Corrected animation of the skill SHC_SAVAGE_IMPACT (#7717)

* Fixed an issue where the client did not update the position of the player
* Additionally fixed the player direction when the player casts the skill while being on the same cell of the target
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Atemo 2023-04-16 22:59:19 +02:00 committed by GitHub
parent 939567d361
commit 665eb969ed
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GPG Key ID: 4AEE18F83AFDEB23

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@ -5756,28 +5756,33 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
break;
case SHC_SAVAGE_IMPACT:
case SHC_SAVAGE_IMPACT: {
if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
skill_area_temp[0] = 2;
status_change_end( src, SC_CLOAKINGEXCEED );
}
// Jump to the target before attacking.
if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE );
}
uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
// Trigger animation
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
break;
case SHC_FATAL_SHADOW_CROW: {
uint8 dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
if (bl->x != src->x || bl->y != src->y)
dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
// Move the player 1 cell near the target, between the target and the player
if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
clif_blown(src);
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
break;
}
case SHC_FATAL_SHADOW_CROW: {
uint8 dir = DIR_NORTHEAST;
if (bl->x != src->x || bl->y != src->y)
dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
// Move the player 1 cell near the target, between the target and the player
if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
clif_blown(src);
clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation
break;
}
case AG_CRYSTAL_IMPACT_ATK:
@ -6313,7 +6318,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}
break;
case GC_CROSSIMPACT: {
uint8 dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
uint8 dir = DIR_NORTHEAST;
if (bl->x != src->x || bl->y != src->y)
dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
clif_blown(src);