mpeg's ninja work

http://gpegon.free.fr/ea/ninja_08-07-06_mpeg.txt

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8160 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
Vicious 2006-08-07 15:12:05 +00:00
parent 8fa60b9249
commit 6cb68e6f4a
13 changed files with 114 additions and 166 deletions

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@ -4,6 +4,7 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/08/07
* mpeg's Ninja work [Vicious]
* Adjusted Battle_check_target so that alchemist summoned mobs are
targetted by everyone as long as 1. The top-level master is a player and 2.
the actual attacker is not a mob-type. [Skotlex]

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@ -1,7 +1,7 @@
// Job-specific Values Database
//
// Structure of Database:
// JobID,Weight,HPFactor,HPMultiplicator,SPFactor,BareFist,Dagger,1HSword,2HSword,1HSpear,2HSpear,1HAxe,2HAxe,1HMace,2HMace(unused),Rod,Bow,Knuckle,Instrument,Whip,Book,Katar,Revolver,Rifle,Shotgun,Gatling Gun,Grenade Launcher
// JobID,Weight,HPFactor,HPMultiplicator,SPFactor,BareFist,Dagger,1HSword,2HSword,1HSpear,2HSpear,1HAxe,2HAxe,1HMace,2HMace(unused),Rod,Bow,Knuckle,Instrument,Whip,Book,Katar,Revolver,Rifle,Shotgun,Gatling Gun,Grenade Launcher,Fuuma Shuriken
//
// Novice
0, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
@ -53,8 +53,8 @@
23, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
// Gunslinger
24, 27000,75 ,300 ,600, 400 ,2000, 2000, 2000, 2000, 2000, 2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 , 700 , 800 ,1200 ,200 ,1400 ,2000
// Ninja
25, 24000,110 ,500 ,400 ,400 ,500 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 500
// Ninja // Dagger is a bit faster than Fuuma Shuriken > temp value
25, 24000,60 ,700 ,400 ,400 ,500 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000, 550
// Novice High
4001, 20000,0 ,500 ,100 ,500 ,650 ,700 ,2000 ,2000 ,2000 ,800 ,2000 ,700 ,700 ,650 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000
// Swordman High

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@ -62,7 +62,7 @@
// Gunslinger
24,5,6,0,6,0,5,0,0,0,5,5,6,2,0,0,0,5,0,0,0,6,0,0,0,5,0,0,0,0,0,6,1,0,0,5,0,0,0,0,0,1,0,0,0,5,0,0,0,0,1,6,4,0,0,5,0,0,0,2,3,0,5,6,1,0,0,0,0,0,0
// Ninja
25,2,2,0,0,0,0,0,0,0,5,0,0,2,0,0,0,0,0,0,2,4,5,0,0,0,0,0,0,4,6,2,5,0,0,0,0,0,0,0,6,2,4,5,0,0,0,0,0,0,4,2,6,5,0,0,0,0,0,1,3,2,0,5,6,0,0,0,0,0,0
25,2,2,0,0,0,0,0,0,0,5,2,0,0,0,0,0,0,0,0,4,2,5,0,0,0,0,0,0,4,6,2,5,0,0,0,0,0,0,0,6,2,4,5,0,0,0,0,0,0,4,2,6,5,0,0,0,0,0,1,3,2,4,5,6,0,0,0,0,0,0
// Novice High
4001,0,0,0,0,0,0,0,0,0,0
// Swordman High

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@ -885,20 +885,20 @@
525,1000,1000,0,0,0
//-- NJ_ZENYNAGE
526,0,5000,0,0,0
//-- NJ_TATAMIGAESHI
527,0,0,0,3000,3000
//-- NJ_TATAMIGAESHI // Duration1 used for SC_TATAMIGAESHI and ground visual effect and Duration2 for "damage-can-be-done" duration
527,0,3000,0,3000,200 // ex> Skill will only hit during 200 first ticks (concretely do only 1 hit just after being casted)
//-- NJ_KASUMIKIRI // Delay unknown (if there is one)
528,0,0,0,30000:60000:90000:120000:150000:180000:210000:240000:270000:300000,0
//-- NJ_SHADOWJUMP // Delay unknown (if there is one)
529,0,0,0,0,0
//-- NJ_KIRIKAGE // Seems to have no delay (English Translation Project)
530,0,0,0,0,0
//-- NJ_UTSUSEMI // Cast and Delay unknown (temp : NJ_NEN cast time)
531,5000:4000:3000:2000:1000,0,0,20000:30000:40000:50000:60000,0
//-- NJ_BUNSINJYUTSU // Cast and Delay unknown (temp : random cast :p)
//-- NJ_UTSUSEMI
531,0,0,0,20000:30000:40000:50000:60000,0
//-- NJ_BUNSINJYUTSU // Cast and Delay unknown (temp > random cast)
532,4000:3500:3000:2500:2000:3000:2500:2000:1500:1000,0,0,60000:80000:100000:120000:140000:160000:180000:200000:220000:240000,0
//-- NJ_KOUENKA
//-- NJ_KOUENKA // Should there really be a delay ?
534,700:1400:2100:2800:3500:4200:4900:5600:6300:7000,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0
//-- NJ_KAENSIN
535,6000:5500:5000:4500:4000:3500:3000:2500:2000:1500,1000,0,20000,0,
@ -908,17 +908,17 @@
537,700:1400:2100:2800:3500:4200:4900:5600:6300:7000,0,0,0,0
//-- NJ_SUITON
538,3300:3200:3100:3000:2900:2800:2700:2600:2500:2400,0,0,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000,15000:20000:25000:30000:35000:40000:45000:50000:55000:60000
//-- NJ_HYOUSYOURAKU
539,3000,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000 // converted from jAthena
//-- NJ_HYOUSYOURAKU // Cast time taken from jA (not reliable, must be checked)
539,3000,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000
//-- NJ_HUUJIN
540,700:1400:2100:2800:3500:4200:4900:5600:6300:7000,0,0,0,0
//-- NJ_RAIGEKISAI
541,3700:3400:3100:2800:2500,0,0,0,0 // not sure of cast but very litely to be correct (English Translation Project)
541,3700:3400:3100:2800:2500,0,0,0,0 // Not sure of cast but very litely to be correct (English Translation Project)
//-- NJ_KAMAITACHI
542,3000,2000,0,0,0 // cast and delay unknown. temp values (I put the same as bakuenryu)
542,3000,2000,0,0,0 // Cast and delay unknown > temp values taken from NJ_BAKUENRYU
//-- NJ_NEN
543,5000:4000:3000:2000:1000,0,0,30000:45000:60000:75000:90000,30000:45000:60000:75000:90000
//-- NJ_ISSEN // cast and delay unknown. temp values (same as MO_EXTREMITYFIST)
//-- NJ_ISSEN // cast and delay unknown > temp values taken from MO_EXTREMITYFIST
544,4000:3500:3000:2500:2000:3000:2500:2000:1500:1000,0,0,0,0
//==========================================

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@ -4,7 +4,7 @@
// 03 hit (8- repeated hitting, 6- single-hit)
// 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)
// 05 pl attributes (0- nothing, 1- water, 2- earth, 3- fire, 4- wind, 5- poison, 6- saint, 7- darkness, 8- sense, 9- immortality)
// 06 nk (0- normal skill, 1-no damage skill, 2-splash damage skill, 3-no damage area skill)
// 06 nk (0- normal skill, 1-no damage skill, 2-splash damage skill, 3-no damage area skill, 4-splash and split damage skill)
// 07 splash/effect range (-1 for screen-wide)
// 08 MaxLv
// 09 Number of hits (when positive, damage is increased by hits,
@ -31,7 +31,7 @@
8,0,6,4,0,1,0,10,1,no,0,0,0,weapon,0 //SM_ENDURE#Endure#
9,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //MG_SRECOVERY#Increase SP Recovery#
10,0,6,4,3,3,3,1,1,yes,0,0,0,magic,0 //MG_SIGHT#Sight#
11,9,6,1,8,0,1,10,1,yes,0,0,0,magic,0 //MG_NAPALMBEAT#Napalm Beat#
11,9,6,1,8,4,1,10,1,yes,0,0,0,magic,0 //MG_NAPALMBEAT#Napalm Beat#
12,9,8,2,8,1,0,10,1,yes,0,0,0,magic,0 //MG_SAFETYWALL#Safety Wall#
13,9,8,1,8,0,0,10,1:1:2:2:3:3:4:4:5:5,yes,0,0,0,magic,0 //MG_SOULSTRIKE#Soul Strike#
14,9,8,1,1,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0 //MG_COLDBOLT#Cold Bolt#
@ -420,7 +420,7 @@
397,5,8,1,-1,0,0,5,5,no,0,0,0,weapon,0 //LK_SPIRALPIERCE#Spiral Pierce#
398,4,6,1,-1,0,0,5,1,no,0,0,0,weapon,0 //LK_HEADCRUSH#Traumatic Blow#
399,4,6,1,-1,0,0,10,1,no,0,0,0,weapon,0 //LK_JOINTBEAT#Vital Strike#
400,9,8,1,8,0,1,5,1:2:3:4:5,yes,0,0,0,magic,0 //HW_NAPALMVULCAN#Napalm Vulcan#
400,9,8,1,8,4,1,5,1:2:3:4:5,yes,0,0,0,magic,0 //HW_NAPALMVULCAN#Napalm Vulcan#
401,0,6,4,0,1,0,1,1,yes,0,0,0,none,0 //CH_SOULCOLLECT#Zen#
402,9,6,1,0,1,0,5,1,no,0,0,0,none,0 //PF_MINDBREAKER#Mind Breaker#
403,0,0,4,0,1,0,1,1,yes,0,0,0,magic,0 //PF_MEMORIZE#Foresight#
@ -546,9 +546,9 @@
522,0,0,0,0,0,0,10,1,no,0,0,0,weapon,0 //NJ_TOBIDOUGU#NJ_TOBIDOUGU#
523,9,6,1,-1,0,0,10,1,no,0,0,0,weapon,0 //NJ_SYURIKEN#NJ_SYURIKEN#
524,9,8,1,-1,0,0,5,3,no,0,0,0,weapon,0 //NJ_KUNAI#NJ_KUNAI#
525,9,8,1,-1,0,1,5,-1:-2:-3:-4:-5,yes,0,0,0,weapon,0 //NJ_HUUMA#NJ_HUUMA#
525,9,8,1,-1,4,1,5,-1:-2:-3:-4:-5,yes,0,0,0,weapon,0 //NJ_HUUMA#NJ_HUUMA#
526,9,6,1,0,0,0,10,1,no,0,0,0,misc,0 //NJ_ZENYNAGE#NJ_ZENYNAGE#
527,0,6,4,3,0,0,5,1,no,0,0,0,weapon,3 //NJ_TATAMIGAESHI#NJ_TATAMIGAESHI#
527,0,6,4,-1,0,0,5,1,no,0,0,0,weapon,3 //NJ_TATAMIGAESHI#NJ_TATAMIGAESHI#
528,-1,6,1,-1,0,0,10,1,no,0,0,0,weapon,0 //NJ_KASUMIKIRI#NJ_KASUMIKIRI#
529,7:9:11:13:15,6,2,0,1,0,5,1,no,0,0,0,none,0 //NJ_SHADOWJUMP#NJ_SHADOWJUMP#
530,-1,6,1,-1,0,0,5,1,no,0,0,0,weapon,0 //NJ_KIRIKAGE#NJ_KIRIKAGE#
@ -557,12 +557,12 @@
533,0,0,0,0,0,0,10,0,no,0,0,0,none,0 //NJ_NINPOU#NJ_NINPOU#
534,9,8,1,3,0,0,10,1:2:3:4:5:6:7:8:9:10,yes,0,0,0,magic,0 //NJ_KOUENKA#NJ_KOUENKA#
535,0,8,4,3,0,0,10,1,yes,0,0,0,magic,0 //NJ_KAENSIN#NJ_KAENSIN#
536,9,8,1,3,2,1,5,3,yes,0,0,0,magic,0 //NJ_BAKUENRYU#NJ_BAKUENRYU#
536,9,8,1,3,2,2,5,3,yes,0,0,0,magic,0 //NJ_BAKUENRYU#NJ_BAKUENRYU#
537,9,8,1,1,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,0 //NJ_HYOUSENSOU#NJ_HYOUSENSOU#
538,9,6,2,0,1,0,10,1,yes,0,0,0,magic,0 //NJ_SUITON#NJ_SUITON#
539,0,6,4,1,1,0,5,1,yes,0,0,0,magic,0 //NJ_HYOUSYOURAKU#NJ_HYOUSYOURAKU#
539,0,6,4,1,2,3,5,1,yes,0,0,0,magic,0 //NJ_HYOUSYOURAKU#NJ_HYOUSYOURAKU#
540,9,8,1,4,0,0,10,-1:-2:-2:-3:-3:-4:-4:-5:-5:-6,yes,0,0,0,magic,0 //NJ_HUUJIN#NJ_HUUJIN#
541,9,6,4,4,1,0,5,1,yes,0,0,0,magic,0 //NJ_RAIGEKISAI#NJ_RAIGEKISAI#
541,9,6,4,4,2,2:2:3:3:4,5,1,yes,0,0,0,magic,0 //NJ_RAIGEKISAI#NJ_RAIGEKISAI#
542,5:6:7:8:9,8,1,4,0,2,5,1,yes,0,0,0,magic,0 //NJ_KAMAITACHI#NJ_KAMAITACHI#
543,0,6,4,0,1,0,5,1,no,0,0,0,none,0 //NJ_NEN#NJ_NEN#
544,-2,6,1,0,0,0,10,1,yes,0,0,0,weapon,0 //NJ_ISSEN#NJ_ISSEN#

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@ -55,4 +55,4 @@
//Zone 2 - Jail
421,64 //TK_JUMPKICK#Flying Side Kick#
426,64 //TK_HIGHJUMP#Taekwon Jump#
529,64 //NJ_SHADOWJUMP#NJ_SHADOWJUMP#

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@ -678,10 +678,10 @@
25,525,5,522,5,524,5,0,0,0,0,0,0 //NJ_HUUMA#NJ_HUUMA#
25,526,10,522,10,525,5,0,0,0,0,0,0 //NJ_ZENYNAGE#NJ_ZENYNAGE#
25,527,5,0,0,0,0,0,0,0,0,0,0 //NJ_TATAMIGAESHI#NJ_TATAMIGAESHI#
25,528,10,0,0,0,0,0,0,0,0,0,0 //NJ_KASUMIKIRI#NJ_KASUMIKIRI#
25,529,10,0,0,0,0,0,0,0,0,0,0 //NJ_SHADOWJUMP#NJ_SHADOWJUMP#
25,530,5,0,0,0,0,0,0,0,0,0,0 //NJ_KIRIKAGE#NJ_KIRIKAGE#
25,531,5,0,0,0,0,0,0,0,0,0,0 //NJ_UTSUSEMI#NJ_UTSUSEMI#
25,528,10,529,1,0,0,0,0,0,0,0,0 //NJ_KASUMIKIRI#NJ_KASUMIKIRI#
25,529,10,527,1,0,0,0,0,0,0,0,0 //NJ_SHADOWJUMP#NJ_SHADOWJUMP#
25,530,5,528,5,0,0,0,0,0,0,0,0 //NJ_KIRIKAGE#NJ_KIRIKAGE#
25,531,5,529,5,0,0,0,0,0,0,0,0 //NJ_UTSUSEMI#NJ_UTSUSEMI#
25,532,10,531,4,530,3,543,1,0,0,0,0 //NJ_BUNSINJYUTSU#NJ_BUNSINJYUTSU#
25,533,10,0,0,0,0,0,0,0,0,0,0 //NJ_NINPOU#NJ_NINPOU#
25,534,10,533,1,0,0,0,0,0,0,0,0 //NJ_KOUENKA#NJ_KOUENKA#
@ -2174,4 +2174,4 @@
4049,471,3,452,1,0,0,0,0,0,0,0,0 //SL_SKE#Esk#
4049,472,3,447,1,0,0,0,0,0,0,0,0 //SL_SKA#Eska#
4049,494,5,451,1,0,0,0,0,0,0,0,0 //SL_HIGH#Spirit of Rebirth#
4049,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby#
4049,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby#

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@ -87,10 +87,8 @@
430,0x86, , 0, 1, 500,enemy, 0x000 //SG_STAR_WARM
484,0xb8, , 2, 0,1000,enemy, 0x808 //HW_GRAVITATION
488,0xb9, , 3, 0, -1,all, 0x200 //CG_HERMODE
527,0xba, , -1, 0,2500,enemy, 0x000 //NJ_TATAMIGAESHI
535,0xbd, , 2, 0, 100,enemy, 0x008 //NJ_KAENSIN
541,0x86,,0,2:2:3:3:4,1000,enemy,0x000 //NJ_RAIGEKISAI
538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x002 //NJ_SUITON
516,0xbc, , 0, 3, 100,enemy, 0x000 //GS_DESPERADO
516,0xba, , 0, 3, 100,enemy, 0x000 //GS_DESPERADO
521,0xc2, , 0, 1,1000,enemy, 0x006 //GS_GROUNDDRIFT
539,0x86, , 0, 3,1000,enemy, 0x000 //NJ_HYOUSYOURAKU
527,0xbc, , -1, 0,2500,enemy, 0x000 //NJ_TATAMIGAESHI
535,0xbd, , -1, 0, 200,enemy, 0x008 //NJ_KAENSIN
538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x000 //NJ_SUITON

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@ -314,7 +314,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
rand()%100 < sc->data[SC_KAUPE].val2 &&
(src->type == BL_PC || !skill_num))
{ //Kaupe only blocks all skills of players.
clif_skill_nodamage(bl,bl,SL_KAUPE,1,1);
clif_specialeffect(bl, 462, AREA);
if (--sc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
status_change_end(bl, SC_KAUPE, -1);
return 0;
@ -322,7 +322,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if(sc->data[SC_UTSUSEMI].timer != -1 && !skill_num)
{
clif_skill_nodamage(bl,bl,NJ_UTSUSEMI,1,1);
clif_specialeffect(bl, 462, AREA);
skill_blown (src, bl, sc->data[SC_UTSUSEMI].val3);
if (--sc->data[SC_UTSUSEMI].val2 <= 0)
status_change_end(bl, SC_UTSUSEMI, -1);
@ -331,7 +331,6 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if(sc->data[SC_BUNSINJYUTSU].timer != -1 && (flag&(BF_WEAPON|BF_MISC)) )
{
clif_skill_nodamage(bl,bl,NJ_BUNSINJYUTSU,1,1);
if (--sc->data[SC_BUNSINJYUTSU].val2 <= 0)
status_change_end(bl, SC_BUNSINJYUTSU, -1);
return 0;
@ -2347,8 +2346,8 @@ struct Damage battle_calc_magic_attack(
case NJ_KOUENKA:
skillratio -= 10;
break;
case NJ_HUUJIN:
skillratio += 50 + 50*skill_lv; // extrapolation from a vid (unsure)
case NJ_KAENSIN:
skillratio -= 40; // extrapolation from a vid (seems correct +/- 10%)
break;
case NJ_BAKUENRYU:
skillratio += 50*(skill_lv-1); // recorrected after calculation from vids
@ -2361,6 +2360,9 @@ struct Damage battle_calc_magic_attack(
case NJ_HYOUSYOURAKU:
skillratio += 50*skill_lv; // recorrected after calculation from vids
break;
case NJ_HUUJIN:
skillratio += 50 + 50*skill_lv; // extrapolation from a vid (unsure)
break;
case NJ_RAIGEKISAI:
skillratio += 60 + 40*skill_lv; // idem
break;

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@ -1827,11 +1827,12 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (attack_type&BF_MAGIC) {
if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
&& !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80)
) { //Works on players or mobs with level under 80.
clif_skill_nodamage(bl,bl,SL_KAITE,sc->data[SC_KAITE].val1,1);
&& !(sstatus->mode&MD_BOSS) && (src->type == BL_PC || status_get_lv(src) <= 80) )
{ //Works on players or mobs with level under 80.
clif_specialeffect(bl, 438, AREA);
if (--sc->data[SC_KAITE].val2 <= 0)
status_change_end(bl, SC_KAITE, -1);
clif_skill_nodamage(bl,src,skillid,skilllv,1);
bl = src; //Just make the skill attack yourself @.@
sc = status_get_sc(bl);
tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
@ -2010,7 +2011,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (ud && ud->skilltarget == bl->id)
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
else
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); //TODO: Check whether it's better to send -1 in skilllv or also send 0 as skillid, maybe even change this to a clif_damage packet?
dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,8,dmg.damage2); // can't know why 8, but it works for all skills...
break;
}
case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
@ -2081,7 +2082,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
if (dmg.blewcount > 0 && !status_isdead(bl))
skill_blown(dsrc,bl,dmg.blewcount);
{
if ( skillid != NJ_TATAMIGAESHI ) skill_blown(dsrc,bl,dmg.blewcount);
else skill_blown(src,bl,dmg.blewcount);
}
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if (dmg.amotion)
@ -2824,40 +2828,39 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
break;
//Splash attack skills.
case AS_SPLASHER:
if ( (flag&1) && bl->id != skill_area_temp[1] )
{
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, 1);
break;
}
case AS_GRIMTOOTH:
case MC_CARTREVOLUTION:
case NPC_SPLASHATTACK:
case AC_SHOWER: //Targetted skill implementation.
case AC_SHOWER:
case MG_NAPALMBEAT:
case MG_FIREBALL:
case HW_NAPALMVULCAN:
case HT_BLITZBEAT:
case NJ_HUUMA:
case NJ_BAKUENRYU:
if(flag&1){
if(bl->id!=skill_area_temp[1]){
skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,
0x0500);
}
if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
skill_area_temp[1]=bl->id;
if ( skillid == NJ_BAKUENRYU ) clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_area_temp[0] = 0;
skill_area_temp[1] = bl->id;
if ( (skill_get_nk(skillid)&NK_SPLASHSPLIT) || (skillid==HT_BLITZBEAT && flag&0xf00000) ) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
//Skill-attack at the end in case it has knockback. [Skotlex]
skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,0);
}
break;
case AS_SPLASHER:
if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
if (bl->id != skill_area_temp[0])
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 1);
} else {
skill_area_temp[0] = bl->id;
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, BCT_ENEMY|1,
skill_castend_damage_id);
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
}
break;
case SM_MAGNUM:
if(flag&1)
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
@ -3020,56 +3023,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
break;
case MG_NAPALMBEAT:
case MG_FIREBALL:
if (flag & 1) {
if (bl->id == skill_area_temp[1])
break;
if(skillid == MG_FIREBALL) //Store distance.
skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
} else {
skill_area_temp[0]=0;
skill_area_temp[1]=bl->id;
switch (skillid) {
case MG_NAPALMBEAT:
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick,flag|BCT_ENEMY,
skill_area_sub_count);
break;
case MG_FIREBALL:
skill_area_temp[2]=bl->x;
skill_area_temp[3]=bl->y;
break;
}
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
map_foreachinrange(skill_area_sub,bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
case HW_NAPALMVULCAN: // Fixed By SteelViruZ
if (flag & 1) {
if (bl->id != skill_area_temp[1])
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
skill_area_temp[0] = 0;
skill_area_temp[1] = bl->id;
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY,
skill_area_sub_count);
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
case SL_STIN:
case SL_STUN:
case SL_SMA:
@ -3080,22 +3033,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
}
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
case HT_BLITZBEAT:
if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
skill_area_temp[0] = 0;
if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
case NPC_DARKBREATH:
clif_emotion(src,7);
@ -3162,33 +3099,18 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
skill_castend_damage_id);
}
break;
case NJ_HUUMA:
if (flag & 1) {
skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
skill_area_temp[0] = 0;
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY,
skill_area_sub_count);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
}
break;
case NJ_KASUMIKIRI:
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
break;
case NJ_KIRIKAGE:
status_change_end(src, SC_HIDING, -1);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (unit_movepos(src, bl->x, bl->y, 0, 0))
{ //FIXME: Why are you sending a packet to LIE about where the character is?
//If you want to place yourself adjacent to the target, do the proper coding..?
int dir = unit_getdir(src);
clif_slide(src,src->x - dirx[dir],src->y - diry[dir]);
{
int dir = map_calc_dir(src,bl->x,bl->y);
status_change_end(src, SC_HIDING, -1);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (unit_movepos(src, bl->x - dirx[dir], bl->y - diry[dir], 0, 0)) // fixed... sorry for this o_O
clif_slide(src,bl->x - dirx[dir],bl->y - diry[dir]);
}
break;
case NJ_ISSEN:
@ -4065,6 +3987,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
skill_castend_damage_id);
break;
case NJ_HYOUSYOURAKU:
case NJ_RAIGEKISAI:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
case WZ_FROSTNOVA:
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
@ -6706,7 +6631,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
if (sd) val1 = sd->status.child;
break;
case NJ_KAENSIN:
skill_clear_group(src, 4); //Delete previous Kaensins
skill_clear_group(src, 1); //Delete previous Kaensins
val2 = (skilllv+1)/2 + 4;
break;
@ -7231,6 +7156,17 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
}
case UNT_TATAMIGAESHI:
{
struct skill_unit_group *sug; // better name needed :D
if ( (sug = map_find_skill_unit_oncell(bl,bl->x,bl->y,NJ_TATAMIGAESHI,NULL)->group) != NULL )
{
if ( DIFF_TICK(gettick(), sug->tick) <= skill_get_time2(sg->skill_id, sg->skill_lv) )
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
}
break;
}
case UNT_DEMONSTRATION:
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
@ -9207,11 +9143,8 @@ int skill_clear_group (struct block_list *bl, int flag)
case SA_VIOLENTGALE:
case SA_LANDPROTECTOR:
case NJ_SUITON:
if (flag&1)
group[count++]= ud->skillunit[i];
break;
case NJ_KAENSIN:
if (flag&4)
if (flag&1)
group[count++]= ud->skillunit[i];
break;
default:
@ -9322,11 +9255,15 @@ int skill_landprotector (struct block_list *bl, va_list ap)
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
case NJ_SUITON:
case NJ_KAENSIN:
switch (unit->group->skill_id)
{ //These override each other.
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
case NJ_SUITON:
case NJ_KAENSIN:
(*alive) = 0;
return 1;
}
@ -10856,6 +10793,15 @@ void skill_init_unit_layout (void)
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
case NJ_KAENSIN:
{
static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,};
static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2,};
skill_unit_layout[pos].count = 24;
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
break;
}
case NJ_TATAMIGAESHI:
{
//Level 1 (count 4, cross of 3x3)

View File

@ -23,7 +23,8 @@
//Constants to identify a skill's nk value.
//The NK value applies only to non INF_GROUND_SKILL skills.
#define NK_NO_DAMAGE 0x1
#define NK_SPLASH 0x2
#define NK_SPLASH (0x2|0x4) // 0x4 = splash & split
#define NK_SPLASHSPLIT 0x4
//A skill with 3 would be no damage + splash: area of effect.
//Constants to identify a skill's inf2 value.
#define INF2_QUEST_SKILL 1
@ -938,9 +939,9 @@ enum {
UNT_SPIDERWEB,
UNT_GRAVITATION,
UNT_HERMODE,
UNT_TATAMIGAESHI, //0xba //Temporary setting until correct value is found.
UNT_DESPERADO, //0xba //Temporary setting until correct value is found.
UNT_SUITON = 0xbb,
UNT_DESPERADO, //NJ_TATAMIGAESHI is 0xbc as well?
UNT_TATAMIGAESHI,
UNT_KAENSIN,
//0xbe, 0xc0, 0xc1 //Maybe the other elements of Ground Drift?
UNT_GROUNDDRIFT = 0xc2,

View File

@ -357,7 +357,7 @@ void initChangeTables(void) {
add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BLANK, SCB_NONE);
set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_NONE);
set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);

View File

@ -395,7 +395,7 @@ enum {
SI_GATLINGFEVER = 204,
SI_TKREST = 205, // 205 = Gloria again (but TK- Happy State looks like it)
SI_UTSUSEMI = 206,
// 207 = crash (corresponds to SI_BUNSINJYUTSU). Must be fixed.
SI_BUNSINJYUTSU = 207,
SI_NEN = 208,
SI_ADJUSTMENT = 209,
SI_ACCURACY = 210