- Fixed standing up not really standing you up.

- Moved battle_consume_ammo to the end of skill_castend_damage_id, skill_castend_nodamage_id and skill_castend_pos2 rather than battle_calc_weapon_attack. They will trigger when the player's arrow_atk state is active and a ground skill was not invoked. It should fix all issues with splash/ground skills consuming ammo per target rather than once per skill use.
- Added structure state to the ground skills, their fields are magic_power, into_abyss and ammo_consume to indicate the states that were previously stored in val3.
- Corrected Desperado ammo consumption (should be 10)


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6455 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-05-03 04:02:17 +00:00
parent 7f07476e22
commit 827f003768
7 changed files with 66 additions and 72 deletions

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@ -4,6 +4,16 @@ 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.
2006/05/02
* Fixed standing up not really standing you up. [Skotlex]
* Moved battle_consume_ammo to the end of skill_castend_damage_id,
skill_castend_nodamage_id and skill_castend_pos2 rather than
battle_calc_weapon_attack. They will trigger when the player's arrow_atk
state is active and a ground skill was not invoked. It should fix all
issues with splash/ground skills consuming ammo per target rather than once
per skill use. [Skotlex]
* Added structure state to the ground skills, their fields are magic_power,
into_abyss and ammo_consume to indicate the states that were previously
stored in val3. [Skotlex]
* Implemented desperado as explained by Rockman-EXE. The skill-effect is
not showing up though, I'll need some logged packets to see what's missing.
[Skotlex]

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@ -27,6 +27,7 @@
=========================
05/02
* Corrected Desperado ammo consumption (should be 10) [Skotlex]
* Lowered all card drop rates to 0.01% as they are in Aegis X.2 [Playtester]
* Updating old/wrong mob drops to Aegis X.2 drops [Playtester]
- progress 10%

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@ -403,7 +403,7 @@
513,0,0,15:20:25:30:35,0,0,0,17:18,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DISARM
514,0,0,11:12:13:14:15,0,0,0,17:18,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_PIERCINGSHOT
515,0,0,22:24:26:28:30:32:34:36:38:40,0,0,0,17,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_RAPIDSHOWER
516,0,0,32:34:36:38:40:42:44:46:48:50,0,0,0,17,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DESPERADO
516,0,0,32:34:36:38:40:42:44:46:48:50,0,0,0,17,3,10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DESPERADO
517,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,20,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_GATLINGFEVER
518,0,0,3:6:9:12:15:18:21:24:27:30,0,0,0,19,4,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_DUST
519,0,0,20:25:30:35:40:45:50:55:60:65,0,0,0,19,4,1:2:3:4:5:6:7:8:9:10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //GS_FULLBUSTER

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@ -947,12 +947,6 @@ void battle_consume_ammo(TBL_PC*sd, int skill, int lv)
if (!battle_config.arrow_decrement)
return;
if (skill == AC_SHOWER) {
//Can't consume arrows this way as it triggers per target, gotta wait for the direct invocation with lv -1
if (lv > 0)
return;
lv *= -1;
}
if (skill)
{
qty = skill_get_ammo_qty(skill, lv);
@ -1071,31 +1065,14 @@ static struct Damage battle_calc_weapon_attack(
}
}
//Set miscellaneous data that needs be filled regardless of hit/miss
if(sd) {
if (!skill_num) //Ammo condition for weapons is lower below.
switch (sd->status.weapon) {
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
case W_SHOTGUN:
case W_GATLING:
case W_GRENADE:
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
flag.arrow = 1;
break;
}
} else if (status_get_range(src) > 3)
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
if(skill_num &&
(skill_get_ammotype(skill_num) ||
(sd && skill_isammotype(sd, skill_num)))
){
//Skills that require a consumable are also long-ranged arrow-types
if(
(sd && sd->state.arrow_atk) ||
(!sd && ((skill_num && skill_get_ammotype(skill_num)) || status_get_range(src)>3))
) {
wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
flag.arrow = 1;
}
if(skill_num){
wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL;
switch(skill_num)
@ -1164,11 +1141,6 @@ static struct Damage battle_calc_weapon_attack(
if(is_boss(target)) //Bosses can't be knocked-back
wd.blewcount = 0;
if (sd)
{ //Arrow consumption
sd->state.arrow_atk = flag.arrow;
}
/* Apparently counter attack no longer causes you to be critical'ed by mobs. [Skotlex]
//Check for counter
if(!skill_num)
@ -1186,8 +1158,6 @@ static struct Damage battle_calc_weapon_attack(
wd.type=0x0b;
wd.dmg_lv=ATK_LUCKY;
if (wd.div_ < 0) wd.div_*=-1;
if (sd && flag.arrow)
battle_consume_ammo(sd, skill_num, skill_lv);
return wd;
}
}
@ -1376,8 +1346,6 @@ static struct Damage battle_calc_weapon_attack(
if(tsd && tsd->special_state.no_weapon_damage) {
if (wd.div_ < 0) wd.div_*=-1;
if (sd && flag.arrow)
battle_consume_ammo(sd, skill_num, skill_lv);
return wd;
}
@ -2144,11 +2112,8 @@ static struct Damage battle_calc_weapon_attack(
if (flag.lh && (flag.hit || wd.damage2>0))
wd.damage2 = 1;
if (!(battle_config.skill_min_damage&1))
{ //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
if (sd && flag.arrow)
battle_consume_ammo(sd, skill_num, skill_lv);
//Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex]
return wd;
}
}
if(sd && !skill_num && !flag.cri)
@ -2207,8 +2172,6 @@ static struct Damage battle_calc_weapon_attack(
if(wd.damage > 0 && wd.damage2 < 1) wd.damage2 = 1;
flag.lh = 1;
}
if (flag.arrow) //Consume the arrow.
battle_consume_ammo(sd, skill_num, skill_lv);
}
if(wd.damage > 0 || wd.damage2 > 0)
@ -3117,11 +3080,13 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
race = status_get_race(target);
ele = status_get_elem_type(target);
if (sd && (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
&& sd->equip_index[10] < 0)
{
clif_arrow_fail(sd,0);
return 0;
if (sd)
{
sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
if (sd->state.arrow_atk && sd->equip_index[10]<0) {
clif_arrow_fail(sd,0);
return 0;
}
}
if (sc && sc->data[SC_CLOAKING].timer != -1 && !sc->data[SC_CLOAKING].val4)
@ -3175,6 +3140,9 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target,
wd = battle_calc_weapon_attack(src,target, 0, 0,0);
if (sd && sd->state.arrow_atk) //Consume arrow.
battle_consume_ammo(sd, 0, 0);
damage = wd.damage + wd.damage2;
if (damage > 0 && src != target) {
rdamage = battle_calc_return_damage(target, &damage, wd.flag);

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@ -8790,6 +8790,7 @@ void clif_parse_ActionRequest(int fd, struct map_session_data *sd) {
clif_send(buf, packet_len_table[0x8a], &sd->bl, SELF);
return;
}
pc_setstand(sd);
skill_gangsterparadise(sd, 0); // ギャングスターパラダイス解除 fixed Valaris
skill_rest(sd, 0); // TK_HPTIME standing up mode [Dralnu]
WBUFW(buf, 0) = 0x8a;

View File

@ -356,6 +356,11 @@ struct skill_unit_group {
int group_id;
int unit_count,alive_count;
struct skill_unit *unit;
struct {
unsigned ammo_consume : 1;
unsigned magic_power : 1;
unsigned into_abyss : 1;
} state;
};
struct skill_unit_group_tickset {
unsigned int tick;

View File

@ -2732,8 +2732,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
skill_castend_damage_id);
//Skill-attack at the end in case it has knockback. [Skotlex]
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
if (sd)
battle_consume_ammo(sd, skillid, -skilllv);
}
break;
@ -3136,6 +3134,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
map_freeblock_unlock();
if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
battle_consume_ammo(sd, skillid, skilllv);
return 0;
}
@ -5104,7 +5104,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
(su->group->src_id == src->id || map_flag_vs(bl->m)) &&
(skill_get_inf2(su->group->skill_id) & INF2_TRAP))
{
if(sd && su->group->val3 != BD_INTOABYSS)
if(sd && !su->group->state.into_abyss)
{ //Avoid collecting traps when it does not costs to place them down. [Skotlex]
if(battle_config.skill_removetrap_type){
for(i=0;i<10;i++) {
@ -5605,6 +5605,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
battle_consume_ammo(sd, skillid, skilllv);
map_freeblock_unlock();
return 0;
}
@ -5976,11 +5979,13 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
case AC_SHOWER: //Ground-placed skill implementation.
case GS_DESPERADO:
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
break;
case RG_GRAFFITI: /* Graffiti [Valaris] */
skill_clear_unitgroup(src);
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;
break;
case RG_CLEANER: // [Valaris]
@ -5993,6 +5998,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
case SA_LANDPROTECTOR: /* ƒ‰ƒ“ƒhƒvƒ?ƒeƒNƒ^? */
case NJ_SUITON:
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;
break;
case WZ_METEOR: //ƒ?ƒeƒIƒXƒg?ƒ€
@ -6128,6 +6134,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
sc_start4(src,SkillStatusChangeTable[skillid],100,
skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
flag|=1;
}
break;
@ -6156,12 +6163,11 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
case GS_GROUNDDRIFT: /* ƒOƒ‰ƒEƒ“ƒhƒhƒŠƒtƒg*/
case NJ_KAENSIN: /* ‰Î‰Š<E280B0>w*/
case NJ_BAKUENRYU: /* ”š‰Š—´*/
skill_unitsetting(src,skillid,skilllv,x,y,0);
break;
case NJ_HYOUSYOURAKU:
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;
break;
case NJ_RAIGEKISAI:
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
@ -6172,6 +6178,9 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
if (sc && sc->data[SC_MAGICPOWER].timer != -1)
status_change_end(&sd->bl,SC_MAGICPOWER,-1);
if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
battle_consume_ammo(sd, skillid, skilllv);
return 0;
}
@ -6387,8 +6396,6 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
case HT_FLASHER: /* ƒtƒ‰ƒbƒVƒƒ? */
case HT_FREEZINGTRAP: /* ƒtƒŠ?ƒWƒ“ƒOƒgƒ‰ƒbƒv */
case HT_BLASTMINE: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
if (sc && sc->data[SC_INTOABYSS].timer != -1)
val3 = BD_INTOABYSS; //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
if (map_flag_gvg(src->m))
limit *= 4; // longer trap times in WOE [celest]
if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
@ -6515,9 +6522,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
break;
}
if (val3==0 && (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)))
val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
group->val1=val1;
@ -6525,6 +6530,10 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
group->val3=val3;
group->target_flag=target;
group->bl_flag= skill_get_unit_bl_target(skillid);
group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
if(skillid==HT_TALKIEBOX ||
skillid==RG_GRAFFITI){
group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
@ -6788,7 +6797,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
}
//Temporarily set magic power to have it take effect. [Skotlex]
if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
{
if (sd)
{ //This is needed since we are not going to recall status_calc_pc...
@ -6863,8 +6872,6 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
//Otherwise, Knockback attack.
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case AC_SHOWER:
sg->val2++; //Store count of hitted enemies to know when to delete an arrow.
default:
skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
}
@ -6893,7 +6900,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
sg->unit_id = UNT_USED_TRAPS;
clif_changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
}
break;
@ -6930,7 +6937,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
sg->unit_id = UNT_USED_TRAPS;
clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
break;
case UNT_BLASTMINE:
@ -6949,7 +6956,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
sg->unit_id = UNT_USED_TRAPS;
clif_changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
break;
case UNT_TALKIEBOX:
@ -6961,7 +6968,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
clif_changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
sg->val2 = -1; //“¥‚ñ‚¾
sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
}
break;
@ -7089,7 +7096,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
}
if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
{ //Unset Magic Power.
if (sd)
{
@ -7148,7 +7155,7 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t
if(target && target == bl){
status_change_end(bl,SC_ANKLE,-1);
sg->limit=DIFF_TICK(tick,sg->tick)+1000;
sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
}
else
return 0;
@ -8266,6 +8273,8 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
if(!(type&1))
return 1;
sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
if(delitem_flag) {
for(i=0;i<10;i++) {
if(index[i] >= 0)
@ -9509,8 +9518,8 @@ int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group)
}
}
if (group->skill_id == AC_SHOWER && group->val2 && src->type==BL_PC)
battle_consume_ammo((TBL_PC*)src, group->skill_id, -group->skill_lv); //Delete arrow if at least one target was hit.
if (src->type==BL_PC && group->state.ammo_consume)
battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
group->alive_count=0;
if(group->unit!=NULL){
@ -9687,7 +9696,7 @@ int skill_unit_timer_sub( struct block_list *bl, va_list ap )
struct block_list *src=map_id2bl(group->src_id);
if(group->unit_id == UNT_ANKLESNARE && group->val2);
else{
if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
if(src && src->type==BL_PC && !group->state.into_abyss)
{ //Avoid generating trap items when it did not cost to create them. [Skotlex]
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));