- status_check_skilluse cleanup. Some status will only block skills when they are first used, not on cast-end (which includes auto-spells and ground-skill checks). Added flag 2 to signal splash/aoe effects (skill already casted, but target just affected)

- Gravitation now only affects the caster, should have also fixed the skill not doing damage when skill_caster_check is set.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5437 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-03-02 23:51:20 +00:00
parent c64fbb45b5
commit 28e4d9d3ae
3 changed files with 33 additions and 18 deletions

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@ -5,6 +5,12 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/03/02
* status_check_skilluse cleanup. Some status will only block skills when
they are first used, not on cast-end (which includes auto-spells and
ground-skill checks). Now when status_castcancel is 'no', skills WILL
come off after the cast bar is done. [Skotlex]
* Gravitation now only affects the caster, should have also fixed the skill
not doing damage when skill_caster_check is set. [Skotlex]
* Max fame list size is now defined by MAX_FAME_LIST constant (mmo.h)
[Skotlex]
* Individual fame lists sizes can now be specified through the char-server

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@ -1580,17 +1580,16 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL)
return 0;
//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
if (
(src != dsrc || battle_config.skill_caster_check) &&
!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 1)
)
return 0;
if (src != dsrc) {
//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
return 0;
} else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
if (!status_check_skilluse(dsrc, bl, skillid, 2))
return 0;
}
//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
if (flag && skill_get_nk(skillid)&NK_SPLASH
&& !status_check_skilluse(dsrc, bl, skillid, 1))
return 0;
//uncomment the following to do a check between caster and target. [Skotlex]
//eg: if you want storm gust to do no damage if the caster runs to another map after invoking the skill.

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@ -329,7 +329,10 @@ int status_getrefinebonus(int lv,int type)
/*==========================================
* Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target. [Skotlex]
* flag: 1 to indicate this call is done after the casting (target already selected)
* flag:
* 0 - Trying to use skill on target.
* 1 - Cast bar is done.
* 2- Skill already pulled off, check is due to ground-based skills or splash-damage ones.
* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
* target MAY Be null, in which case the checks are only to see
* whether the source can cast or not the skill on the ground.
@ -376,7 +379,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
if (src) sc = status_get_sc(src);
if(sc && sc->opt1 >0 && (!flag || battle_config.sc_castcancel))
if(sc && sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
//When sc do not cancel casting, the spell should come out.
return 0;
if(sc && sc->count)
@ -385,7 +389,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
(sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
|| (sc->data[SC_AUTOCOUNTER].timer != -1 && skill_num != KN_AUTOCOUNTER)
|| (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
|| sc->data[SC_GRAVITATION].timer != -1
|| (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF)
)
return 0;
@ -402,14 +406,20 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
}
if (skill_num)
{ //Skills blocked through status changes...
if ((sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
(sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) ||
if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
(sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
(sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
(sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
(sc->data[SC_SILENCE].timer != -1 && !flag) || //Silence only blocks initial casting of skills.
sc->data[SC_SILENCE].timer != -1 ||
sc->data[SC_STEELBODY].timer != -1 ||
sc->data[SC_BERSERK].timer != -1 || sc->data[SC_SKA].timer != -1 ||
sc->data[SC_BERSERK].timer != -1 ||
sc->data[SC_SKA].timer != -1
))
return 0;
//Skill blocking.
if (
(sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
(sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) ||
(sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
sc->data[SC_NOCHAT].timer != -1
)
return 0;