* skill_check_condition clean up (bugreport:2770, bugreport:2957, bugreport:3010)
- Weapon, SP, HP and state are checked at the beginning of cast. - Required items and ammos are checked at the end of cast. - SP and status change required are removed at the end of cast without checking again. - Required items are removed only if the skill is successfully used. - Autocasts won't check for requirements but will remove them if you have them(except for SP/HP). Hope won't cause any problems... git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13815 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -3,6 +3,13 @@ Date Added
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AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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09/05/26
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* skill_check_condition clean up (bugreport:2770, bugreport:2957, bugreport:3010) [Inkfish]
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- Weapon, SP, HP and state are checked at the beginning of cast.
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- Required items and ammos are checked at the end of cast.
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- SP and status change required are removed at the end of cast without checking again.
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- Required items are removed only if the skill is successfully used.
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- Autocasts won't check for requirements but will remove them if you have them(except for SP/HP).
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09/05/25
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* Fixed losing skill list after base change. (bugreport:3106) [Inkfish]
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* Now we can use 'boss_monster' to summon whatever monsters that need to be radared by Convex Mirror. (bugreport:2653) [Inkfish]
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751
src/map/skill.c
751
src/map/skill.c
File diff suppressed because it is too large
Load Diff
@ -68,6 +68,12 @@ struct status_change_entry;
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#define SD_SPLASH 0x4000 // skill_area_sub will count targets in skill_area_temp[2]
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#define SD_PREAMBLE 0x8000 // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected
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#define MAX_SKILL_ITEM_REQUIRE 10
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struct skill_condition {
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int weapon,ammo,ammo_qty,hp,sp,zeny,spiritball,mhp,state;
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int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
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};
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// ƒXƒLƒ‹ƒf?ƒ^ƒx?ƒX
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struct s_skill_db {
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char name[NAME_LENGTH];
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@ -81,7 +87,7 @@ struct s_skill_db {
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int blewcount[MAX_SKILL_LEVEL];
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int hp[MAX_SKILL_LEVEL],sp[MAX_SKILL_LEVEL],mhp[MAX_SKILL_LEVEL],hp_rate[MAX_SKILL_LEVEL],sp_rate[MAX_SKILL_LEVEL],zeny[MAX_SKILL_LEVEL];
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int weapon,ammo,ammo_qty[MAX_SKILL_LEVEL],state,spiritball[MAX_SKILL_LEVEL];
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int itemid[10],amount[10];
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int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
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int castnodex[MAX_SKILL_LEVEL], delaynodex[MAX_SKILL_LEVEL];
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int nocast;
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int unit_id[2];
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@ -281,7 +287,13 @@ int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,int damage
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int skill_castfix( struct block_list *bl, int skill_id, int skill_lv);
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int skill_castfix_sc( struct block_list *bl, int time);
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int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv);
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int skill_check_condition( struct map_session_data *sd, short skill, short lv, int type);
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// Skill conditions check and remove [Inkfish]
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int skill_check_condition_castbegin(struct map_session_data *sd, short skill, short lv);
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int skill_check_condition_castend(struct map_session_data *sd, short skill, short lv);
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int skill_consume_requirement(struct map_session_data *sd, short skill, short lv, short type);
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struct skill_condition skill_get_requirement(struct map_session_data *sd, short skill, short lv);
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int skill_check_pc_partner(struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag);
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// -- moonsoul (added skill_check_unit_cell)
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int skill_check_unit_cell(int skillid,int m,int x,int y,int unit_id);
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@ -948,7 +948,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
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}
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break;
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}
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if (!skill_check_condition(sd, skill_num, skill_lv, 0))
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if (!skill_check_condition_castbegin(sd, skill_num, skill_lv))
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return 0;
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}
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//TODO: Add type-independant skill_check_condition function.
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@ -1145,7 +1145,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, sh
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if( sd )
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{
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if( skillnotok(skill_num, sd) || !skill_check_condition(sd, skill_num, skill_lv,0) )
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if( skillnotok(skill_num, sd) || !skill_check_condition_castbegin(sd, skill_num, skill_lv) )
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return 0;
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}
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