Sight Blaster and other skill fixes, magic reflect, crash, trap display and monster behavior fixes

- Fixed cast time of Sightrasher in pre-renewal (700ms -> 500ms)
- Official Sight Blaster behavior (bugreport:6945, partially bugreport:144)
  * Sight Blaster's AoE is now 3x3 even in pre-renewal (it was originally larger so it hits traps before they trigger)
  * Sight Blaster will now prevent traps from triggering as long as they are knocked back
  * Fixed a bug that caused Sight Blaster to not work on traps and ice walls at all
  * Sight Blaster will no longer expire when the attack was reflected
  * Sight Blaster will now expire when hitting an ice wall
  * Sight Blaster will now properly protect you from being attacked from its AoE range
- Sight, Ruwach and Sight Blaster will now check for a target every 20ms (previously every 250ms)
- Step action will now be canceled when being knocked back (skills won't be executed anymore when knocked out of range)
- When knock back magic is reflected it will no longer lead to the caster being knocked back (related to bugreport:6945)
- Activated traps can no longer be hit
- Fixed a problem that left "trap ghosts" forever on the screen when a trap was knocked out of the screen
- Fixed three more potential map server crashes
- Monster behavior fixes
  * Monsters will no longer be able to do normal attacks when hiding
  * If out of any reason a monster on "attack" state can't move and can't do normal attacks, it will now use "attack" state skills
  * The order of monster thought processing is now equal to official servers
This commit is contained in:
Playtester 2014-10-25 13:13:06 +02:00
parent 41ec18eae7
commit b88e95381d
8 changed files with 60 additions and 32 deletions

View File

@ -157,7 +157,7 @@
//-- WZ_FIREPILLAR
80,3000:2700:2400:2100:1800:1500:1200:900:600:300,1000,0,30000,600:800:1000:1200:1400:1600:1800:2000:2200:2400,0
//-- WZ_SIGHTRASHER
81,700,2000,0,500,0,0
81,500,2000,0,500,0,0
//-- WZ_METEOR
83,15000,2000:3000:3000:4000:4000:5000:5000:6000:6000:7000,0,500,5000,0
//-- WZ_JUPITEL

View File

@ -864,7 +864,7 @@
1003,0,0,0,0,0,0,1,0,no,0,0x1,0,weapon,0,0x0, AS_SONICACCEL,Sonic Acceleration
1004,9,8,1,0,0x8,0,1,1,no,0,0x1,0,weapon,0,0x0, AS_VENOMKNIFE,Throw Venom Knife
1005,1,6,1,0,0x1,0,1,1,no,0,0x1,0,weapon,0,0x0, RG_CLOSECONFINE,Close Confine
1006,0,6,4,3,0,2,1,1,yes,0,0x1,0,magic,3,0x20, WZ_SIGHTBLASTER,Sight Blaster
1006,0,6,4,3,0,1,1,1,yes,0,0x1,0,magic,3,0x20, WZ_SIGHTBLASTER,Sight Blaster
1007,0,6,4,0,0x1,0,1,0,no,0,0x1,0,none,0,0x0, SA_CREATECON,Create Elemental Converter
1008,9,6,1,1,0x1,0,1,1,yes,0,0x1,0,magic,0,0x0, SA_ELEMENTWATER,Elemental Change Water
1009,-9,6,1,0,0,0,1,1,no,0,0x1,0,weapon,3,0x0, HT_PHANTASMIC,Phantasmic Arrow

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@ -7147,7 +7147,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
{
TBL_SKILL *su = (TBL_SKILL*)target;
if( su && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP ) { //Only a few skills can target traps...
if( su && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP && su->group->unit_id != UNT_USED_TRAPS) { //Only a few skills can target traps...
switch( battle_getcurrentskill(src) ) {
case RK_DRAGONBREATH:// it can only hit traps in pvp/gvg maps
case RK_DRAGONBREATH_WATER:
@ -7251,10 +7251,9 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
break;
case BL_SKILL: {
struct skill_unit *su = (struct skill_unit *)src;
struct status_change* sc = status_get_sc(target);
if (!su || !su->group)
return 0;
if (su->group->src_id == target->id) {
int inf2 = skill_get_inf2(su->group->skill_id);
if (inf2&INF2_NO_TARGET_SELF)
@ -7262,6 +7261,11 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
if (inf2&INF2_TARGET_SELF)
return 1;
}
//Status changes that prevent traps from triggering
if (sc && sc->count && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
if( sc->data[SC_SIGHTBLASTER] && sc->data[SC_SIGHTBLASTER]->val2 > 0 && sc->data[SC_SIGHTBLASTER]->val4%2 == 0)
return -1;
}
}
break;
case BL_MER:

View File

@ -4708,9 +4708,10 @@ int clif_outsight(struct block_list *bl,va_list ap)
tsd = BL_CAST(BL_PC, tbl);
if (tsd && tsd->fd) { //tsd has lost sight of the bl object.
nullpo_ret(bl);
switch(bl->type){
case BL_PC:
if (sd->vd.class_ != INVISIBLE_CLASS)
if(sd->vd.class_ != INVISIBLE_CLASS)
clif_clearunit_single(bl->id,CLR_OUTSIGHT,tsd->fd);
if(sd->chatID){
struct chat_data *cd;
@ -4718,9 +4719,9 @@ int clif_outsight(struct block_list *bl,va_list ap)
if(cd->usersd[0]==sd)
clif_dispchat(cd,tsd->fd);
}
if( sd->state.vending )
if(sd->state.vending)
clif_closevendingboard(bl,tsd->fd);
if( sd->state.buyingstore )
if(sd->state.buyingstore)
clif_buyingstore_disappear_entry_single(tsd, sd);
break;
case BL_ITEM:
@ -4730,17 +4731,20 @@ int clif_outsight(struct block_list *bl,va_list ap)
clif_clearchar_skillunit((struct skill_unit *)bl,tsd->fd);
break;
case BL_NPC:
if( !(((TBL_NPC*)bl)->sc.option&OPTION_INVISIBLE) )
if(!(((TBL_NPC*)bl)->sc.option&OPTION_INVISIBLE))
clif_clearunit_single(bl->id,CLR_OUTSIGHT,tsd->fd);
break;
default:
if ((vd=status_get_viewdata(bl)) && vd->class_ != INVISIBLE_CLASS)
if((vd=status_get_viewdata(bl)) && vd->class_ != INVISIBLE_CLASS)
clif_clearunit_single(bl->id,CLR_OUTSIGHT,tsd->fd);
break;
}
}
if (sd && sd->fd) { //sd is watching tbl go out of view.
if (((vd=status_get_viewdata(tbl)) && vd->class_ != INVISIBLE_CLASS) &&
nullpo_ret(tbl);
if(tbl->type == BL_SKILL) //Trap knocked out of sight
clif_clearchar_skillunit((struct skill_unit *)tbl,sd->fd);
else if(((vd=status_get_viewdata(tbl)) && vd->class_ != INVISIBLE_CLASS) &&
!(tbl->type == BL_NPC && (((TBL_NPC*)tbl)->sc.option&OPTION_INVISIBLE)))
clif_clearunit_single(tbl->id,CLR_OUTSIGHT,sd->fd);
}

View File

@ -1625,8 +1625,8 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
//Attempt to attack.
//At this point we know the target is attackable, we just gotta check if the range matches.
if (battle_check_range (&md->bl, tbl, md->status.rhw.range))
{ //Target within range, engage
if (battle_check_range(&md->bl, tbl, md->status.rhw.range) && !(md->sc.option&OPTION_HIDE))
{ //Target within range and able to use normal attack, engage
if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER)
{ //Only attack if no more attack delay left
if(tbl->type == BL_PC)
@ -1646,6 +1646,19 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
return true;
}
//Monsters in berserk state, unable to use normal attacks, will always attempt a skill
if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY))
{
if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL)
{ //Only use skill if able to walk on next tick and not used a skill the last second
mobskill_use(md, tick, -1);
}
}
//Target still in attack range, no need to chase the target
if(battle_check_range(&md->bl, tbl, md->status.rhw.range))
return true;
//Out of range...
if (!(mode&MD_CANMOVE) || (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0))
{ //Can't chase. Immobile and trapped mobs should unlock target and use an idle skill.
@ -1657,15 +1670,6 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
return true;
}
//Before a monster starts to chase a target, it will check if it has a ranged "attack" skill to use on it.
if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY))
{
if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL)
{ //Only use skill if able to walk on next tick and not used a skill the last second
mobskill_use(md, tick, -1);
}
}
if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id &&
(
!(battle_config.mob_ai&0x1) ||

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@ -2831,6 +2831,8 @@ void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct b
* flag&0xFFF is passed to the underlying battle_calc_attack for processing
* (usually holds number of targets, or just 1 for simple splash attacks)
*
* flag&0x1000 - Return 0 if damage was reflected
*
* Values from enum e_skill_display
* Values from enum e_battle_check_target
*-------------------------------------------------------------------------*/
@ -2909,7 +2911,8 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
tsc = NULL; //Don't need it.
/* bugreport:2564 flag&2 disables double casting trigger */
flag |= 2;
//Reflected magic damage will not cause the caster to be knocked back [Playtester]
flag |= 4;
//Spirit of Wizard blocks Kaite's reflection
if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
{ //Consume one Fragment per hit of the casted skill? [Skotlex]
@ -3285,6 +3288,9 @@ int64 skill_attack (int attack_type, struct block_list* src, struct block_list *
map_freeblock_unlock();
if ((flag&0x1000) && rmdamage == 1)
return 0; //Should return 0 when damage was reflected
return damage;
}

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@ -6750,7 +6750,9 @@ int status_get_guild_id(struct block_list *bl)
return ((TBL_NPC*)bl)->u.scr.guild_id;
break;
case BL_SKILL:
return ((TBL_SKILL*)bl)->group->guild_id;
if (((TBL_SKILL*)bl)->group)
return ((TBL_SKILL*)bl)->group->guild_id;
break;
case BL_ELEM:
if (((TBL_ELEM*)bl)->master)
return ((TBL_ELEM*)bl)->master->status.guild_id;
@ -8701,8 +8703,8 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
case SC_RUWACH:
case SC_SIGHTBLASTER:
val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
val2 = tick/250;
tick_time = 10; // [GodLesZ] tick time
val2 = tick/20;
tick_time = 20; // [GodLesZ] tick time
break;
case SC_AUTOGUARD:
@ -11370,14 +11372,17 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
case SC_SIGHT:
case SC_RUWACH:
case SC_SIGHTBLASTER:
if(type == SC_SIGHTBLASTER)
if(type == SC_SIGHTBLASTER) {
//Restore trap immunity
if(sce->val4%2)
sce->val4--;
map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
else
} else
map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
if( --(sce->val2)>0 ) {
sce->val4 += 250; // Use for Shadow Form 2 seconds checking.
sc_timer_next(250+tick, status_change_timer, bl->id, data);
sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
sc_timer_next(20+tick, status_change_timer, bl->id, data);
return 0;
}
break;
@ -12203,9 +12208,13 @@ int status_change_timer_sub(struct block_list* bl, va_list ap)
if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
{
if (sce && !(bl->type&BL_SKILL) // The hit is not counted if it's against a trap
&& skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0)) {
struct skill_unit *su = (struct skill_unit *)bl;
if (sce && skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000)
&& (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
sce->val2 = 0; // This signals it to end.
} else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
//Remove trap immunity temporarily so it triggers if you still stand on it
sce->val4++;
}
}
break;

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@ -1009,6 +1009,7 @@ int unit_blown(struct block_list* bl, int dx, int dy, int count, int flag)
unit_stop_walking(bl, 0);
if( sd ) {
unit_stop_stepaction(bl); //Stop stepaction when knocked back
sd->ud.to_x = nx;
sd->ud.to_y = ny;
}