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 !
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@@ -5709,14 +5709,22 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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skill_id = SU_LUNATICCARROTBEAT2;
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break;
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case DK_SERVANT_W_PHANTOM:
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case SHC_SAVAGE_IMPACT:
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case SHC_FATAL_SHADOW_CROW:
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case MT_RUSH_QUAKE:
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// Jump to the target before attacking.
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if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
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skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
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break;
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case SHC_SAVAGE_IMPACT:
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case SHC_FATAL_SHADOW_CROW: {
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uint8 dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
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// Move the player 1 cell near the target, between the target and the player
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if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
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clif_blown(src);
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
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break;
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}
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case AG_CRYSTAL_IMPACT_ATK:
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if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
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splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
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@@ -6254,16 +6262,18 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
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}
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break;
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case GC_CROSSIMPACT:
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if (skill_check_unit_movepos(0, src, bl->x, bl->y, 1, 1)) {
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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
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case GC_CROSSIMPACT: {
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uint8 dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
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if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
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clif_blown(src);
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skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
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} else {
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if (sd)
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clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
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}
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break;
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}
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case GC_PHANTOMMENACE:
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if (flag&1) { // Only Hits Invisible Targets
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if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
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@@ -8375,6 +8385,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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break;
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case SHC_DANCING_KNIFE:
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if (flag & 1) {
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skill_area_temp[1] = 0;
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// Note: doesn't force player to stand before attacking
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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);
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} else {
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clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
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}
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break;
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case MT_A_MACHINE:
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if (flag & 1) {
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skill_area_temp[1] = 0;
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@@ -8386,7 +8406,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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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);
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} else {
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if (skill_id == MT_A_MACHINE && dstsd) {
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if (dstsd) {
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int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
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if (lv > battle_config.attack_machine_level_difference) {
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