Added temporary code for guild skills to stop crashing
git-svn-id: https://svn.code.sf.net/p/rathena/svn/athena@299 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -6,6 +6,7 @@ Date Added
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- Updated Basilica, Sharp Shooting, Berserk, Meditatio (Thanks to DracoRPG!)
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- Fixed a typo with Blade Stop that was causing crashes, sorry. ^^;
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- Reverted changes to Cloaking, ours is already more updated! ^_^
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- Added temporary code for guild skills to stop crashing
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* @alive, @raisemap, @raise now display the resurrection skill animation [MC Cameri]
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* @charpetrename(AtCommand) is now #petrename(CharCommand) [MC Cameri]
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* @charjob/(AtCommand) is now #jobchange(CharCommand) [MC Cameri]
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@ -23,6 +23,7 @@
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#include "intif.h"
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#include "log.h"
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#include "chrif.h"
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#include "guild.h"
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#ifdef MEMWATCH
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#include "memwatch.h"
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@ -733,14 +734,14 @@ struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
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/* アブラカダブラ?動スキルデ?タベ?ス */
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struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
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int skill_get_hit( int id ){ return skill_db[id].hit; }
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int skill_get_inf( int id ){ return skill_db[id].inf; }
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int skill_get_pl( int id ){ return skill_db[id].pl; }
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int skill_get_nk( int id ){ return skill_db[id].nk; }
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int skill_get_max( int id ){ return skill_db[id].max; }
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int skill_get_range( int id , int lv ){ return (lv <= 0) ? 0:skill_db[id].range[lv-1]; }
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int skill_get_hit( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].hit : 0; }
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int skill_get_inf( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].inf : guild_skill_get_inf(id); }
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int skill_get_pl( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].pl : 0; }
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int skill_get_nk( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].nk : 2; }
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int skill_get_max( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].max : guild_skill_get_max(id); }
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int skill_get_range( int id , int lv ){ return (lv <= 0) ? 0: ((id < MAX_SKILL_DB) ? skill_db[id].range[lv-1] : guild_skill_get_max(id)); }
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int skill_get_hp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].hp[lv-1]; }
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int skill_get_sp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].sp[lv-1]; }
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int skill_get_sp( int id ,int lv ){ return (lv <= 0) ? 0: ((id < MAX_SKILL_DB) ? skill_db[id].sp[lv-1] : guild_skill_get_sp(id, lv)); }
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int skill_get_zeny( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].zeny[lv-1]; }
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int skill_get_num( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].num[lv-1]; }
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int skill_get_cast( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].cast[lv-1]; }
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@ -749,7 +750,8 @@ int skill_get_time( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_t
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int skill_get_time2( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1]; }
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int skill_get_castdef( int id ){ return skill_db[id].cast_def_rate; }
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int skill_get_weapontype( int id ){ return skill_db[id].weapon; }
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int skill_get_inf2( int id ){ return skill_db[id].inf2; }
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int skill_get_inf2( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].inf2 : 0; }
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int skill_get_castcancel( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].maxcount : 0; }
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int skill_get_maxcount( int id ){ return skill_db[id].maxcount; }
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int skill_get_blewcount( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1]; }
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int skill_get_mhp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].mhp[lv-1]; }
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@ -977,7 +979,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
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//else
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// clif_skill_fail(sd,skillid,0,0); // it's annoying! =p [Celest]
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}
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// エンチャントデットリーポイズン(猛毒効果)
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// エンチャントデットリ?ポイズン(猛毒?果)
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if (sd && sd->sc_data[SC_EDP].timer != -1 && rand() % 10000 < sd->sc_data[SC_EDP].val2 * sc_def_vit) {
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int mhp = battle_get_max_hp(bl);
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int hp = battle_get_hp(bl);
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@ -1208,7 +1210,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
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//阿修羅を使うと5分間自然回復しないようになる
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skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
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break;
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case HW_NAPALMVULCAN: /* ナパームバルカン */
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case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
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// skilllv*5%の確率で呪い
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if (rand()%10000 < 5*skilllv*sc_def_luk)
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skill_status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
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@ -4311,6 +4313,11 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
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}
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}
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break;
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case GD_BATTLEORDER:
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case GD_REGENERATION:
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case GD_RESTORE:
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case GD_EMERGENCYCALL:
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break;
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default:
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printf("Unknown skill used:%d\n",skillid);
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map_freeblock_unlock();
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@ -6217,8 +6224,8 @@ static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
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case BD_RAGNAROK: /* 神?の?昏 */
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case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
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if(sd != ssd && //本人以外で
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((ss_class.job==19 && s_class.job==20) || //自分がバードならダンサーで
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(ss_class.job==20 && s_class.job==19)) && //自分がダンサーならバードで
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((ss_class.job==19 && s_class.job==20) || //自分がバ?ドならダンサ?で
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(ss_class.job==20 && s_class.job==19)) && //自分がダンサ?ならバ?ドで
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pc_checkskill(sd,skillid) > 0 && //スキルを持っていて
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(*c)==0 && //最初の一人で
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sd->status.party_id == ssd->status.party_id && //パ?ティ?が同じで
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@ -6916,7 +6923,8 @@ int skill_use_id( struct map_session_data *sd, int target_id,
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casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
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if(skill_num != SA_MAGICROD)
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delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
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sd->state.skillcastcancel = skill_db[skill_num].castcancel;
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//sd->state.skillcastcancel = skill_db[skill_num].castcancel;
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sd->state.skillcastcancel = skill_get_castcancel(skill_num);
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switch(skill_num){ /* 何か特殊な?理が必要 */
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// case AL_HEAL: /* ヒ?ル */
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@ -6963,17 +6971,16 @@ int skill_use_id( struct map_session_data *sd, int target_id,
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case WE_MALE:
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case WE_FEMALE:
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{
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struct map_session_data *p_sd = NULL;
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if((p_sd = pc_get_partner(sd)) == NULL)
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return 0;
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target_id = p_sd->bl.id;
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//rangeをもう1回?査
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range = skill_get_range(skill_num,skill_lv);
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if(range < 0)
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range = battle_get_range(&sd->bl) - (range + 1);
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if(!battle_check_range(&sd->bl,&p_sd->bl,range) ){
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return 0;
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}
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struct map_session_data *p_sd = NULL;
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if((p_sd = pc_get_partner(sd)) == NULL)
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return 0;
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target_id = p_sd->bl.id;
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//rangeをもう1回?査
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range = skill_get_range(skill_num,skill_lv);
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if(range < 0)
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range = battle_get_range(&sd->bl) - (range + 1);
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if(!battle_check_range(&sd->bl,&p_sd->bl,range))
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return 0;
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}
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break;
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case AS_SPLASHER: /* ベナムスプラッシャ? */
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@ -6988,7 +6995,12 @@ int skill_use_id( struct map_session_data *sd, int target_id,
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case PF_MEMORIZE: /* メモライズ */
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casttime = 12000;
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break;
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case GD_BATTLEORDER:
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case GD_REGENERATION:
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case GD_RESTORE:
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case GD_EMERGENCYCALL:
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printf ("guild skill used : id = %d\n", skill_num);
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break;
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}
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//メモライズ?態ならキャストタイムが1/3
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@ -7559,7 +7571,7 @@ int skill_gangsterparadise(struct map_session_data *sd ,int type)
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map_foreachinarea(skill_gangster_count,sd->bl.m,
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sd->bl.x-range,sd->bl.y-range,
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sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
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if(c > 1) {/*ギャングスター成功したら自分にもギャングスター属性付与*/
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if(c > 1) {/*ギャングスタ?成功したら自分にもギャングスタ??性付?*/
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map_foreachinarea(skill_gangster_in,sd->bl.m,
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sd->bl.x-range,sd->bl.y-range,
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sd->bl.x+range,sd->bl.y+range,BL_PC);
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@ -8046,7 +8058,7 @@ int skill_status_change_end(struct block_list* bl, int type, int tid)
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case SC_POISON:
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if (sc_data[SC_DPOISON].timer != -1) //
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break; // DPOISON用のオプション
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*opt2 &= ~1; // が専用に用意された場合には
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*opt2 &= ~1; // が?用に用意された場合には
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opt_flag = 1; // ここは削除する
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break; //
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case SC_CURSE:
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@ -8058,7 +8070,7 @@ int skill_status_change_end(struct block_list* bl, int type, int tid)
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case SC_DPOISON:
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if (sc_data[SC_POISON].timer != -1) // DPOISON用のオプションが
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break; // 用意されたら削除
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*opt2 &= ~1; // 毒状態解除
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*opt2 &= ~1; // 毒?態解除
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opt_flag = 1;
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break;
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case SC_SIGNUMCRUCIS:
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@ -8757,7 +8769,7 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
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skill_encchant_eremental_end(bl,SC_ENCPOISON);
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break;
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case SC_EDP: // [Celest]
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val2 = val1 + 2; /* 猛毒付与確率(%) */
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val2 = val1 + 2; /* 猛毒付?確率(%) */
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calc_flag = 1;
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break;
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case SC_POISONREACT: /* ポイズンリアクト */
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@ -10487,11 +10499,11 @@ int skill_produce_mix( struct map_session_data *sd,
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switch (skill_produce_db[idx].req_skill) {
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case AM_PHARMACY:
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clif_produceeffect(sd,2,nameid);/* 製薬エフェクト */
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clif_produceeffect(sd,2,nameid);/* 製?エフェクト */
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clif_misceffect(&sd->bl,5); /* 他人にも成功を通知 */
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break;
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case ASC_CDP:
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clif_produceeffect(sd,2,nameid);/* 暫定で製薬エフェクト */
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clif_produceeffect(sd,2,nameid);/* 暫定で製?エフェクト */
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clif_misceffect(&sd->bl,5);
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break;
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default: /* 武器製造、コイン製造 */
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@ -10513,12 +10525,12 @@ int skill_produce_mix( struct map_session_data *sd,
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switch (skill_produce_db[idx].req_skill) {
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case AM_PHARMACY:
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clif_produceeffect(sd,3,nameid);/* 製薬失敗エフェクト */
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clif_produceeffect(sd,3,nameid);/* 製?失敗エフェクト */
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clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
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break;
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case ASC_CDP:
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{
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clif_produceeffect(sd,3,nameid); /* 暫定で製薬エフェクト */
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clif_produceeffect(sd,3,nameid); /* 暫定で製?エフェクト */
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clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
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pc_heal(sd, -(sd->status.max_hp>>2), 0);
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}
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@ -4,7 +4,7 @@
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#include "map.h"
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#define MAX_SKILL_DB 450
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#define MAX_SKILL_DB 472
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#define MAX_SKILL_PRODUCE_DB 150
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#define MAX_PRODUCE_RESOURCE 7
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#define MAX_SKILL_ARROW_DB 150
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