTYDARK] ||
dstsd->sc.data[SC_PROPERTYTELEKINESIS]
- // dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
+ //dstsd->sc.data[SC_ENCHANTPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
@@ -6009,15 +6040,23 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
case MO_ABSORBSPIRITS:
{
int sp = 0;
- if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m) || (sd->duel_group && sd->duel_group == dstsd->duel_group)) && ((dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK)!=MAPID_REBELLION))
- { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
+ if ( dstsd && dstsd->spiritball
+ && (sd == dstsd || map_flag_vs(src->m) || (sd->duel_group && sd->duel_group == dstsd->duel_group))
+ && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)
+ ) {
+ // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
sp = dstsd->spiritball * 7;
- pc->delspiritball(dstsd,dstsd->spiritball,0);
- } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
- { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
+ pc->delspiritball(dstsd, dstsd->spiritball, 0);
+ } else if ( dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20 ) {
+ // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
sp = 2 * dstmd->level;
mob->target(dstmd,src,0);
}
+ if ( dstsd ) {
+ int i;
+ for ( i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++ )
+ pc->del_charm(dstsd, dstsd->spiritcharm[i], i);
+ }
if (sp) status->heal(src, 0, sp, 3);
clif->skill_nodamage(src,bl,skill_id,skill_lv,sp?1:0);
}
@@ -6121,7 +6160,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
break;
- case HVAN_EXPLOSION: // [orn]
+ case HVAN_EXPLOSION: // [orn]
case NPC_SELFDESTRUCTION:
{
//Self Destruction hits everyone in range (allies+enemies)
@@ -6213,7 +6252,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
|| dstsd->status.char_id == sd->status.child
)
) {
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8);
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDRATE);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -6261,25 +6300,24 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
case GC_CLOAKINGEXCEED:
case LG_FORCEOFVANGUARD:
case SC_REPRODUCE:
+ case RA_CAMOUFLAGE:
if (tsce) {
int failure = status_change_end(bl, type, INVALID_TIMER);
if( failure )
clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure);
else if( sd )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- if ( skill_id == LG_FORCEOFVANGUARD )
+ if ( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE )
break;
map->freeblock_unlock();
return 0;
+ } else {
+ int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ if( failure )
+ clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure);
+ else if( sd )
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
- case RA_CAMOUFLAGE:
- {
- int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- if( failure )
- clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure);
- else if( sd )
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- }
break;
case BD_ADAPTATION:
@@ -6360,7 +6398,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if (tsc->data[SC_STONE]) {
status_change_end(bl, SC_STONE, INVALID_TIMER);
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
}
if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
@@ -6417,7 +6455,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if( battle->check_undead(tstatus->race,tstatus->def_ele) ) {
status->change_start(src, bl, SC_BLIND,
100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0,
- skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
+ skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCFLAG_NONE);
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if(dstmd)
@@ -6507,8 +6545,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
break;
case MC_VENDING:
- if(sd)
- { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
+ if (sd) {
+ //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
if ( !pc_can_give_items(sd) )
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
else {
@@ -6613,9 +6651,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if( skill_id == GC_WEAPONCRUSH){
d = skill->get_time(skill_id,skill_lv);
if(bl->type == BL_PC)
- d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
+ d += 1000 * ( skill_lv * 15 + ( sstatus->dex - tstatus->dex ) );
else
- d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
+ d += 1000 * ( skill_lv * 30 + ( sstatus->dex - tstatus->dex ) / 2 );
}else
d = skill->get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
@@ -6732,7 +6770,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
sp += sp * i / 100;
}
} else {
- hp = (1 + rnd()%400) * (100 + skill_lv*10) / 100;
+ //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
+ switch (skill_lv) {
+ case 1: hp = 45; break;
+ case 2: hp = 105; break;
+ case 3: hp = 175; break;
+ default: hp = 325; break;
+ }
+ hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
hp = hp * (100 + (tstatus->vit<<1)) / 100;
if( dstsd )
hp = hp * (100 + pc->checkskill(dstsd,SM_RECOVERY)*10) / 100;
@@ -6778,7 +6823,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
break;
case AM_CP_SHIELD: {
int i;
- if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] &&
+ if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] &&
dstsd->inventory_data[i]->type==IT_ARMOR)
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
@@ -6929,7 +6974,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
}
clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
- if(!map->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map->getcell(src->m,x,y,CELL_CHKREACH)) {
+ if(!map->count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map->getcell(src->m,x,y,CELL_CHKREACH)) {
clif->slide(src,x,y);
unit->movepos(src, x, y, 1, 0);
}
@@ -6968,8 +7013,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
break; //Nothing to cancel.
bl_skill_id = ud->skill_id;
bl_skill_lv = ud->skill_lv;
- if (tstatus->mode & MD_BOSS)
- { //Only 10% success chance against bosses. [Skotlex]
+ if (tstatus->mode & MD_BOSS) {
+ //Only 10% success chance against bosses. [Skotlex]
if (rnd()%100 < 90)
{
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
@@ -6984,7 +7029,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
status_zap(bl, hp, sp);
if (hp && skill_lv >= 5)
- hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
+ hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
else
hp = 0;
@@ -7010,9 +7055,11 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
if(skill_lv >= 10) {
spellid = MG_FROSTDIVER;
- // if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE)
- // maxlv = 10;
- // else
+#if 0
+ if (tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SA_SAGE)
+ maxlv = 10;
+ else
+#endif // 0
maxlv = skill_lv - 9;
}
else if(skill_lv >=8) {
@@ -7088,7 +7135,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
struct unit_data *ud = unit->bl2ud(bl);
if (clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(src,bl,type,100,skill_lv,skill_time))
- && ud) { //Disable attacking/acting/moving for skill's duration.
+ && ud) {
+ //Disable attacking/acting/moving for skill's duration.
ud->attackabletime =
ud->canact_tick =
ud->canmove_tick = tick + skill_time;
@@ -7265,7 +7313,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
return 0;
}
else
- status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
+ status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),SCFLAG_FIXEDRATE);
}
break;
@@ -7337,7 +7385,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
struct skill_unit *su=NULL;
if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
switch(su->group->unit_id){
- case UNT_ANKLESNARE: // ankle snare
+ case UNT_ANKLESNARE:
if (su->group->val2 != 0)
// if it is already trapping something don't spring it,
// remove trap should be used instead
@@ -7492,7 +7540,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if(dstsd && dstsd->inventory_data[dstsd->equip_index[EQI_HAND_R]]) {
iused=true;
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTWEAPON,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- } if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] &&
+ } if(dstsd && (i=dstsd->equip_index[EQI_HAND_L])>=0 && dstsd->inventory_data[i] &&
dstsd->inventory_data[i]->type==IT_ARMOR) {
iused=true;
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,SC_PROTECTSHIELD,100,skill_lv,skill->get_time(skill_id,skill_lv)));
@@ -7511,7 +7559,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
}
break;
- case RG_CLEANER: //AppleGirl
+ case RG_CLEANER: //AppleGirl
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
@@ -7549,16 +7597,16 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
clif->specialeffect(bl, 523 + eff, AREA);
switch (eff)
{
- case 0: // heals SP to 0
+ case 0: // heals SP to 0
status_percent_damage(src, bl, 0, 100, false);
break;
- case 1: // matk halved
+ case 1: // matk halved
sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
break;
- case 2: // all buffs removed
+ case 2: // all buffs removed
status->change_clear_buffs(bl,1);
break;
- case 3: // 1000 damage, random armor destroyed
+ case 3: // 1000 damage, random armor destroyed
{
status_fix_damage(src, bl, 1000, 0);
clif->damage(src,bl,0,0,1000,0,0,0);
@@ -7568,49 +7616,49 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
}
}
break;
- case 4: // atk halved
+ case 4: // atk halved
sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
break;
- case 5: // 2000HP heal, random teleported
+ case 5: // 2000HP heal, random teleported
status->heal(src, 2000, 0, 0);
if( !map_flag_vs(bl->m) )
unit->warp(bl, -1,-1,-1, CLR_TELEPORT);
break;
- case 6: // random 2 other effects
+ case 6: // random 2 other effects
if (count == -1)
count = 3;
else
count++; //Should not re-trigger this one.
break;
- case 7: // stop freeze or stoned
+ case 7: // stop freeze or stoned
{
enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv));
}
break;
- case 8: // curse coma and poison
+ case 8: // curse coma and poison
sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv));
sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv));
sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
- case 9: // confusion
+ case 9: // confusion
sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
- case 10: // 6666 damage, atk matk halved, cursed
+ case 10: // 6666 damage, atk matk halved, cursed
status_fix_damage(src, bl, 6666, 0);
clif->damage(src,bl,0,0,6666,0,0,0);
sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv));
break;
- case 11: // 4444 damage
+ case 11: // 4444 damage
status_fix_damage(src, bl, 4444, 0);
clif->damage(src,bl,0,0,4444,0,0,0);
break;
- case 12: // stun
+ case 12: // stun
sc_start(src,bl,SC_STUN,100,skill_lv,5000);
break;
- case 13: // atk,matk,hit,flee,def reduced
+ case 13: // atk,matk,hit,flee,def reduced
sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv));
sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv));
@@ -7646,8 +7694,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
- { //Erase death count 1% of the casts
+ if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) {
+ //Erase death count 1% of the casts
dstsd->die_counter = 0;
pc_setglobalreg(dstsd,script->add_str("PC_DIE_COUNTER"), 0);
clif->specialeffect(bl, 0x152, AREA);
@@ -7671,7 +7719,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if (tsce) {
if(sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCFLAG_FIXEDRATE);
status_change_end(bl, SC_SWOO, INVALID_TIMER);
break;
}
@@ -7679,7 +7727,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
case SL_SKE:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
@@ -7795,7 +7843,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
}
break;
- case AM_CALLHOMUN: // [orn]
+ case AM_CALLHOMUN: // [orn]
if( sd ) {
if (homun->call(sd))
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
@@ -7813,7 +7861,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
}
break;
- case HAMI_CASTLE: // [orn]
+ case HAMI_CASTLE: // [orn]
if(rnd()%100 < 20*skill_lv && src != bl)
{
int x,y;
@@ -7842,7 +7890,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
else if (sd)
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
- case HVAN_CHAOTIC: // [orn]
+ case HVAN_CHAOTIC: // [orn]
{
static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
int r = rnd()%100;
@@ -8233,7 +8281,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
int lv = pc->checkskill(sd, AL_HEAL);
- int heal = skill_calc_heal(src, bl, AL_HEAL, lv, true);
+ int heal = skill->calc_heal(src, bl, AL_HEAL, lv, true);
if( sd->status.party_id ) {
int partycount = party->foreachsamemap(party->sub_count, sd, 0);
@@ -8306,7 +8354,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if( flag&1 || (splash = skill->get_splash(skill_id, skill_lv)) < 1 ) {
int i;
//As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
- if( bl->type != BL_MOB && battle->check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
+ if( bl->type != BL_MOB && battle->check_target(src,bl,BCT_PARTY) <= 0 && sd ) // Only affect mob, party or self.
break;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -8410,7 +8458,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if( tsc && tsc->data[SC_STONE] )
status_change_end(bl,SC_STONE,INVALID_TIMER);
else
- status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2);
+ status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),SCFLAG_FIXEDTICK);
} else {
int rate = 45 + 5 * skill_lv;
if( rnd()%100 < rate ){
@@ -8518,9 +8566,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
break;
case NC_SELFDESTRUCTION:
- if( sd ) {
- if( pc_ismadogear(sd) )
- pc->setmadogear(sd, 0);
+ if (sd) {
+ if (pc_ismadogear(sd))
+ 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);
@@ -8646,13 +8694,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
//If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's.
switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's regardless of resistance.
case 0:
- status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10);
+ status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
break;
case 1:
- status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10);
+ status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
break;
case 2:
- status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10);
+ status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
}
}
} else if( sd )
@@ -8679,8 +8727,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
sc_start(src,bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000);
} else {
int opt = 0, val = 0, splashrange = 0;
- struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
- if( !shield_data || shield_data->type != IT_ARMOR ) {
+ struct item_data *shield_data = NULL;
+ if( sd->equip_index[EQI_HAND_L] < 0 || !( shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]] ) || shield_data->type != IT_ARMOR ) {
//Skill will first check if a shield is equipped. If none is found on the caster the skill will fail.
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
@@ -8792,15 +8840,24 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if (!tsc->data[i])
continue;
switch(i){
- case SC_POISON: case SC_BLIND:
- case SC_FREEZE: case SC_STONE:
- case SC_STUN: case SC_SLEEP:
- case SC_BLOODING: case SC_CURSE:
- case SC_CONFUSION: case SC_ILLUSION:
- case SC_SILENCE: case SC_BURNING:
- case SC_COLD: case SC_FROSTMISTY:
- case SC_DEEP_SLEEP: case SC_FEAR:
- case SC_MANDRAGORA: case SC__CHAOS:
+ case SC_POISON:
+ case SC_BLIND:
+ case SC_FREEZE:
+ case SC_STONE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_BLOODING:
+ case SC_CURSE:
+ case SC_CONFUSION:
+ case SC_ILLUSION:
+ case SC_SILENCE:
+ case SC_BURNING:
+ case SC_COLD:
+ case SC_FROSTMISTY:
+ case SC_DEEP_SLEEP:
+ case SC_FEAR:
+ case SC_MANDRAGORA:
+ case SC__CHAOS:
status_change_end(bl, (sc_type)i, INVALID_TIMER);
}
}
@@ -8864,6 +8921,11 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
pc->delspiritball(dstsd, dstsd->spiritball, 0);
status_percent_heal(src, 0, sp);
}
+ if ( dstsd ) {
+ int i;
+ for (i = SPIRITS_TYPE_CHARM_WATER; i < SPIRITS_TYPE_SPHERE; i++)
+ pc->del_charm(dstsd, dstsd->spiritcharm[i], i);
+ }
clif->skill_nodamage(src, bl, skill_id, skill_lv, sp ? 1:0);
} else {
clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
@@ -8912,10 +8974,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
}
break;
case SR_GENTLETOUCH_CHANGE:
- case SR_GENTLETOUCH_REVITALIZE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start2(src,bl,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)));
break;
+ case SR_GENTLETOUCH_REVITALIZE:
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start2(src,bl,type,100,skill_lv,status_get_vit(src),skill->get_time(skill_id,skill_lv)));
+ break;
case SR_FLASHCOMBO:
{
const int combo[] = {
@@ -8929,7 +8994,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
for( i = 0; i < ARRAYLENGTH(combo); i++ )
skill->addtimerskill(src, tick + 400 * i, bl->id, 0, 0, combo[i], skill_lv, BF_WEAPON, flag|SD_LEVEL);
- break;
+ break;
}
case WA_SWING_DANCE:
case WA_SYMPHONY_OF_LOVER:
@@ -9173,9 +9238,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
case SO_EL_CONTROL:
if( sd ) {
- int mode = EL_MODE_PASSIVE; // Standard mode.
+ int mode = EL_MODE_PASSIVE; // Standard mode.
- if( !sd->ed ) break;
+ if( !sd->ed ) break;
if( skill_lv == 4 ) {// At level 4 delete elementals.
elemental->delete(sd->ed, 0);
@@ -9224,7 +9289,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
int e_hp, e_sp;
- if( !ed ) break;
+ if( !ed ) break;
if( !status->charge(&sd->bl,s_hp,s_sp) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
@@ -9353,7 +9418,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
} else {
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
+ if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
@@ -9399,10 +9464,10 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
int i;
int ttype = skill->get_ele(skill_id, skill_lv);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- ARR_FIND(1, 6, i, sd->charm[i] > 0 && ttype != i);
- if( i < 6 )
- pc->del_charm(sd, sd->charm[i], i); // replace with a new one.
- pc->add_charm(sd, skill->get_time(skill_id, skill_lv), 10, ttype);
+ ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0 && ttype != i);
+ if( i < SPIRITS_TYPE_SPHERE )
+ pc->del_charm(sd, sd->spiritcharm[i], i); // replace with a new one.
+ pc->add_charm(sd, skill->get_time(skill_id, skill_lv), MAX_SPIRITCHARM, ttype);
}
break;
@@ -9410,7 +9475,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if(sd) {
struct mob_data *summon_md;
- summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_MEDIUM, AI_NONE);
+ summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_SMALL, AI_NONE);
if( summon_md ) {
summon_md->master_id = src->id;
summon_md->special_state.ai = AI_ZANZOU;
@@ -9426,17 +9491,16 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
break;
case KO_KYOUGAKU:
- {
- int rate = max(5, (45 + 5 * skill_lv - status_get_int(bl) / 10));
- if( sd && !map_flag_gvg2(src->m) ){
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0);
- break;
- }
- if( dstsd && tsc && !tsc->data[type] && rand()%100 < rate ){
- clif->skill_nodamage(src, bl, skill_id, skill_lv,
- sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)));
- }else if( sd )
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ if (!map_flag_vs(src->m) || !dstsd) {
+ if (sd) clif->skill_fail(sd, skill_id, USESKILL_FAIL_SIZE, 0);
+ break;
+ } else {
+ int time;
+ int rate = 45+ 5*skill_lv - status_get_int(bl)/10;
+ if (rate < 5) rate = 5;
+
+ time = skill->get_time(skill_id, skill_lv) - 1000*status_get_int(bl)/20;
+ sc_start(src,bl, type, rate, skill_lv, time);
}
break;
@@ -9445,10 +9509,10 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
&& rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv))
) {
clif->skill_nodamage(src, bl, skill_id, skill_lv,
- status->change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1));
+ status->change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), SCFLAG_NOAVOID));
status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0);
if( status->get_lv(bl) <= status->get_lv(src) )
- status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0);
+ status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, SCFLAG_NONE);
} else if( sd )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
@@ -9544,11 +9608,11 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
}
}
- heal = 5 * status->get_lv(&hd->bl) + status->base_matk(&hd->battle_status, status->get_lv(&hd->bl));
+ 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);
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), 1|2|8);
- status->change_start(src, bl, type, 1000, skill_lv, 0, 0, 0, skill->get_time(skill_id,skill_lv), 1|2|8);
+ 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);
}
break;
@@ -9584,7 +9648,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
break;
for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
- summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_MEDIUM, AI_ATTACK);
+ summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
if (summon_md) {
summon_md->master_id = src->id;
if (summon_md->deletetimer != INVALID_TIMER)
@@ -9717,9 +9781,11 @@ int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) {
if( sd )
{
- if( ud->skill_id != AL_WARP && !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
+ if( ud->skill_id != AL_WARP && !skill->check_condition_castend(sd, ud->skill_id, ud->skill_lv) ) {
+ if( ud->skill_id == SA_LANDPROTECTOR )
+ clif->skill_poseffect(&sd->bl,ud->skill_id,ud->skill_lv,sd->bl.x,sd->bl.y,tick);
break;
- else
+ }else
skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
}
@@ -9741,7 +9807,7 @@ int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) {
if( !sd || sd->skillitem != ud->skill_id || skill->get_delay(ud->skill_id,ud->skill_lv) )
ud->canact_tick = tick + skill->delay_fix(src, ud->skill_id, ud->skill_lv);
- if (sd) { //Cooldown application
+ if (sd) { //Cooldown application
int i, cooldown = skill->get_cooldown(ud->skill_id, ud->skill_lv);
for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
if (sd->skillcooldown[i].id == ud->skill_id){
@@ -9754,15 +9820,15 @@ int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) {
}
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);
-// if( sd )
-// {
-// switch( ud->skill_id )
-// {
-// case ????:
-// sd->canequip_tick = tick + ????;
-// break;
-// }
-// }
+#if 0
+ if (sd) {
+ switch (ud->skill_id) {
+ case ????:
+ sd->canequip_tick = tick + ????;
+ break;
+ }
+ }
+#endif // 0
unit->set_walkdelay(src, tick, battle_config.default_walk_delay+skill->get_walkdelay(ud->skill_id, ud->skill_lv), 1);
status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
map->freeblock_lock();
@@ -9849,7 +9915,6 @@ int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char
}
pc_stop_attack(sd);
- pc_stop_walking(sd,0);
if(battle_config.skill_log && battle_config.skill_log&BL_PC)
ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
@@ -9959,7 +10024,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
int r;
//if(skill_lv <= 0) return 0;
- if(skill_id > 0 && !skill_lv) return 0; // [Celest]
+ if(skill_id > 0 && !skill_lv) return 0; // [Celest]
nullpo_ret(src);
@@ -10051,11 +10116,17 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
}
case MG_SAFETYWALL:
+ {
+ int alive = 1;
+ if ( map->foreachincell(skill->cell_overlap, src->m, x, y, BL_SKILL, skill_id, &alive, src) ) {
+ skill->unitsetting(src, skill_id, skill_lv, x, y, 0);
+ return 0; // Don't consume gems if cast on LP
+ }
+ }
case MG_FIREWALL:
case MG_THUNDERSTORM:
case AL_PNEUMA:
- case WZ_ICEWALL:
case WZ_FIREPILLAR:
case WZ_QUAGMIRE:
case WZ_VERMILION:
@@ -10086,7 +10157,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
- case AC_SHOWER: //Ground-placed skill implementation.
+ case AC_SHOWER: //Ground-placed skill implementation.
case MA_SHOWER:
case SA_LANDPROTECTOR:
case BD_LULLABY:
@@ -10140,6 +10211,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case GN_THORNS_TRAP:
case GN_DEMONIC_FIRE:
case GN_HELLS_PLANT:
+ case GN_FIRE_EXPANSION_SMOKE_POWDER:
+ case GN_FIRE_EXPANSION_TEAR_GAS:
case SO_EARTHGRAVE:
case SO_DIAMONDDUST:
case SO_FIRE_INSIGNIA:
@@ -10164,7 +10237,12 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
sc_start(src,src,SC_NO_SWITCH_EQUIP,100,0,skill->get_time(skill_id,skill_lv));
skill->unitsetting(src,skill_id,skill_lv,x,y,0);
break;
- case RG_GRAFFITI: /* Graffiti [Valaris] */
+ case WZ_ICEWALL:
+ flag |= 1;
+ if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) )
+ map->list[src->m].setcell(src->m, x, y, CELL_NOICEWALL, true);
+ break;
+ case RG_GRAFFITI:
skill->clear_unitgroup(src);
skill->unitsetting(src,skill_id,skill_lv,x,y,0);
flag|=1;
@@ -10214,7 +10292,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
tmpx = x - area + rnd()%(area * 2 + 1);
tmpy = y - area + rnd()%(area * 2 + 1);
- if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
+ if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
+ && !map->getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
if( i > 0 )
@@ -10268,7 +10347,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
struct mob_data *md;
// Correct info, don't change any of this! [Celest]
- md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_MEDIUM, AI_NONE);
+ md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE);
if (md) {
md->master_id = src->id;
md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
@@ -10358,7 +10437,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
// Plant Cultivation [Celest]
case CR_CULTIVATION:
if (sd) {
- if( map->count_oncell(src->m,x,y,BL_CHAR) > 0 ) {
+ if( map->count_oncell(src->m,x,y,BL_CHAR,0) > 0 ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}
@@ -10366,7 +10445,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
if (rnd()%100 < 50) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
} else {
- TBL_MOB* md = mob->once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_MEDIUM, AI_NONE);
+ TBL_MOB* md = mob->once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
int i;
if (!md) break;
if ((i = skill->get_time(skill_id, skill_lv)) > 0)
@@ -10408,7 +10487,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
- case AM_RESURRECTHOMUN: // [orn]
+ case AM_RESURRECTHOMUN: // [orn]
if (sd) {
if (!homun->ressurect(sd, 20*skill_lv, x, y)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
@@ -10513,7 +10592,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
int class_ = 2042;
struct mob_data *md;
- md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_MEDIUM, AI_NONE);
+ md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE);
if( md ) {
md->master_id = src->id;
md->special_state.ai = AI_FLORA;
@@ -10577,42 +10656,27 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case GN_CRAZYWEED:
{
int area = skill->get_splash(skill_id, skill_lv);
- short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
for( r = 0; r < 3 + (skill_lv>>1); r++ ) {
// Creates a random Cell in the Splash Area
- tmpx = x - area + rnd()%(area * 2 + 1);
- tmpy = y - area + rnd()%(area * 2 + 1);
-
- if( r > 0 )
- skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED,skill_lv,(x1<<16)|y1,flag);
+ int tmpx = x - area + rnd()%(area * 2 + 1);
+ int tmpy = y - area + rnd()%(area * 2 + 1);
- x1 = tmpx;
- y1 = tmpy;
+ skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED_ATK,skill_lv,-1,0);
}
-
- skill->addtimerskill(src,tick+r*250,0,tmpx,tmpy,GN_CRAZYWEED,skill_lv,-1,flag);
}
break;
- case GN_CRAZYWEED_ATK: {
- int dummy = 1;
- //Enable if any unique animation gets added to this skill ID in the future. [Rytech]
- //clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
- r = skill->get_splash(skill_id, skill_lv);
- map->foreachinarea(skill->cell_overlap, src->m, x-r, y-r, x+r, y+r, BL_SKILL, skill_id, &dummy, src);
- map->foreachinarea(skill->area_sub, src->m, x-r, y-r, x+r, y+r, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id);
- }
- break;
case GN_FIRE_EXPANSION: {
int i;
+ int aciddemocast = 5;//If player doesent know Acid Demonstration or knows level 5 or lower, effect 5 will cast level 5 Acid Demo.
struct unit_data *ud = unit->bl2ud(src);
if( !ud ) break;
for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
- distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
+ distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 3 ) {
switch( skill_lv ) {
case 3:
ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
@@ -10622,11 +10686,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
clif->changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
break;
- case 5:
+ case 5:// If player knows a level of Acid Demonstration greater then 5, that level will be casted.
+ if ( pc->checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
+ aciddemocast = pc->checkskill(sd, CR_ACIDDEMONSTRATION);
map->foreachinarea(skill->area_sub, src->m,
- ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
- ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
- src, CR_ACIDDEMONSTRATION, sd ? pc->checkskill(sd, CR_ACIDDEMONSTRATION) : skill_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
+ ud->skillunit[i]->unit->bl.x - 2, ud->skillunit[i]->unit->bl.y - 2,
+ ud->skillunit[i]->unit->bl.x + 2, ud->skillunit[i]->unit->bl.y + 2, BL_CHAR,
+ src, CR_ACIDDEMONSTRATION, aciddemocast, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill->castend_damage_id);
skill->delunit(ud->skillunit[i]->unit);
break;
default:
@@ -10750,7 +10816,8 @@ bool skill_dance_switch(struct skill_unit* su, int flag) {
}
prevflag = flag;
- if( !flag ) { //Transform
+ if( !flag ) {
+ //Transform
uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
// backup
@@ -10768,7 +10835,8 @@ bool skill_dance_switch(struct skill_unit* su, int flag) {
group->target_flag = skill->get_unit_target(skill_id);
group->bl_flag = skill->get_unit_bl_target(skill_id);
group->interval = skill->get_unit_interval(skill_id);
- } else { //Restore
+ } else {
+ //Restore
group->skill_id = backup.skill_id;
group->skill_lv = backup.skill_lv;
group->unit_id = backup.unit_id;
@@ -10779,28 +10847,6 @@ bool skill_dance_switch(struct skill_unit* su, int flag) {
return true;
}
-/**
- * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
- **/
-int skill_icewall_block(struct block_list *bl,va_list ap) {
- struct block_list *target = NULL;
- struct mob_data *md = ((TBL_MOB*)bl);
-
- nullpo_ret(bl);
- nullpo_ret(md);
- if( !md->target_id || ( target = map->id2bl(md->target_id) ) == NULL )
- return 0;
-
- if( path->search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
- return 0;
-
- if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
- mob->unlocktarget(md,timer->gettick());
- mob_stop_walking(md,1);
- }
-
- return 0;
-}
/*==========================================
* Initializes and sets a ground skill.
* flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
@@ -10835,7 +10881,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
sd = BL_CAST(BL_PC, src);
st = status->get_status_data(src);
- sc = status->get_sc(src); // for traps, firewall and fogwall - celest
+ sc = status->get_sc(src); // for traps, firewall and fogwall - celest
switch( skill_id ) {
case SO_ELEMENTAL_SHIELD:
@@ -10862,10 +10908,10 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
case AL_WARP:
val1=skill_lv+6;
- if(!(flag&1))
+ if(!(flag&1)) {
limit=2000;
- else // previous implementation (not used anymore)
- { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
+ } else { // previous implementation (not used anymore)
+ //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
if( src->type != BL_SKILL ) return NULL;
group = ((TBL_SKILL*)src)->group;
src = map->id2bl(group->src_id);
@@ -10890,7 +10936,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
limit=1000;
val1=skill_lv+2;
break;
- case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
+ case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
case AM_DEMONSTRATION:
case GN_HELLS_PLANT:
if( skill_id == GN_HELLS_PLANT && map->getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
@@ -10944,17 +10990,18 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
case SA_VIOLENTGALE:
{
struct skill_unit_group *old_sg;
- if ((old_sg = skill->locate_element_field(src)) != NULL)
- { //HelloKitty confirmed that these are interchangeable,
+ if ((old_sg = skill->locate_element_field(src)) != NULL) {
+ //HelloKitty confirmed that these are interchangeable,
//so you can change element and not consume gemstones.
- if ((
- old_sg->skill_id == SA_VOLCANO ||
- old_sg->skill_id == SA_DELUGE ||
- old_sg->skill_id == SA_VIOLENTGALE
- ) && old_sg->limit > 0)
- { //Use the previous limit (minus the elapsed time) [Skotlex]
+ if (( old_sg->skill_id == SA_VOLCANO
+ || old_sg->skill_id == SA_DELUGE
+ || old_sg->skill_id == SA_VIOLENTGALE
+ )
+ && old_sg->limit > 0
+ ) {
+ //Use the previous limit (minus the elapsed time) [Skotlex]
limit = old_sg->limit - DIFF_TICK32(timer->gettick(), old_sg->tick);
- if (limit < 0) //This can happen...
+ if (limit < 0) //This can happen...
limit = skill->get_time(skill_id,skill_lv);
}
skill->clear_group(src,1);
@@ -11010,22 +11057,24 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
val1 += pc->checkskill(sd,BA_MUSICALLESSON);
break;
case DC_SERVICEFORYOU:
- val1 = 15+skill_lv+(st->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
+ val1 = 15+skill_lv+(st->int_/10); // MaxSP percent increase
val2 = 20+3*skill_lv+(st->int_/10); // SP cost reduction
if(sd){
- val1 += pc->checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
- val2 += pc->checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
+ val1 += pc->checkskill(sd,DC_DANCINGLESSON) / 2;
+ val2 += pc->checkskill(sd,DC_DANCINGLESSON) / 2;
}
break;
case BA_ASSASSINCROSS:
-#ifdef RENEWAL
- val1 = 10 + skill_lv + (st->agi/10); // ASPD increase
if(sd)
- val1 += 4*pc->checkskill(sd,BA_MUSICALLESSON);
+ val1 = pc->checkskill(sd,BA_MUSICALLESSON) / 2;
+#ifdef RENEWAL
+ // This formula was taken from a RE calculator
+ // and the changes published on irowiki
+ // Luckily, official tests show it's the right one
+ val1 += skill_lv + (st->agi/20);
#else
- val1 = 100+(10*skill_lv)+(st->agi/10); // ASPD increase
- if(sd)
- val1 += 5*pc->checkskill(sd,BA_MUSICALLESSON);
+ val1 += 10 + skill_lv + (st->agi/10); // ASPD increase
+ val1 *= 10; // ASPD works with 1000 as 100%
#endif
break;
case DC_FORTUNEKISS:
@@ -11036,22 +11085,22 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
break;
case BD_DRUMBATTLEFIELD:
#ifdef RENEWAL
- val1 = (skill_lv+5)*25; //Watk increase
- val2 = skill_lv*10; //Def increase
+ val1 = (skill_lv+5)*25; //Watk increase
+ val2 = skill_lv*10; //Def increase
#else
- val1 = (skill_lv+1)*25; //Watk increase
- val2 = (skill_lv+1)*2; //Def increase
+ val1 = (skill_lv+1)*25; //Watk increase
+ val2 = (skill_lv+1)*2; //Def increase
#endif
break;
case BD_RINGNIBELUNGEN:
- val1 = (skill_lv+2)*25; //Watk increase
+ val1 = (skill_lv+2)*25; //Watk increase
break;
case BD_RICHMANKIM:
val1 = 25 + 11*skill_lv; //Exp increase bonus.
break;
case BD_SIEGFRIED:
- val1 = 55 + skill_lv*5; //Elemental Resistance
- val2 = skill_lv*10; //Status ailment resistance
+ val1 = 55 + skill_lv*5; //Elemental Resistance
+ val2 = skill_lv*10; //Status ailment resistance
break;
case WE_CALLPARTNER:
if (sd) val1 = sd->status.partner_id;
@@ -11141,6 +11190,10 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
case SO_WARMER:
skill->clear_group(src, 8);
break;
+ case SO_VACUUM_EXTREME:
+ val1 = x;
+ val2 = y;
+ break;
case GN_WALLOFTHORN:
if( flag&1 )
limit = 3000;
@@ -11148,13 +11201,13 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
break;
case KO_ZENKAI:
if( sd ){
- ARR_FIND(1, 6, i, sd->charm[i] > 0);
- if( i < 5 ){
- val1 = sd->charm[i]; // no. of aura
+ ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0);
+ if( i < SPIRITS_TYPE_SPHERE ){
+ val1 = sd->spiritcharm[i]; // no. of aura
val2 = i; // aura type
limit += val1 * 1000;
subunt = i - 1;
- pc->del_charm(sd, sd->charm[i], i);
+ pc->del_charm(sd, sd->spiritcharm[i], i);
}
}
break;
@@ -11170,7 +11223,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
group->item_id = req_item;
- //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
+ //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
if (DIFF_TICK(group->tick, timer->gettick()) > SKILLUNITTIMER_INTERVAL)
active_flag = 0;
@@ -11266,8 +11319,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
if (skill->get_unit_flag(skill_id) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
val2 |= UF_RANGEDSINGLEUNIT; // center.
- if( range <= 0 )
- map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
+ map->foreachincell(skill->cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
if( !alive )
continue;
@@ -11294,9 +11346,6 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
//success, unit created.
switch( skill_id ) {
- case WZ_ICEWALL:
- map->foreachinrange(skill->icewall_block, src, AREA_SIZE, BL_MOB);
- break;
case NJ_TATAMIGAESHI: //Store number of tiles.
group->val1 = group->alive_count;
break;
@@ -11325,7 +11374,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
nullpo_ret(sg=src->group);
nullpo_ret(ss=map->id2bl(sg->src_id));
- if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
+ if( skill->get_type(sg->skill_id) == BF_MAGIC && map->getcell(src->bl.m, src->bl.x, src->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
return 0; //AoE skills are ineffective. [Skotlex]
sc = status->get_sc(bl);
@@ -11335,6 +11384,9 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
if (sc && sc->data[SC_VACUUM_EXTREME] && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
+ if ( sc && sc->data[SC_HOVERING] && ( sg->skill_id == SO_VACUUM_EXTREME || sg->skill_id == SO_ELECTRICWALK || sg->skill_id == SO_FIREWALK || sg->skill_id == WZ_QUAGMIRE ) )
+ return 0;
+
type = status->skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
@@ -11346,7 +11398,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
break;
} else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
+ if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCFLAG_FIXEDRATE) ) {
const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK32(td->tick, tick);
@@ -11444,10 +11496,10 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
if (!sce)
sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
break;
+ case UNT_APPLEIDUN:
case UNT_WHISTLE:
case UNT_ASSASSINCROSS:
case UNT_POEMBRAGI:
- case UNT_APPLEIDUN:
case UNT_HUMMING:
case UNT_DONTFORGETME:
case UNT_FORTUNEKISS:
@@ -11458,12 +11510,13 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
if (!sc) return 0;
if (!sce)
sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
- else if (sce->val4 == 1) {
+ else if (battle_config.song_timer_reset && sce->val4 == 1) {
//Readjust timers since the effect will not last long.
sce->val4 = 0;
timer->delete(sce->timer, status->change_timer);
sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type);
}
+
break;
case UNT_FOGWALL:
@@ -11480,12 +11533,13 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
sc_start4(ss,bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
break;
- // officially, icewall has no problems existing on occupied cells [ultramage]
- // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
- // src->val1 = 0;
- // if(src->limit + sg->tick > tick + 700)
- // src->limit = DIFF_TICK32(tick+700,sg->tick);
- // break;
+#if 0 // officially, icewall has no problems existing on occupied cells [ultramage]
+ case UNT_ICEWALL: //Destroy the cell. [Skotlex]
+ src->val1 = 0;
+ if(src->limit + sg->tick > tick + 700)
+ src->limit = DIFF_TICK32(tick+700,sg->tick);
+ break;
+#endif // 0
case UNT_MOONLIT:
//Knockback out of area if affected char isn't in Moonlit effect
@@ -11498,7 +11552,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick
case UNT_WALLOFTHORN:
if( status_get_mode(bl)&MD_BOSS )
- break; // iRO Wiki says that this skill don't affect to Boss monsters.
+ break; // iRO Wiki says that this skill don't affect to Boss monsters.
if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle->check_target(&src->bl,bl, BCT_ENEMY) == 1 )
skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
break;
@@ -11554,9 +11608,6 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
tsc = status->get_sc(bl);
ssc = status->get_sc(ss); // Status Effects for Unit caster.
- if ( tsc && tsc->data[SC_HOVERING] )
- return 0; //Under hovering characters are immune to trap and ground target skills.
-
// Maestro or Wanderer is unaffected by traps of trappers he or she charmed [SuperHulk]
if ( ssc && ssc->data[SC_SIREN] && ssc->data[SC_SIREN]->val2 == bl->id && (skill->get_inf2(sg->skill_id)&INF2_TRAP) )
return 0;
@@ -11565,6 +11616,26 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
type = status->skill2sc(sg->skill_id);
skill_id = sg->skill_id;
+ if ( tsc && tsc->data[SC_HOVERING] ) {
+ switch ( skill_id ) {
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_FLASHER:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case HW_GRAVITATION:
+ case SA_DELUGE:
+ case SA_VOLCANO:
+ case SA_VIOLENTGALE:
+ case NJ_SUITON:
+ return 0;
+ }
+ }
+
if (sg->interval == -1) {
switch (sg->unit_id) {
case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
@@ -11586,7 +11657,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
ts->tick = tick+sg->interval;
if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
- ts->tick += sg->interval*(map->count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
+ ts->tick += sg->interval*(map->count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
}
switch (sg->unit_id) {
@@ -11727,7 +11798,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
case UNT_MANHOLE:
if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
+ if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCFLAG_FIXEDRATE) ) {
const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK32(td->tick, tick);
@@ -11757,7 +11828,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
if( bl->id != ss->id ) {
if( status_get_mode(bl)&MD_BOSS )
break;
- if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
+ if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDRATE) ) {
map->moveblock(bl, src->bl.x, src->bl.y, tick);
clif->fixpos(bl);
@@ -11770,7 +11841,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
case UNT_VENOMDUST:
if(tsc && !tsc->data[type])
- status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
+ status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_NONE);
break;
@@ -11822,7 +11893,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
break;
- case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
+ case UNT_UGLYDANCE:
if (ss->id != bl->id)
skill->additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
break;
@@ -11836,20 +11907,39 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
int heal;
#ifdef RENEWAL
struct mob_data *md = BL_CAST(BL_MOB, bl);
- if( md && md->class_ == MOBID_EMPERIUM )
+ if (md && md->class_ == MOBID_EMPERIUM)
break;
#endif
- if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER) )
- break; // affects self only when soullinked
+ if ((sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
+ || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1))
+ break;
+
heal = skill->calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
if( tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
status->heal(bl, heal, 0, 0);
- break;
- }
- case UNT_TATAMIGAESHI:
+ if (!battle_config.song_timer_reset)
+ sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit);
+ }
+ break;
+ case UNT_POEMBRAGI:
+ case UNT_WHISTLE:
+ case UNT_ASSASSINCROSS:
+ case UNT_HUMMING:
+ case UNT_DONTFORGETME:
+ case UNT_FORTUNEKISS:
+ case UNT_SERVICEFORYOU:
+ if (battle_config.song_timer_reset
+ || (!(battle_config.song_timer_reset) && tsc && tsc->data[type] && tsc->data[type]->val4 == 1)
+ || (sg->src_id == bl->id && !(tsc && tsc->data[SC_SOULLINK] && tsc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
+ )
+ break;
+
+ sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, 0, sg->limit);
+ break;
+ case UNT_TATAMIGAESHI:
case UNT_DEMONSTRATION:
skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
@@ -12073,7 +12163,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
clif->fixpos(bl);
sg->val2 = bl->id;
} else
- sec = 3000; // Couldn't trap it?
+ sec = 3000; // Couldn't trap it?
sg->limit = DIFF_TICK32(tick, sg->tick) + sec;
} else if( tsc->data[SC_THORNS_TRAP] && bl->id == sg->val2 )
skill->attack(skill->get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
@@ -12101,11 +12191,11 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
break;
case UNT_FIRE_EXPANSION_SMOKE_POWDER:
- sc_start(ss, bl, status->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
+ sc_start(ss, bl, SC_FIRE_EXPANSION_SMOKE_POWDER, 100, sg->skill_lv, 1000);
break;
case UNT_FIRE_EXPANSION_TEAR_GAS:
- sc_start(ss, bl, status->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
+ sc_start(ss, bl, SC_FIRE_EXPANSION_TEAR_GAS, 100, sg->skill_lv, 1000);
break;
case UNT_HELLS_PLANT:
@@ -12117,12 +12207,13 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
case UNT_CLOUD_KILL:
if(tsc && !tsc->data[type])
- status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8);
+ status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),SCFLAG_FIXEDRATE);
skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_WARMER:
- if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
+ {
+ // It has effect on everything, including monsters, undead property and demon
int hp = 0;
if( ssc && ssc->data[SC_HEATER_OPTION] )
hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
@@ -12134,10 +12225,9 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
if( tsc && tsc->data[SC_AKAITSUKI] && hp )
hp = ~hp + 1;
status->heal(bl, hp, 0, 0);
- sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv));
+ sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
}
break;
-
case UNT_FIRE_INSIGNIA:
case UNT_WATER_INSIGNIA:
case UNT_WIND_INSIGNIA:
@@ -12163,11 +12253,18 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
break;
case UNT_VACUUM_EXTREME:
- if ( tsc && tsc->data[SC_HALLUCINATIONWALK] ) {
+ if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_VACUUM_EXTREME])) {
return 0;
} else {
sg->limit -= 100 * tstatus->str/20;
sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
+
+ if ( !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !is_boss(bl) ) {
+ if (unit->movepos(bl, sg->val1, sg->val2, 0, 0)) {
+ clif->slide(bl, sg->val1, sg->val2);
+ clif->fixpos(bl);
+ }
+ }
}
break;
@@ -12212,7 +12309,8 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6
case UNT_POISON_MIST:
skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8);
+ status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0,
+ skill->get_time2(sg->skill_id, sg->skill_lv), SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
break;
}
@@ -12245,10 +12343,8 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick)
switch(sg->unit_id){
case UNT_SAFETYWALL:
case UNT_PNEUMA:
- case UNT_EPICLESIS://Arch Bishop
case UNT_NEUTRALBARRIER:
case UNT_STEALTHFIELD:
- case UNT_WARMER:
if (sce)
status_change_end(bl, type, INVALID_TIMER);
break;
@@ -12257,7 +12353,8 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick)
if( sce && sce->val4 == src->bl.id )
status_change_end(bl, type, INVALID_TIMER);
break;
- case UNT_HERMODE: //Clear Hermode if the owner moved.
+ case UNT_HERMODE:
+ //Clear Hermode if the owner moved.
if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
status_change_end(bl, type, INVALID_TIMER);
break;
@@ -12273,6 +12370,16 @@ int skill_unit_onout(struct skill_unit *src, struct block_list *bl, int64 tick)
}
}
break;
+ case UNT_WHISTLE:
+ case UNT_ASSASSINCROSS:
+ case UNT_POEMBRAGI:
+ case UNT_APPLEIDUN:
+ case UNT_HUMMING:
+ case UNT_DONTFORGETME:
+ case UNT_FORTUNEKISS:
+ case UNT_SERVICEFORYOU:
+ if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER))
+ return -1;
}
return sg->skill_id;
}
@@ -12308,8 +12415,8 @@ int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) {
case BD_ROKISWEIL:
case BD_INTOABYSS:
case BD_SIEGFRIED:
- if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
- { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
+ if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) {
+ //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
//We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
//FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
//it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
@@ -12350,7 +12457,9 @@ int skill_unit_onleft(uint16 skill_id, struct block_list *bl, int64 tick) {
case DC_DONTFORGETME:
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
- if (sce) {
+ if ((battle_config.song_timer_reset && sce) // athena style
+ || (!battle_config.song_timer_reset && sce && sce->val4 != 1)
+ ) {
timer->delete(sce->timer, status->change_timer);
//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
//not possible on our current implementation.
@@ -12413,11 +12522,11 @@ int skill_unit_effect(struct block_list* bl, va_list ap) {
} else {
if( flag&1 )
skill->unit_onplace(su,bl,tick);
- else
- skill->unit_onout(su,bl,tick);
+ else if (skill->unit_onout(su,bl,tick) == -1)
+ return 0; // Don't let a Bard/Dancer update their own song timer
if( flag&4 )
- skill->unit_onleft(skill_id, bl, tick);
+ skill->unit_onleft(skill_id, bl, tick);
}
if( dissonance ) skill->dance_switch(su, 1);
@@ -12467,7 +12576,7 @@ int skill_check_condition_char_sub (struct block_list *bl, va_list ap) {
struct block_list *src;
struct map_session_data *sd;
struct map_session_data *tsd;
- int *p_sd; //Contains the list of characters found.
+ int *p_sd; //Contains the list of characters found.
nullpo_ret(bl);
nullpo_ret(tsd=(struct map_session_data*)bl);
@@ -12558,7 +12667,8 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16
if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
- if (cast_flag) { //Execute the skill on the partners.
+ if (cast_flag) {
+ //Execute the skill on the partners.
struct map_session_data* tsd;
switch (skill_id) {
case PR_BENEDICTIO:
@@ -12631,7 +12741,7 @@ int skill_isammotype (struct map_session_data *sd, int skill_id)
(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
skill_id != HT_PHANTASMIC &&
skill->get_type(skill_id) == BF_WEAPON &&
- !(skill->get_nk(skill_id)&NK_NO_DAMAGE) &&
+ !(skill->get_nk(skill_id)&NK_NO_DAMAGE) &&
!skill->get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
);
}
@@ -12674,8 +12784,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
if (sd->chatID) return 0;
- if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
- { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
+ if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id) {
+ //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
sd->state.arrow_atk = skill->get_ammotype(skill_id)?1:0; //Need to do arrow state check.
sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
return 1;
@@ -12717,8 +12827,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
sd->inventory_data[i] == NULL ||
!sd->inventory_data[i]->flag.delay_consume ||
sd->status.inventory[i].amount < 1
- )
- { //Something went wrong, item exploit?
+ ) {
+ //Something went wrong, item exploit?
sd->itemid = sd->itemindex = -1;
return 0;
}
@@ -12794,6 +12904,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case RA_WUGSTRIKE:
// Other
case BS_GREED:
+ case ALL_FULL_THROTTLE:
break;
default: // in official there is no message.
return 0;
@@ -12803,12 +12914,40 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
// Check the skills that can be used whiled using mado
if( pc_ismadogear(sd) ) {
- if( !(skill_id > NC_MADOLICENCE && skill_id <= NC_DISJOINT)
- && skill_id != NC_MAGMA_ERUPTION
- && skill_id != BS_GREED ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
- return 0;
- }
+ switch ( skill_id ) {
+ case BS_GREED:
+ case NC_BOOSTKNUCKLE:
+ case NC_PILEBUNKER:
+ case NC_VULCANARM:
+ case NC_FLAMELAUNCHER:
+ case NC_COLDSLOWER:
+ case NC_ARMSCANNON:
+ case NC_ACCELERATION:
+ case NC_HOVERING:
+ case NC_F_SIDESLIDE:
+ case NC_B_SIDESLIDE:
+ case NC_SELFDESTRUCTION:
+ case NC_SHAPESHIFT:
+ case NC_EMERGENCYCOOL:
+ case NC_INFRAREDSCAN:
+ case NC_ANALYZE:
+ case NC_MAGNETICFIELD:
+ case NC_NEUTRALBARRIER:
+ case NC_STEALTHFIELD:
+ case NC_REPAIR:
+ case NC_AXEBOOMERANG:
+ case NC_POWERSWING:
+ case NC_AXETORNADO:
+ case NC_SILVERSNIPER:
+ case NC_MAGICDECOY:
+ case NC_DISJOINT:
+ case NC_MAGMA_ERUPTION:
+ case ALL_FULL_THROTTLE:
+ case NC_MAGMA_ERUPTION_DOTDAMAGE:
+ break;
+ default:
+ return 0;
+ }
}
if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
@@ -12895,12 +13034,13 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
return 0;
case MO_EXTREMITYFIST:
- // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
- // return 0;
- if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
+#if 0 //To disable Asura during the 5 min skill block uncomment this block...
+ if(sc && sc->data[SC_EXTREMITYFIST])
+ return 0;
+#endif // 0
+ if (sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]))
break;
- if( sc && sc->data[SC_COMBOATTACK] )
- {
+ if (sc && sc->data[SC_COMBOATTACK]) {
switch(sc->data[SC_COMBOATTACK]->val1) {
case MO_COMBOFINISH:
case CH_TIGERFIST:
@@ -12909,9 +13049,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
default:
return 0;
}
- }
- else if( !unit->can_move(&sd->bl) )
- { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
+ } else if (!unit->can_move(&sd->bl)) {
+ //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
@@ -12946,14 +13085,15 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
if(!(sc && sc->data[SC_COMBOATTACK]) || sc->data[SC_COMBOATTACK]->val1 == TK_JUMPKICK)
return 0; //Combo needs to be ready
- if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain
+ if (sc->data[SC_COMBOATTACK]->val3) { //Kick chain
//Do not repeat a kick.
if (sc->data[SC_COMBOATTACK]->val3 != skill_id)
break;
status_change_end(&sd->bl, SC_COMBOATTACK, INVALID_TIMER);
return 0;
}
- if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
+ if(sc->data[SC_COMBOATTACK]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )) {
+ //Cancel combo wait.
unit->cancel_combo(&sd->bl);
return 0;
}
@@ -13142,17 +13282,6 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
}
break;
- /**
- * Keeping as a note:
- * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
- **/
- //case AB_LAUDAAGNUS:
- //case AB_LAUDARAMUS:
- // if( !sd->status.party_id ) {
- // clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- // return 0;
- // }
- // break;
case AB_ADORAMUS:
/**
@@ -13269,19 +13398,16 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
break;
case LG_RAYOFGENESIS:
+ case LG_HESPERUSLIT:
if( sc && sc->data[SC_INSPIRATION] )
- return 1; // Don't check for partner.
+ return 1; // Don't check for partner.
if( !(sc && sc->data[SC_BANDING]) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL,0);
return 0;
- } else if( skill->check_pc_partner(sd,skill_id,&skill_lv,skill->get_range(skill_id,skill_lv),0) < 1 )
- return 0; // Just fails, no msg here.
- break;
- case LG_HESPERUSLIT:
- if( !sc || !sc->data[SC_BANDING] ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
}
+ if( sc->data[SC_BANDING] &&
+ sc->data[SC_BANDING]->val2 < (skill_id == LG_RAYOFGENESIS ? 2 : 3) )
+ return 0; // Just fails, no msg here.
break;
case SR_FALLENEMPIRE:
if( sc && sc->data[SC_COMBOATTACK] ) {
@@ -13340,8 +13466,16 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
return 0;
}
break;
+ case NC_HOVERING:
+ if (( sd->equip_index[EQI_ACC_L] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_L]].nameid == ITEMID_HOVERING_BOOSTER ) ||
+ ( sd->equip_index[EQI_ACC_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_ACC_R]].nameid == ITEMID_HOVERING_BOOSTER ));
+ else {
+ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ return 0;
+ }
+ break;
case SO_FIREWALK:
- case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
+ case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
if( sc && sc->data[SC_PROPERTYWALK] &&
sc->data[SC_PROPERTYWALK]->val3 < skill->get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
@@ -13372,7 +13506,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case KO_DOHU_KOUKAI:
{
int ttype = skill->get_ele(skill_id, skill_lv);
- if( sd->charm[ttype] >= 10 ){
+ if( sd->spiritcharm[ttype] >= MAX_SPIRITCHARM ){
clif->skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
return 0;
}
@@ -13382,8 +13516,8 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case KO_ZENKAI:
{
int i;
- ARR_FIND(1, 6, i, sd->charm[i] > 0); // FIXME: 4 or 6?
- if( i > 4 ) {
+ ARR_FIND(SPIRITS_TYPE_CHARM_WATER, SPIRITS_TYPE_SPHERE, i, sd->spiritcharm[i] > 0);
+ if( i >= SPIRITS_TYPE_SPHERE ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
return 0;
}
@@ -13411,7 +13545,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
break;
case ST_RIDING:
- if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
+ if (!pc_isridingpeco(sd) && !pc_isridingdragon(sd)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
@@ -13526,7 +13660,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
return 0;
}
case ST_PECO:
- if(!pc_isriding(sd)) {
+ if (!pc_isridingpeco(sd)) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
@@ -13560,12 +13694,14 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
return 0;
}
+#if 0
// There's no need to check if the skill is part of a combo if it's
// already been checked before, see unit_skilluse_id2 [Panikon]
// Note that if this check is read part of issue:8047 will reappear!
- //if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) )
- // return 0;
-
+ if( sd->sc.data[SC_COMBOATTACK] && !skill->is_combo(skill_id ) )
+ return 0;
+#endif // 0
+
return 1;
}
@@ -13890,7 +14026,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
idx = skill->get_index(skill_id);
if( idx == 0 ) // invalid skill id
- return req;
+ return req;
if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
return req;
@@ -13971,7 +14107,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
continue;
break;
case WZ_FIREPILLAR: // celest
- if (skill_lv <= 5) // no gems required at level 1-5
+ if (skill_lv <= 5) // no gems required at level 1-5
continue;
break;
case AB_ADORAMUS:
@@ -14002,10 +14138,9 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
req.itemid[i] = skill->db[idx].itemid[i];
req.amount[i] = skill->db[idx].amount[i];
- if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN )
- {
- if( sd->special_state.no_gemstone )
- { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica]
+ if (itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN) {
+ if (sd->special_state.no_gemstone) {
+ // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card [helvetica]
if( skill_id != SA_ABRACADABRA )
req.itemid[i] = req.amount[i] = 0;
else if( --req.amount[i] < 1 )
@@ -14117,7 +14252,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
case CH_TIGERFIST:
req.spiritball = 3;
break;
- case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
+ case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
req.spiritball = sd->spiritball?sd->spiritball:1;
break;
}
@@ -14167,10 +14302,10 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
// calculate base cast time (reduced by dex)
if( !(skill->get_castnodex(skill_id, skill_lv)&1) ) {
int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
- if( scale > 0 ) // not instant cast
+ if( scale > 0 ) // not instant cast
time = time * scale / battle_config.castrate_dex_scale;
else
- return 0; // instant cast
+ return 0; // instant cast
}
// calculate cast time reduced by item/card bonuses
@@ -14195,9 +14330,9 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
if (battle_config.cast_rate != 100)
time = time * battle_config.cast_rate / 100;
// return final cast time
- time = max(time, 0);
+ time = max(time, 0);
-// ShowInfo("Castime castfix = %d\n",time);
+ //ShowInfo("Castime castfix = %d\n",time);
return time;
}
@@ -14279,9 +14414,8 @@ int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16
break;
}
for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
-
if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
- fixcast_r = sd->skillfixcastrate[i].val; // just speculation
+ fixcast_r = sd->skillfixcastrate[i].val;
break;
}
}
@@ -14383,10 +14517,11 @@ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
return battle_config.min_skill_delay_limit;
if (time < 0)
- time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
+ time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
// Delay reductions
- switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
+ switch (skill_id) {
+ //Monk combo skills have their delay reduced by agi/dex.
case MO_TRIPLEATTACK:
case MO_CHAINCOMBO:
case MO_COMBOFINISH:
@@ -14401,16 +14536,16 @@ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
time = 0; // There is no Delay on Basilica creation, only on cancel
break;
default:
- if (battle_config.delay_dependon_dex && !(delaynodex&1))
- { // if skill delay is allowed to be reduced by dex
+ if (battle_config.delay_dependon_dex && !(delaynodex&1)) {
+ // if skill delay 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 //To be capped later to minimum.
time = 0;
}
- if (battle_config.delay_dependon_agi && !(delaynodex&1))
- { // if skill delay is allowed to be reduced by agi
+ if (battle_config.delay_dependon_agi && !(delaynodex&1)) {
+ // if skill delay is allowed to be reduced by agi
int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
if (scale > 0)
time = time * scale / battle_config.castrate_dex_scale;
@@ -14721,7 +14856,8 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
if(item->nameid > 0 && ditem->type == IT_WEAPON)
{
- if( ditem->flag.no_refine ){ // if the item isn't refinable
+ if( ditem->flag.no_refine ) {
+ // if the item isn't refinable
clif->skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
return;
}
@@ -14802,7 +14938,7 @@ int skill_autospell (struct map_session_data *sd, uint16 skill_id)
if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
- if(skill_id==MG_NAPALMBEAT) maxlv=3;
+ if(skill_id==MG_NAPALMBEAT) maxlv=3;
else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SAGE)
maxlv =10; //Soul Linker bonus. [Skotlex]
@@ -14943,7 +15079,7 @@ int skill_frostjoke_scream(struct block_list *bl, va_list ap) {
return 0;
if (bl->type == BL_PC) {
struct map_session_data *sd = (struct map_session_data *)bl;
- if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
+ if (sd && (pc_isinvisible(sd) || pc_ismadogear(sd)))
return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
}
//It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
@@ -15225,9 +15361,10 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) {
break;
}
break;
+ case WZ_ICEWALL:
case HP_BASILICA:
- if (su->group->skill_id == HP_BASILICA) {
- //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
+ if (su->group->skill_id == skill_id) {
+ //These can't be placed on top of themselves (duration can't be refreshed)
(*alive) = 0;
return 1;
}
@@ -15430,7 +15567,7 @@ bool skill_can_cloak(struct map_session_data *sd) {
//Avoid cloaking with no wall and low skill level. [Skotlex]
//Due to the cloaking card, we have to check the wall versus to known
//skill level rather than the used one. [Skotlex]
- //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
+ //if (sd && val1 < 3 && skill->check_cloaking(bl,NULL))
if (pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(&sd->bl,NULL))
return false;
@@ -15545,7 +15682,6 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int
map->setgatcell(su->bl.m,su->bl.x,su->bl.y,5);
clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA);
skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
- map->list[su->bl.m].icewall_num++;
break;
case SA_LANDPROTECTOR:
skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
@@ -15594,10 +15730,10 @@ int skill_delunit (struct skill_unit* su) {
}
break;
case WZ_ICEWALL:
+ map->list[su->bl.m].setcell(su->bl.m, su->bl.x, su->bl.y, CELL_NOICEWALL, false);
map->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2);
clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
- map->list[su->bl.m].icewall_num--;
// AS_CLOAKING in low levels requires a wall to be cast, thus it needs to be
// checked again when a wall disapears! issue:8182 [Panikon]
map->foreachinarea(skill->check_cloaking_end, su->bl.m,
@@ -15745,7 +15881,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
return 0;
}
- if( !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
+ if( src->type == BL_PC && !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
switch( group->skill_id ) {
case BA_DISSONANCE:
case BA_POEMBRAGI:
@@ -15925,7 +16061,7 @@ int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap) {
nullpo_ret(group);
- if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
+ if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(su->bl.m, su->bl.x, su->bl.y, CELL_CHKLANDPROTECTOR) )
return 0; //AoE skills are ineffective. [Skotlex]
if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 )
@@ -15943,7 +16079,7 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
struct skill_unit* su = DB->data2ptr(data);
struct skill_unit_group* group = su->group;
int64 tick = va_arg(ap,int64);
- bool dissonance;
+ bool dissonance;
struct block_list* bl = &su->bl;
if( !su->alive )
@@ -16188,8 +16324,8 @@ int skill_unit_move_sub(struct block_list* bl, va_list ap) {
//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
skill_id = su->group->skill_id;
- if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
- { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
+ if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) { //Lullaby is the exception, bugreport:411
+ //Non-dualmode unit skills with a timer don't trigger when walking, so just return
if( dissonance ) skill->dance_switch(su, 1);
return 0;
}
@@ -16303,11 +16439,11 @@ int skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx
return 0; //Icewalls and Wall of Thorns don't get knocked back
m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
- // m_flag
- // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
- // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
- // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
- // 3: Both 1+2.
+ // m_flag:
+ // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
+ // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
+ // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
+ // 3: Both 1+2.
for(i=0;i<group->unit_count;i++) {
su1=&group->unit[i];
if (!su1->alive || su1->bl.m!=m)
@@ -16759,9 +16895,8 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
}
break;
default:
- if (sd->menuskill_id == AM_PHARMACY &&
- sd->menuskill_val > 10 && sd->menuskill_val <= 20)
- { //Assume Cooking Dish
+ if (sd->menuskill_id == AM_PHARMACY && sd->menuskill_val > 10 && sd->menuskill_val <= 20) {
+ //Assume Cooking Dish
if (sd->menuskill_val >= 15) //Legendary Cooking Set.
make_per = 10000; //100% Success
else
@@ -16852,9 +16987,10 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
}
}
-// if(log_config.produce > 0)
-// log_produce(sd,nameid,slot1,slot2,slot3,1);
-//TODO update PICKLOG
+#if 0 // TODO: update PICKLOG
+ if(log_config.produce > 0)
+ log_produce(sd,nameid,slot1,slot2,slot3,1);
+#endif // 0
if(equip){
clif->produce_effect(sd,0,nameid);
@@ -16865,7 +17001,8 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
int fame = 0;
tmp_item.amount = 0;
- for (i=0; i< qty; i++) { //Apply quantity modifiers.
+ for (i=0; i< qty; i++) {
+ //Apply quantity modifiers.
if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
tmp_item.amount = qty;
break;
@@ -16963,9 +17100,10 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
}
}
//Failure
-// if(log_config.produce)
-// log_produce(sd,nameid,slot1,slot2,slot3,0);
-//TODO update PICKLOG
+#if 0 // TODO: update PICKLOG
+ if(log_config.produce)
+ log_produce(sd,nameid,slot1,slot2,slot3,0);
+#endif // 0
if(equip){
clif->produce_effect(sd,1,nameid);
@@ -17154,7 +17292,7 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) {
class_ = (nameid == ITEMID_BOODY_RED || nameid == ITEMID_CRYSTAL_BLUE) ? 2043 + nameid - ITEMID_BOODY_RED : (nameid == ITEMID_WIND_OF_VERDURE) ? 2046 : 2045;
- md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_MEDIUM, AI_NONE);
+ md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
if( md ) {
md->master_id = sd->bl.id;
md->special_state.ai = AI_FLORA;
@@ -17286,7 +17424,8 @@ int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv,
return 1;
}
- if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
+ if( skill_lv == 2 && rnd()%100 < 25 ) {
+ // At level 2 have a fail chance. You loose your items if it fails.
clif->skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
return 1;
}
@@ -17338,7 +17477,7 @@ int skill_changematerial(struct map_session_data *sd, int n, unsigned short *ite
}
}
else
- break; // No more items required
+ break; // No more items required
}
p++;
} while(n == j && c == n);
@@ -17468,12 +17607,12 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick)
} else {
int i;
- for(i = 0; i < MAX_SKILL_TREE; i++) {
+ for(i = 0; i < cd->cursor; i++) {
if( cd->entry[i] && cd->entry[i]->skidx == idx )
break;
}
- if( i != MAX_SKILL_TREE ) {/* duplicate, update necessary */
+ if( i != cd->cursor ) {/* duplicate, update necessary */
cd->entry[i]->duration = tick;
#if PACKETVER >= 20120604
cd->entry[i]->total = tick;
@@ -17617,7 +17756,8 @@ int skill_split_atoi (char *str, int *val) {
}
if(i==0) //No data found.
return 0;
- if(i==1) { //Single value, have the whole range have the same value.
+ if(i==1) {
+ //Single value, have the whole range have the same value.
for (; i < MAX_SKILL_LEVEL; i++)
val[i] = val[i-1];
return i;
@@ -17932,44 +18072,132 @@ int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
if( inf == INF2_SONG_DANCE || skill->get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
return 1; // Can't do it.
switch( skill_id ) {
- case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
- case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
- case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
- case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
- case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
- case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
- case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
- case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
- case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
- case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
- case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
- case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
- case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
- case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
- case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
- case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
- case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
- case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
- case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
- case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
- case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
- case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
- case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
- case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
+ case NV_FIRSTAID:
+ case TF_HIDING:
+ case AS_CLOAKING:
+ case WZ_SIGHTRASHER:
+ case RG_STRIPWEAPON:
+ case RG_STRIPSHIELD:
+ case RG_STRIPARMOR:
+ case WZ_METEOR:
+ case RG_STRIPHELM:
+ case SC_STRIPACCESSARY:
+ case ST_FULLSTRIP:
+ case WZ_SIGHTBLASTER:
+ case ST_CHASEWALK:
+ case SC_ENERVATION:
+ case SC_GROOMY:
+ case WZ_ICEWALL:
+ case SC_IGNORANCE:
+ case SC_LAZINESS:
+ case SC_UNLUCKY:
+ case WZ_STORMGUST:
+ case SC_WEAKNESS:
+ case AL_RUWACH:
+ case AL_PNEUMA:
+ case WZ_JUPITEL:
+ case AL_HEAL:
+ case AL_BLESSING:
+ case AL_INCAGI:
+ case WZ_VERMILION:
+ case AL_TELEPORT:
+ case AL_WARP:
+ case AL_HOLYWATER:
+ case WZ_EARTHSPIKE:
+ case AL_HOLYLIGHT:
+ case PR_IMPOSITIO:
+ case PR_ASPERSIO:
+ case WZ_HEAVENDRIVE:
+ case PR_SANCTUARY:
+ case PR_STRECOVERY:
+ case PR_MAGNIFICAT:
+ case WZ_QUAGMIRE:
+ case ALL_RESURRECTION:
+ case PR_LEXDIVINA:
+ case PR_LEXAETERNA:
+ case HW_GRAVITATION:
+ case PR_MAGNUS:
+ case PR_TURNUNDEAD:
+ case MG_SRECOVERY:
+ case HW_MAGICPOWER:
+ case MG_SIGHT:
+ case MG_NAPALMBEAT:
+ case MG_SAFETYWALL:
+ case HW_GANBANTEIN:
+ case MG_SOULSTRIKE:
+ case MG_COLDBOLT:
+ case MG_FROSTDIVER:
+ case WL_DRAINLIFE:
+ case MG_STONECURSE:
+ case MG_FIREBALL:
+ case MG_FIREWALL:
+ case WL_SOULEXPANSION:
+ case MG_FIREBOLT:
+ case MG_LIGHTNINGBOLT:
+ case MG_THUNDERSTORM:
+ case MG_ENERGYCOAT:
+ case WL_WHITEIMPRISON:
+ case WL_SUMMONFB:
+ case WL_SUMMONBL:
+ case WL_SUMMONWB:
+ case WL_SUMMONSTONE:
+ case WL_SIENNAEXECRATE:
+ case WL_RELEASE:
+ case WL_EARTHSTRAIN:
+ case WL_RECOGNIZEDSPELL:
+ case WL_READING_SB:
+ case SA_MAGICROD:
+ case SA_SPELLBREAKER:
+ case SA_DISPELL:
+ case SA_FLAMELAUNCHER:
+ case SA_FROSTWEAPON:
+ case SA_LIGHTNINGLOADER:
+ case SA_SEISMICWEAPON:
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ case SA_LANDPROTECTOR:
+ case PF_HPCONVERSION:
+ case PF_SOULCHANGE:
+ case PF_SPIDERWEB:
+ case PF_FOGWALL:
+ case TK_RUN:
+ case TK_HIGHJUMP:
+ case TK_SEVENWIND:
+ case SL_KAAHI:
+ case SL_KAUPE:
+ case SL_KAITE:
// Skills that need to be confirmed.
- case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
- case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
- case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
+ case SO_FIREWALK:
+ case SO_ELECTRICWALK:
+ case SO_SPELLFIST:
+ case SO_EARTHGRAVE:
+ case SO_DIAMONDDUST:
+ case SO_POISON_BUSTER:
+ case SO_PSYCHIC_WAVE:
+ case SO_CLOUD_KILL:
+ case SO_STRIKING:
+ case SO_WARMER:
+ case SO_VACUUM_EXTREME:
+ case SO_VARETYR_SPEAR:
case SO_ARRULLO:
- return 1; // Can't do it.
+ return 1; // Can't do it.
}
break;
case SC_KG_KAGEHUMI:
switch(skill_id) {
- case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
- case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
- case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
+ case TF_HIDING:
+ case AS_CLOAKING:
+ case GC_CLOAKINGEXCEED:
+ case SC_SHADOWFORM:
+ case MI_HARMONIZE:
+ case CG_MARIONETTE:
+ case AL_TELEPORT:
+ case TF_BACKSLIDING:
+ case RA_CAMOUFLAGE:
+ case ST_CHASEWALK:
+ case GD_EMERGENCYCALL:
return 1; // needs more info
}
break;
@@ -17982,10 +18210,10 @@ int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
int type = 0;
switch( skill_id ) {
- case SO_SUMMON_AGNI: type = 2114; break;
- case SO_SUMMON_AQUA: type = 2117; break;
- case SO_SUMMON_VENTUS: type = 2120; break;
- case SO_SUMMON_TERA: type = 2123; break;
+ case SO_SUMMON_AGNI: type = 2114; break;
+ case SO_SUMMON_AQUA: type = 2117; break;
+ case SO_SUMMON_VENTUS: type = 2120; break;
+ case SO_SUMMON_TERA: type = 2123; break;
}
type += skill_lv - 1;
@@ -18120,7 +18348,7 @@ bool skill_parse_row_requiredb(char* split[], int columns, int current) {
skill->split_atoi(split[5],skill->db[idx].sp_rate);
skill->split_atoi(split[6],skill->db[idx].zeny);
- //Which weapon type are required, see doc/item_db for types
+ //Which weapon type are required, see doc/item_db for types
p = split[7];
for( j = 0; j < 32; j++ ) {
int l = atoi(p);
@@ -18543,7 +18771,7 @@ int do_init_skill(bool minimal) {
skill->unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK);
skill->timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE|ERS_OPT_FLEX_CHUNK);
skill->cd_ers = ers_new(sizeof(struct skill_cd),"skill.c::skill_cd_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK);
- skill->cd_entry_ers = ers_new(sizeof(struct skill_cd_entry),"skill.c::skill_cd_entry_ers",ERS_OPT_CLEAR|ERS_OPT_FLEX_CHUNK);
+ skill->cd_entry_ers = ers_new(sizeof(struct skill_cd_entry),"skill.c::skill_cd_entry_ers",ERS_OPT_CLEAR|ERS_OPT_CLEAN|ERS_OPT_FLEX_CHUNK);
ers_chunk_size(skill->cd_ers, 25);
ers_chunk_size(skill->cd_entry_ers, 100);
@@ -18749,7 +18977,6 @@ void skill_defaults(void) {
skill->frostjoke_scream = skill_frostjoke_scream;
skill->greed = skill_greed;
skill->destroy_trap = skill_destroy_trap;
- skill->icewall_block = skill_icewall_block;
skill->unitgrouptickset_search = skill_unitgrouptickset_search;
skill->dance_switch = skill_dance_switch;
skill->check_condition_char_sub = skill_check_condition_char_sub;