Small correction for SHC_SAVAGE_IMPACT and SHC_DANCING_KNIFE skills (#7496)

* Small correction for SHC_SAVAGE_IMPACT and SHC_DANCING_KNIFE skills
* SHC_SAVAGE_IMPACT should move the player from 1 cell to the target, between the target and the player
* SHC_DANCING_KNIFE shouldn't force the player to stand
* The behaviour should be the same for GC_CROSSIMPACT than SHC_SAVAGE_IMPACT

Thanks to @aleos89 @Lemongrass3110 !
This commit is contained in:
Atemo 2022-12-17 14:08:09 +01:00 committed by GitHub
parent ae686056a0
commit b862aed75c
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 37 additions and 8 deletions

View File

@ -514,3 +514,11 @@ int distance_client(int dx, int dy)
bool direction_diagonal( enum directions direction ){
return direction == DIR_NORTHWEST || direction == DIR_SOUTHWEST || direction == DIR_SOUTHEAST || direction == DIR_NORTHEAST;
}
bool direction_opposite( enum directions direction ){
if( direction == DIR_CENTER || direction == DIR_MAX ){
return direction;
}else{
return static_cast<enum directions>( ( direction + DIR_MAX / 2 ) % DIR_MAX );
}
}

View File

@ -69,6 +69,7 @@ bool check_distance_client(int dx, int dy, int distance);
int distance_client(int dx, int dy);
bool direction_diagonal( enum directions direction );
bool direction_opposite( enum directions direction );
//
void do_init_path();

View File

@ -22208,7 +22208,7 @@ BUILDIN_FUNC(pushpc)
}
else if(cells<0)
{// pushing backwards
dir = (dir+DIR_MAX/2)%DIR_MAX; // turn around
dir = direction_opposite( static_cast<enum directions>( dir ) ); // turn around
cells = -cells;
}

View File

@ -5709,14 +5709,22 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill_id = SU_LUNATICCARROTBEAT2;
break;
case DK_SERVANT_W_PHANTOM:
case SHC_SAVAGE_IMPACT:
case SHC_FATAL_SHADOW_CROW:
case MT_RUSH_QUAKE:
// Jump to the target before attacking.
if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
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_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
// 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.
break;
}
case AG_CRYSTAL_IMPACT_ATK:
if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
@ -6254,16 +6262,18 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
}
break;
case GC_CROSSIMPACT:
if (skill_check_unit_movepos(0, src, bl->x, bl->y, 1, 1)) {
skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_IGNORE_NO_KNOCKBACK); // Target position is actually one cell next to the target
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
if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
clif_blown(src);
skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
} else {
if (sd)
clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
}
break;
}
case GC_PHANTOMMENACE:
if (flag&1) { // Only Hits Invisible Targets
if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
@ -8375,6 +8385,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SHC_DANCING_KNIFE:
if (flag & 1) {
skill_area_temp[1] = 0;
// Note: doesn't force player to stand before attacking
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
} else {
clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
}
break;
case MT_A_MACHINE:
if (flag & 1) {
skill_area_temp[1] = 0;
@ -8386,7 +8406,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
} else {
if (skill_id == MT_A_MACHINE && dstsd) {
if (dstsd) {
int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
if (lv > battle_config.attack_machine_level_difference) {