Cleaned up and corrected some more land skill code:

* removed redundant skill_ganbatein() function
 * Added flag UF_PATHCHECK from jAthena which affects whether a skill's cells will be affected by the surrounding terrain. Adjusted existing flags so that they closely match jA's (for easier comparisons).
 * Fixed code that allowed placing of skill unit cells on 'gaps'.
 * Fixed code that prevented successful casting of land skills on 'gaps' (officially it's possbile, even though they will not deploy entirely).

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12331 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ultramage 2008-03-09 17:28:01 +00:00
parent 29fea0fdaa
commit 5767cc5285
6 changed files with 110 additions and 120 deletions

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@ -3,6 +3,15 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK. AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2008/03/09
* Cleaned up and corrected some more land skill code [ultramage]
- removed redundant skill_ganbatein() function
- Added flag UF_PATHCHECK from jAthena which affects whether a skill's
cells will be affected by the surrounding terrain. Adjusted existing
flags so that they closely match jA's (for easier comparisons).
- Fixed code that allowed placing of skill unit cells on 'gaps'.
- Fixed code that prevented successful casting of land skills on 'gaps'
(officially it's possbile, even though they will not deploy entirely).
2008/03/07 2008/03/07
* Script induced status changes can now be reduced by stats/cards (but * Script induced status changes can now be reduced by stats/cards (but
only trigger rate is reduced, not duration). only trigger rate is reduced, not duration).

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@ -43,6 +43,8 @@
2385 Recuvative_Armor Should trigger HP/SP return with magical kills as well. 2385 Recuvative_Armor Should trigger HP/SP return with magical kills as well.
======================= =======================
2008/03/09
* Added UF_PATHCHECK to skill_unit_db.txt, re-numbered flags [ultramage]
2008/03/08 2008/03/08
* Added a missing ; in item 5384's script. (bugreport: 1115) [Paradox924X] * Added a missing ; in item 5384's script. (bugreport: 1115) [Paradox924X]
2008/03/04 2008/03/04

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@ -7,13 +7,14 @@
// 0x002(UF_NOREITERRATION) Spell cannot be stacked // 0x002(UF_NOREITERRATION) Spell cannot be stacked
// 0x004(UF_NOFOOTSET) Spell cannot be cast near/on targets // 0x004(UF_NOFOOTSET) Spell cannot be cast near/on targets
// 0x008(UF_NOOVERLAP) Spell effects do not overlap // 0x008(UF_NOOVERLAP) Spell effects do not overlap
// 0x010(UF_NOPC) Spell cannot affect players. // 0x010(UF_PATHCHECK) Only cells with a shootable path will be placed
// 0x020(UF_NOMOB) Spell cannot affect mobs. // 0x020(UF_NOPC) Spell cannot affect players.
// 0x040(UF_NOMOB) Spell cannot affect mobs.
// 0x080(UF_SKILL) Spell CAN affect skills. // 0x080(UF_SKILL) Spell CAN affect skills.
// 0x100(UF_DANCE) Dance skill // 0x100(UF_DANCE) Dance skill
// 0x200(UF_ENSEMBLE) Ensemble skill // 0x200(UF_ENSEMBLE) Ensemble skill
// 0x400(UF_SONG) Song skill // 0x400(UF_SONG) Song skill
// 0x800(UF_DUALMODE) Spell has effects both at an interval and when you step in/out // 0x800(UF_DUALMODE) Spell has effects both at an interval and when you step in/out
// Example: 0x006 = 0x002+0x004 -> Cannot be stacked nor cast near targets // Example: 0x006 = 0x002+0x004 -> Cannot be stacked nor cast near targets
// //
// Notes: // Notes:
@ -24,20 +25,20 @@
// //
12,0x7e, , 0, 0, -1,all, 0x003 //MG_SAFETYWALL 12,0x7e, , 0, 0, -1,all, 0x003 //MG_SAFETYWALL
18,0x7f, , -1, 0, 20,enemy, 0x008 //MG_FIREWALL 18,0x7f, , -1, 0, 20,enemy, 0x018 //MG_FIREWALL
21,0x86, , 0, 2,1000,enemy, 0x008 //MG_THUNDERSTORM 21,0x86, , 0, 2,1000,enemy, 0x018 //MG_THUNDERSTORM
25,0x85, , 1, 0, -1,all, 0x003 //AL_PNEUMA 25,0x85, , 1, 0, -1,all, 0x003 //AL_PNEUMA
27,0x81,0x80, 0, 0, -1,all, 0x006 //AL_WARP 27,0x81,0x80, 0, 0, -1,all, 0x006 //AL_WARP
47,0x86, , 0, 2,1000,enemy, 0x080 //AC_SHOWER 47,0x86, , 0, 2,1000,enemy, 0x080 //AC_SHOWER
70,0x83, , -1, 1,1000,all, 0x008 //PR_SANCTUARY 70,0x83, , -1, 1,1000,all, 0x018 //PR_SANCTUARY
79,0x84, , -1, 1,3000,enemy, 0x008 //PR_MAGNUS 79,0x84, , -1, 1,3000,enemy, 0x018 //PR_MAGNUS
80,0x87,0x88, 0, 1,2000,enemy, 0x006 //WZ_FIREPILLAR 80,0x87,0x88, 0, 1,2000,enemy, 0x006 //WZ_FIREPILLAR
83,0x86, , 0, 3,1000,enemy, 0x000 //WZ_METEOR 83,0x86, , 0, 3,1000,enemy, 0x010 //WZ_METEOR
85,0x86, , 0, 6:6:6:6:6:6:6:6:6:6:8,1250,enemy,0x008 //WZ_VERMILION 85,0x86, , 0, 6:6:6:6:6:6:6:6:6:6:8,1250,enemy,0x018 //WZ_VERMILION
87,0x8d, , -1, 0, -1,all, 0x000 //WZ_ICEWALL 87,0x8d, , -1, 0, -1,all, 0x010 //WZ_ICEWALL
89,0x86, , 0, 5, 450,enemy, 0x008 //WZ_STORMGUST 89,0x86, , 0, 5, 450,enemy, 0x018 //WZ_STORMGUST
91,0x86, , 0, 2,1000,enemy, 0x000 //WZ_HEAVENDRIVE 91,0x86, , 0, 2,1000,enemy, 0x010 //WZ_HEAVENDRIVE
92,0x8e, , 2, 0, -1,enemy, 0x000 //WZ_QUAGMIRE 92,0x8e, , 2, 0, -1,enemy, 0x010 //WZ_QUAGMIRE
115,0x90, , 0, 1,1000,enemy, 0x006 //HT_SKIDTRAP 115,0x90, , 0, 1,1000,enemy, 0x006 //HT_SKIDTRAP
116,0x93, , 0, 0,1000,enemy, 0x006 //HT_LANDMINE 116,0x93, , 0, 0,1000,enemy, 0x006 //HT_LANDMINE
117,0x91, , 0, 1,1000,enemy, 0x006 //HT_ANKLESNARE 117,0x91, , 0, 1,1000,enemy, 0x006 //HT_ANKLESNARE
@ -51,29 +52,29 @@
140,0x92, , -1, 0,1000,enemy, 0x000 //AS_VENOMDUST 140,0x92, , -1, 0,1000,enemy, 0x000 //AS_VENOMDUST
220,0xb0, , 0, 0, -1,all, 0x002 //RG_GRAFFITI 220,0xb0, , 0, 0, -1,all, 0x002 //RG_GRAFFITI
229,0xb1, , 0, 1,1000,enemy, 0x006 //AM_DEMONSTRATION 229,0xb1, , 0, 1,1000,enemy, 0x006 //AM_DEMONSTRATION
254,0x86, , -1, 0, 400,enemy, 0x000 //CR_GRANDCROSS 254,0x86, , -1, 0, 400,enemy, 0x010 //CR_GRANDCROSS
285,0x9a, , 3, 0, -1,all, 0x000 //SA_VOLCANO 285,0x9a, , 3, 0, -1,all, 0x010 //SA_VOLCANO
286,0x9b, , 3, 0, -1,all, 0x000 //SA_DELUGE 286,0x9b, , 3, 0, -1,all, 0x010 //SA_DELUGE
287,0x9c, , 3, 0, -1,all, 0x000 //SA_VIOLENTGALE 287,0x9c, , 3, 0, -1,all, 0x010 //SA_VIOLENTGALE
288,0x9d, , 3:3:4:4:5,0, -1,all, 0x000 //SA_LANDPROTECTOR 288,0x9d, , 3:3:4:4:5,0, -1,all, 0x010 //SA_LANDPROTECTOR
306,0x9e, , 4, 0,6000,all, 0x200 //BD_LULLABY 306,0x9e, , 4, 0,6000,all, 0x200 //BD_LULLABY
307,0x9f, , 4, 0, -1,enemy, 0x210 //BD_RICHMANKIM 307,0x9f, , 4, 0, -1,enemy, 0x220 //BD_RICHMANKIM
308,0xa0, , 4, 0, -1,enemy, 0x200 //BD_ETERNALCHAOS 308,0xa0, , 4, 0, -1,enemy, 0x200 //BD_ETERNALCHAOS
309,0xa1, , 4, 0, -1,party, 0x200 //BD_DRUMBATTLEFIELD 309,0xa1, , 4, 0, -1,party, 0x200 //BD_DRUMBATTLEFIELD
310,0xa2, , 4, 0, -1,party, 0x200 //BD_RINGNIBELUNGEN 310,0xa2, , 4, 0, -1,party, 0x200 //BD_RINGNIBELUNGEN
311,0xa3, , 4, 0, -1,all, 0x200 //BD_ROKISWEIL 311,0xa3, , 4, 0, -1,all, 0x200 //BD_ROKISWEIL
312,0xa4, , 4, 0, -1,party, 0x220 //BD_INTOABYSS 312,0xa4, , 4, 0, -1,party, 0x240 //BD_INTOABYSS
313,0xa5, , 4, 0, -1,party, 0x200 //BD_SIEGFRIED 313,0xa5, , 4, 0, -1,party, 0x200 //BD_SIEGFRIED
317,0xa6, , 3, 0,3000,enemy, 0x400 //BA_DISSONANCE 317,0xa6, , 3, 0,3000,enemy, 0x400 //BA_DISSONANCE
319,0xa7, , 3, 0, -1,all, 0x420 //BA_WHISTLE 319,0xa7, , 3, 0, -1,all, 0x440 //BA_WHISTLE
320,0xa8, , 3, 0, -1,all, 0x420 //BA_ASSASSINCROSS 320,0xa8, , 3, 0, -1,all, 0x440 //BA_ASSASSINCROSS
321,0xa9, , 3, 0, -1,all, 0x420 //BA_POEMBRAGI 321,0xa9, , 3, 0, -1,all, 0x440 //BA_POEMBRAGI
322,0xaa, , 3, 0,6000,all, 0xC20 //BA_APPLEIDUN 322,0xaa, , 3, 0,6000,all, 0xC40 //BA_APPLEIDUN
325,0xab, , 3, 0,3000,enemy, 0x100 //DC_UGLYDANCE 325,0xab, , 3, 0,3000,enemy, 0x100 //DC_UGLYDANCE
327,0xac, , 3, 0, -1,all, 0x120 //DC_HUMMING 327,0xac, , 3, 0, -1,all, 0x140 //DC_HUMMING
328,0xad, , 3, 0, -1,enemy, 0x100 //DC_DONTFORGETME 328,0xad, , 3, 0, -1,enemy, 0x100 //DC_DONTFORGETME
329,0xae, , 3, 0, -1,all, 0x120 //DC_FORTUNEKISS 329,0xae, , 3, 0, -1,all, 0x140 //DC_FORTUNEKISS
330,0xaf, , 3, 0, -1,all, 0x120 //DC_SERVICEFORYOU 330,0xaf, , 3, 0, -1,all, 0x140 //DC_SERVICEFORYOU
336,0xb2, , 0,-1, -1,noone, 0x000 //WE_CALLPARTNER 336,0xb2, , 0,-1, -1,noone, 0x000 //WE_CALLPARTNER
339,0x86, , -1, 0, 400,enemy, 0x000 //NPC_DARKGRANDCROSS 339,0x86, , -1, 0, 400,enemy, 0x000 //NPC_DARKGRANDCROSS
362,0xb4, , 0, 3, -1,all, 0x000 //HP_BASILICA 362,0xb4, , 0, 3, -1,all, 0x000 //HP_BASILICA
@ -90,7 +91,7 @@
488,0xb9, , 3, 0, -1,all, 0x200 //CG_HERMODE 488,0xb9, , 3, 0, -1,all, 0x200 //CG_HERMODE
516,0xba, , 3, 0, 100,enemy, 0x000 //GS_DESPERADO 516,0xba, , 3, 0, 100,enemy, 0x000 //GS_DESPERADO
521,0xbe, , 0, 1,1000,enemy, 0x000 //GS_GROUNDDRIFT 521,0xbe, , 0, 1,1000,enemy, 0x000 //GS_GROUNDDRIFT
527,0xbc, , -1, 0,2000,enemy, 0x000 //NJ_TATAMIGAESHI 527,0xbc, , -1, 0,2000,enemy, 0x010 //NJ_TATAMIGAESHI
535,0xbd, , -1, 0, 20,enemy, 0x008 //NJ_KAENSIN 535,0xbd, , -1, 0, 20,enemy, 0x018 //NJ_KAENSIN
538,0xbb, , 1:1:1:2:2:2:3:3:3:4,0,-1,all,0x000 //NJ_SUITON 538,0xbb, , 1:1:1:2:2:2:3:3:3:4,0,-1,all,0x010 //NJ_SUITON
670,0xc7, , 5, 1,1000,all, 0x008 //NPC_EVILLAND 670,0xc7, , 5, 1,1000,all, 0x018 //NPC_EVILLAND

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@ -161,9 +161,8 @@ int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex] struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris] int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap); int skill_greed(struct block_list *bl, va_list ap);
int skill_cell_overlap(struct block_list *bl, va_list ap); static int skill_cell_overlap(struct block_list *bl, va_list ap);
int skill_ganbatein(struct block_list *bl, va_list ap); static int skill_trap_splash(struct block_list *bl, va_list ap);
int skill_trap_splash(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick); struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick); static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick); static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
@ -5808,9 +5807,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case HW_GANBANTEIN: case HW_GANBANTEIN:
if (rand()%100 < 80) { if (rand()%100 < 80) {
int dummy = 1;
clif_skill_poseffect(src,skillid,skilllv,x,y,tick); clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
i = skill_get_splash(skillid, skilllv); i = skill_get_splash(skillid, skilllv);
map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL); map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
} else { } else {
if (sd) clif_skill_fail(sd,skillid,0,0); if (sd) clif_skill_fail(sd,skillid,0,0);
return 1; return 1;
@ -6203,9 +6203,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
&& (src->type&battle_config.vs_traps_bctall)) && (src->type&battle_config.vs_traps_bctall))
target = BCT_ALL; target = BCT_ALL;
break; break;
case NJ_SUITON:
skill_clear_group(src,1);
break;
case HT_SHOCKWAVE: case HT_SHOCKWAVE:
val1=skilllv*15+10; val1=skilllv*15+10;
case HT_SANDMAN: case HT_SANDMAN:
@ -6340,6 +6337,9 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
skill_clear_group(src, 1); //Delete previous Kaensins/Suitons skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
val2 = (skilllv+1)/2 + 4; val2 = (skilllv+1)/2 + 4;
break; break;
case NJ_SUITON:
skill_clear_group(src, 1);
break;
case GS_GROUNDDRIFT: case GS_GROUNDDRIFT:
{ {
@ -6392,17 +6392,20 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
} }
//Why redefine local variables when the ones of the function can be reused? [Skotlex] for( i = 0; i < layout->count; i++ )
val1=skilllv;
val2=0;
limit=group->limit;
for(i=0;i<layout->count;i++)
{ {
struct skill_unit *unit; struct skill_unit *unit;
short ux,uy; int ux = x + layout->dx[i];
int alive=1; int uy = y + layout->dy[i];
ux = x + layout->dx[i]; int val1 = skilllv;
uy = y + layout->dy[i]; int val2 = 0;
int limit = group->limit;
int alive = 1;
if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
continue; // don't place skill units on walls (except for songs/dances/encores)
if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
continue; // no path between cell and center of casting.
switch (skillid) { switch (skillid) {
case MG_FIREWALL: case MG_FIREWALL:
@ -6429,35 +6432,25 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
break; break;
} }
if(range<=0)
if( range <= 0 )
map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src); map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
if( !alive )
continue;
//Song/dances/encores are displayed even over pits/walls. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
if( alive && map_getcell(src->m,ux,uy,CELL_CHKWALL) && !group->state.song_dance ) unit->limit=limit;
alive = 0; unit->range=range;
if( alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) if (skillid == PF_FOGWALL && alive == 2)
alive = 0; //no path between cell and center of casting. { //Double duration of cells on top of Deluge/Suiton
unit->limit *= 2;
if( alive && skillid == WZ_ICEWALL && !map_getcell(src->m,ux,uy,CELL_CHKREACH) ) group->limit = unit->limit;
alive = 0;
if(alive){
//FIXME: why not calculate val1/val2 in here? [ultramage]
nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
unit->limit=limit;
unit->range=range;
if (skillid == PF_FOGWALL && alive == 2)
{ //Double duration of cells on top of Deluge/Suiton
unit->limit *= 2;
group->limit = unit->limit;
}
// execute on all targets standing on this cell
if (range==0 && active_flag)
map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
} }
// execute on all targets standing on this cell
if (range==0 && active_flag)
map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
} }
if (!group->alive_count) if (!group->alive_count)
@ -6488,7 +6481,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
/*========================================== /*==========================================
* *
*------------------------------------------*/ *------------------------------------------*/
int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
{ {
struct skill_unit_group *sg; struct skill_unit_group *sg;
struct block_list *ss; struct block_list *ss;
@ -7203,7 +7196,7 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int
* flag&1: Invoke onplace function (otherwise invoke onout) * flag&1: Invoke onplace function (otherwise invoke onout)
* flag&4: Invoke a onleft call (the unit might be scheduled for deletion) * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
*------------------------------------------*/ *------------------------------------------*/
int skill_unit_effect (struct block_list* bl, va_list ap) static int skill_unit_effect (struct block_list* bl, va_list ap)
{ {
struct skill_unit* unit = va_arg(ap,struct skill_unit*); struct skill_unit* unit = va_arg(ap,struct skill_unit*);
struct skill_unit_group* group = unit->group; struct skill_unit_group* group = unit->group;
@ -7373,6 +7366,7 @@ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short*
return c; return c;
} }
} }
//Else: new search for partners. //Else: new search for partners.
c = 0; c = 0;
memset (p_sd, 0, sizeof(p_sd)); memset (p_sd, 0, sizeof(p_sd));
@ -8898,7 +8892,7 @@ int skill_greed (struct block_list *bl, va_list ap)
/*========================================== /*==========================================
* *
*------------------------------------------*/ *------------------------------------------*/
int skill_cell_overlap(struct block_list *bl, va_list ap) static int skill_cell_overlap(struct block_list *bl, va_list ap)
{ {
int skillid; int skillid;
int *alive; int *alive;
@ -8909,23 +8903,29 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
alive = va_arg(ap,int *); alive = va_arg(ap,int *);
src = va_arg(ap,struct block_list *); src = va_arg(ap,struct block_list *);
unit = (struct skill_unit *)bl; unit = (struct skill_unit *)bl;
if (unit == NULL || unit->group == NULL || (*alive) == 0) if (unit == NULL || unit->group == NULL || (*alive) == 0)
return 0; return 0;
switch (skillid) switch (skillid)
{ {
case SA_LANDPROTECTOR: case SA_LANDPROTECTOR:
if (unit->group->skill_id == SA_LANDPROTECTOR && if( unit->group->skill_id == SA_LANDPROTECTOR &&
battle_check_target(bl, src, BCT_ENEMY) > 0) battle_check_target(bl, src, BCT_ENEMY) > 0 )
{ //Check for offensive Land Protector to delete both. [Skotlex] { //Check for offensive Land Protector to delete both. [Skotlex]
(*alive) = 0; (*alive) = 0;
skill_delunit(unit); skill_delunit(unit);
return 1; return 1;
} }
//Delete the rest of types. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
{ //It deletes everything except songs/dances and traps
skill_delunit(unit);
return 1;
}
break;
case HW_GANBANTEIN: case HW_GANBANTEIN:
if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) if( !(unit->group->state.song_dance&0x1) )
{ //It deletes everything except songs/dances {// Don't touch song/dance.
skill_delunit(unit); skill_delunit(unit);
return 1; return 1;
} }
@ -8933,9 +8933,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
case SA_VOLCANO: case SA_VOLCANO:
case SA_DELUGE: case SA_DELUGE:
case SA_VIOLENTGALE: case SA_VIOLENTGALE:
// Suiton/Kaensin CAN super-impose on each another.
// case NJ_SUITON:
// case NJ_KAENSIN:
// The official implementation makes them fail to appear when casted on top of ANYTHING // The official implementation makes them fail to appear when casted on top of ANYTHING
// but I wonder if they didn't actually meant to fail when casted on top of each other? // but I wonder if they didn't actually meant to fail when casted on top of each other?
// hence, I leave the alternate implementation here, commented. [Skotlex] // hence, I leave the alternate implementation here, commented. [Skotlex]
@ -8950,8 +8947,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
case SA_VOLCANO: case SA_VOLCANO:
case SA_DELUGE: case SA_DELUGE:
case SA_VIOLENTGALE: case SA_VIOLENTGALE:
// case NJ_SUITON:
// case NJ_KAENSIN:
(*alive) = 0; (*alive) = 0;
return 1; return 1;
} }
@ -8979,6 +8974,7 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
} }
break; break;
} }
if (unit->group->skill_id == SA_LANDPROTECTOR && if (unit->group->skill_id == SA_LANDPROTECTOR &&
!(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
{ //It deletes everything except songs/dances/traps { //It deletes everything except songs/dances/traps
@ -8989,25 +8985,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
return 0; return 0;
} }
/*==========================================
* variation of skill_cell_overlap
*------------------------------------------*/
int skill_ganbatein (struct block_list *bl, va_list ap)
{
struct skill_unit *unit;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
return 0;
if (unit->group->state.song_dance&0x1)
return 0; //Don't touch song/dance.
skill_delunit(unit);
return 1;
}
/*========================================== /*==========================================
* *
*------------------------------------------*/ *------------------------------------------*/
@ -9032,7 +9009,7 @@ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
/*========================================== /*==========================================
* *
*------------------------------------------*/ *------------------------------------------*/
int skill_trap_splash (struct block_list *bl, va_list ap) static int skill_trap_splash (struct block_list *bl, va_list ap)
{ {
struct block_list *src; struct block_list *src;
int tick; int tick;
@ -9547,7 +9524,7 @@ int skill_unit_timer_sub (struct block_list* bl, va_list ap)
// check for expiration // check for expiration
if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) ) if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
{ // stuff inlined from skill_unit_onlimit() {// skill unit expired (inlined from skill_unit_onlimit())
switch( group->unit_id ) switch( group->unit_id )
{ {
case UNT_BLASTMINE: case UNT_BLASTMINE:
@ -9628,7 +9605,7 @@ int skill_unit_timer_sub (struct block_list* bl, va_list ap)
} }
} }
else else
{ {// skill unit is still active
switch( group->unit_id ) switch( group->unit_id )
{ {
case UNT_ICEWALL: case UNT_ICEWALL:

View File

@ -100,17 +100,18 @@ struct s_skill_unit_layout {
}; };
enum { enum {
UF_DEFNOTENEMY = 0x0001, // defnotenemy 設定でBCT_NOENEMYに切り替え UF_DEFNOTENEMY = 0x0001, // If 'defunit_not_enemy' is set, the target is changed to 'friend'
UF_NOREITERATION = 0x0002, // 重複置き禁止 UF_NOREITERATION = 0x0002, // Spell cannot be stacked
UF_NOFOOTSET = 0x0004, // 足元置き禁止 UF_NOFOOTSET = 0x0004, // Spell cannot be cast near/on targets
UF_NOOVERLAP = 0x0008, // ユニット効果が重複しない UF_NOOVERLAP = 0x0008, // Spell effects do not overlap
UF_NOPC = 0x0010, //May not target players UF_PATHCHECK = 0x0010, // Only cells with a shootable path will be placed
UF_NOMOB = 0x0020, //May not target mobs UF_NOPC = 0x0020, // May not target players
UF_SKILL = 0x0080, //May target skills UF_NOMOB = 0x0040, // May not target mobs
UF_DANCE = 0x0100, //Dance UF_SKILL = 0x0080, // May target skills
UF_ENSEMBLE = 0x0200, //Duet UF_DANCE = 0x0100, // Dance
UF_SONG = 0x0400, //Song UF_ENSEMBLE = 0x0200, // Duet
UF_DUALMODE = 0x0800, //Spells should trigger both ontimer and onplace/onout/onleft effects. UF_SONG = 0x0400, // Song
UF_DUALMODE = 0x0800, // Spells should trigger both ontimer and onplace/onout/onleft effects.
}; };
// アイテム作成デ?タベ?ス // アイテム作成デ?タベ?ス

View File

@ -1088,8 +1088,8 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, sh
if (!status_check_skilluse(src, NULL, skill_num, 0)) if (!status_check_skilluse(src, NULL, skill_num, 0))
return 0; return 0;
if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH)) if( map_getcell(src->m, skill_x, skill_y, CELL_CHKWALL) )
{ //prevent casting ground targeted spells on non-walkable areas. [Skotlex] {// can't cast ground targeted spells on wall cells
if (sd) clif_skill_fail(sd,skill_num,0,0); if (sd) clif_skill_fail(sd,skill_num,0,0);
return 0; return 0;
} }