- Some cleaning of the splash skills. Updated skill-attack to enable again passing of flag 0xF000 which signals that the skill level sent to the client should be -1 (no skill name shouted). Should (hopefully) clear/clean up a bunch of splash damage skill animation-related packets.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8412 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
parent
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@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS 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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2006/08/21
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2006/08/21
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* Some cleaning of the splash skills. Updated skill-attack to enable again
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passing of flag 0xF000 which signals that the skill level sent to the
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client should be -1 (no skill name shouted). Should (hopefully) clear/clean
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up a bunch of splash damage skill animation-related packets. [Skotlex]
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* Homun saving won't cap hp/sp to max hp/sp since a homun can have higher
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* Homun saving won't cap hp/sp to max hp/sp since a homun can have higher
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hp/sp than the one stated in the db (due to skill bonuses or status
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hp/sp than the one stated in the db (due to skill bonuses or status
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changes) [Skotlex]
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changes) [Skotlex]
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149
src/map/skill.c
149
src/map/skill.c
@ -1051,7 +1051,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
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if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
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rand()%1000 <= sstatus->luk*10/3+1 ) {
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rand()%1000 <= sstatus->luk*10/3+1 ) {
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int lv=(sd->status.job_level+9)/10;
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int lv=(sd->status.job_level+9)/10;
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skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
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skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xF000);
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}
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}
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// Gank
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// Gank
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if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW &&
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if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW &&
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@ -1788,13 +1788,17 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
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/*
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/*
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* =========================================================================
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* =========================================================================
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* スキル?U??果?<EFBFBD>?まとめ
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* Does a skill attack with the given properties.
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* flagの?明?B16?i?
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* src is the master behind the attack (player/mob/pet)
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* 00XRTTff
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* dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
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* ff = magicで計算に渡される?j
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* bl is the target to be attacked.
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* TT = パケットのtype部分(0でデフォルト?j
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* flag can hold a bunch of information:
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* X = パケットのスキルLv
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* flag&0xFF is passed to the underlying battle_calc_attack for processing
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* R = 予約?iskill_area_subで使用する?j
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* (usually holds number of targets, or just 1 for simple splash attacks)
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* flag&0xF00 can hold a custom type to be used on the skill packet.
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* (otherwise skill_get_hit is used)
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* flag&0xF000 can be used to signal, this skill should be sent with skilllv -1
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* (causes player characters to not scream skill name)
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*-------------------------------------------------------------------------
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*-------------------------------------------------------------------------
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*/
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*/
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@ -1804,7 +1808,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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struct status_data *sstatus, *tstatus;
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struct status_data *sstatus, *tstatus;
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struct status_change *sc;
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struct status_change *sc;
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struct map_session_data *sd, *tsd;
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struct map_session_data *sd, *tsd;
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int type,lv,damage,rdamage=0;
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int type,damage,rdamage=0;
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if(skillid > 0 && skilllv <= 0) return 0;
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if(skillid > 0 && skilllv <= 0) return 0;
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@ -1816,7 +1820,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
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//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
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if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
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if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
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return 0;
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return 0;
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} else if (flag && skill_get_nk(skillid)&NK_SPLASH) {
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} else if ((flag&0xFF) && skill_get_nk(skillid)&NK_SPLASH) {
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//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
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//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
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if (!status_check_skilluse(src, bl, skillid, 2))
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if (!status_check_skilluse(src, bl, skillid, 2))
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return 0;
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return 0;
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@ -1831,9 +1835,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
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if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
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return 0;
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return 0;
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type=-1;
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dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFF);
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lv=(flag>>20)&0xf;
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dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff );
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//Skotlex: Adjusted to the new system
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//Skotlex: Adjusted to the new system
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if(src->type==BL_PET && (struct pet_data *)src)
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if(src->type==BL_PET && (struct pet_data *)src)
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@ -1898,11 +1900,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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if (damage > 0 && src != bl && src == dsrc)
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if (damage > 0 && src != bl && src == dsrc)
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rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
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rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
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if(lv==15)
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if( flag&0xF00 )
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lv=-1;
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type=(flag&0xF00)>>8;
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else
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if( flag&0xff00 )
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type=-1;
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type=(flag&0xff00)>>8;
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if((damage <= 0 || damage < dmg.div_)
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if((damage <= 0 || damage < dmg.div_)
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&& skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
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&& skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
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@ -2027,19 +2028,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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//Display damage.
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//Display damage.
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switch(skillid){
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switch(skillid){
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//Skills who's damage should't show any skill-animation.
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//Skills who's damage should't show any skill-animation.
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case SM_MAGNUM:
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case AS_SPLASHER:
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case ASC_METEORASSAULT:
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// case GS_SPREADATTACK: <- as it is, it shows no animation at all.
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
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break;
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case KN_BRANDISHSPEAR:
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case KN_BRANDISHSPEAR:
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case NJ_KAMAITACHI:
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case NJ_KAMAITACHI:
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case NJ_HUUMA:
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case NJ_HUUMA:
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{ //Only display skill animation for skill's target.
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{ //Only display skill animation for skill's target.
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struct unit_data *ud = unit_bl2ud(src);
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struct unit_data *ud = unit_bl2ud(src);
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if (ud && ud->skilltarget == bl->id)
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if (ud && ud->skilltarget == bl->id)
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, flag&0xF000?-1:skilllv, type);
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else
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else
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dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,8,dmg.damage2); // can't know why 8, but it works for all skills...
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dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,8,dmg.damage2); // can't know why 8, but it works for all skills...
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break;
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break;
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@ -2047,7 +2042,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
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case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
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break;
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break;
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case NPC_SELFDESTRUCTION:
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case NPC_SELFDESTRUCTION:
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if(src->type==BL_PC)
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if(src->type==BL_PC)
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dmg.blewcount = 10;
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dmg.blewcount = 10;
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@ -2066,7 +2060,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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break;
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break;
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}
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}
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default:
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default:
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
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dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (flag&0xF000)?-1:skilllv, (skillid==0)? 5:type );
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}
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}
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map_freeblock_lock();
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map_freeblock_lock();
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@ -2087,8 +2081,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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tsd->cloneskill_id = skillid;
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tsd->cloneskill_id = skillid;
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tsd->status.skill[skillid].id = skillid;
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tsd->status.skill[skillid].id = skillid;
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tsd->status.skill[skillid].lv = skilllv;
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tsd->status.skill[skillid].lv = skilllv;
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if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
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if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
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tsd->status.skill[skillid].lv = lv;
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tsd->status.skill[skillid].lv = type;
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tsd->status.skill[skillid].flag = 13;//cloneskill flag
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tsd->status.skill[skillid].flag = 13;//cloneskill flag
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pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
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pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
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pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
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pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
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@ -2144,7 +2138,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
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skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
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}
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}
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if (!(flag & 1) &&
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if (!(flag&2) &&
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(
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(
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skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
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skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
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) &&
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) &&
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@ -2153,7 +2147,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
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rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
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rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
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{
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{
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// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
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// skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
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skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
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skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
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}
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}
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map_freeblock_unlock();
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map_freeblock_unlock();
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@ -2704,7 +2698,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case AS_SONICBLOW:
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case AS_SONICBLOW:
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case KN_PIERCE:
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case KN_PIERCE:
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case KN_SPEARBOOMERANG:
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case KN_SPEARBOOMERANG:
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case KN_BRANDISHSPEAR:
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case TF_POISON:
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case TF_POISON:
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case TF_SPRINKLESAND:
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case TF_SPRINKLESAND:
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case AC_CHARGEARROW:
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case AC_CHARGEARROW:
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@ -2751,7 +2744,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case LK_JOINTBEAT:
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case LK_JOINTBEAT:
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case CG_ARROWVULCAN:
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case CG_ARROWVULCAN:
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case HW_MAGICCRASHER:
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case HW_MAGICCRASHER:
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case ASC_METEORASSAULT:
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case ITM_TOMAHAWK:
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case ITM_TOMAHAWK:
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case MO_TRIPLEATTACK:
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case MO_TRIPLEATTACK:
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case CH_CHAINCRUSH:
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case CH_CHAINCRUSH:
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@ -2835,25 +2827,20 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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break;
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break;
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case MO_FINGEROFFENSIVE:
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case MO_FINGEROFFENSIVE:
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{
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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if (battle_config.finger_offensive_type && sd) {
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if (battle_config.finger_offensive_type && sd) {
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int i;
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int i;
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for (i = 1; i < sd->spiritball_old; i++)
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for (i = 1; i < sd->spiritball_old; i++)
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skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
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skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
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// sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
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}
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}
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if (sc && sc->data[SC_BLADESTOP].timer != -1)
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if (sc && sc->data[SC_BLADESTOP].timer != -1)
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status_change_end(src,SC_BLADESTOP,-1);
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status_change_end(src,SC_BLADESTOP,-1);
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}
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break;
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break;
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case MO_CHAINCOMBO:
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case MO_CHAINCOMBO:
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{
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
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if (sc && sc->data[SC_BLADESTOP].timer != -1)
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if (sc && sc->data[SC_BLADESTOP].timer != -1)
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status_change_end(src,SC_BLADESTOP,-1);
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status_change_end(src,SC_BLADESTOP,-1);
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}
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break;
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break;
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case MO_EXTREMITYFIST:
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case MO_EXTREMITYFIST:
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@ -2890,12 +2877,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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//Splash attack skills.
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//Splash attack skills.
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case AS_SPLASHER:
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case AS_SPLASHER:
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if ((flag&1) && bl->id == skill_area_temp[1])
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{ //Should do 100% damage on targetted character.
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skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, 0);
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break;
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}
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case AS_GRIMTOOTH:
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case AS_GRIMTOOTH:
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case SM_MAGNUM:
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case MC_CARTREVOLUTION:
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case MC_CARTREVOLUTION:
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case NPC_SPLASHATTACK:
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case NPC_SPLASHATTACK:
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case AC_SHOWER:
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case AC_SHOWER:
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@ -2904,10 +2887,22 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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case HW_NAPALMVULCAN:
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case HW_NAPALMVULCAN:
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case NJ_HUUMA:
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case NJ_HUUMA:
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case NJ_BAKUENRYU:
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case NJ_BAKUENRYU:
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if (flag&1) //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
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case ASC_METEORASSAULT:
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skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
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case GS_DESPERADO:
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else {
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case GS_SPREADATTACK:
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if ( skillid == NJ_BAKUENRYU ) clif_skill_nodamage(src,bl,skillid,skilllv,1);
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case KN_BRANDISHSPEAR:
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if (flag&1)
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{ //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
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if (skill_area_temp[1] != bl->id)
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skill_attack(skill_get_type(skillid), src, src, bl,
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skillid, skilllv, tick, skill_area_temp[0]|0x1500);
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||||||
|
else if (skillid == KN_BRANDISHSPEAR)
|
||||||
|
skill_attack(skill_get_type(skillid), src, src, bl,
|
||||||
|
skillid, skilllv, tick, skill_area_temp[0]);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if ( skillid == NJ_BAKUENRYU )
|
||||||
|
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||||
skill_area_temp[0] = 0;
|
skill_area_temp[0] = 0;
|
||||||
skill_area_temp[1] = bl->id;
|
skill_area_temp[1] = bl->id;
|
||||||
if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
|
if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
|
||||||
@ -2921,18 +2916,28 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
|
|||||||
skill_get_splash(skillid, skilllv), BL_CHAR,
|
skill_get_splash(skillid, skilllv), BL_CHAR,
|
||||||
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
|
src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
|
||||||
skill_castend_damage_id);
|
skill_castend_damage_id);
|
||||||
|
|
||||||
|
//Splasher Should do 100% damage on targetted character.
|
||||||
|
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
|
||||||
|
tick, skillid == AS_SPLASHER?0:skill_area_temp[0]);
|
||||||
|
|
||||||
|
if (skillid == SM_MAGNUM) {
|
||||||
|
//Initiate 10% of your damage becomes fire element.
|
||||||
|
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
|
||||||
|
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
//Done apart because you can't mix the flag with BCT_ENEMY for auto-blitz.
|
//Done apart because you can't mix the flag with BCT_ENEMY for auto-blitz.
|
||||||
case HT_BLITZBEAT:
|
case HT_BLITZBEAT:
|
||||||
if (flag&1) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
|
if (flag&1) {
|
||||||
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
|
if (skill_area_temp[1] != bl->id)
|
||||||
else {
|
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
|
||||||
|
tick, skill_area_temp[0]|(flag&0xFF00));
|
||||||
|
} else {
|
||||||
skill_area_temp[0] = 0;
|
skill_area_temp[0] = 0;
|
||||||
skill_area_temp[1] = bl->id;
|
skill_area_temp[1] = bl->id;
|
||||||
//Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
|
if (flag&0xF000)
|
||||||
if (skillid==HT_BLITZBEAT && flag&0xf00000)
|
|
||||||
map_foreachinrange(skill_area_sub, bl,
|
map_foreachinrange(skill_area_sub, bl,
|
||||||
skill_get_splash(skillid, skilllv), BL_CHAR,
|
skill_get_splash(skillid, skilllv), BL_CHAR,
|
||||||
src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
|
src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
|
||||||
@ -2940,24 +2945,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
|
|||||||
skill_area_temp[0] = 1;
|
skill_area_temp[0] = 1;
|
||||||
map_foreachinrange(skill_area_sub, bl,
|
map_foreachinrange(skill_area_sub, bl,
|
||||||
skill_get_splash(skillid, skilllv), BL_CHAR,
|
skill_get_splash(skillid, skilllv), BL_CHAR,
|
||||||
src, skillid, skilllv, tick, BCT_ENEMY|1,
|
src, skillid, skilllv, tick, BCT_ENEMY|1|flag,
|
||||||
skill_castend_damage_id);
|
skill_castend_damage_id);
|
||||||
}
|
|
||||||
break;
|
skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
|
||||||
case SM_MAGNUM:
|
tick, skill_area_temp[0]|(flag&0xFF00));
|
||||||
if(flag&1)
|
|
||||||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
|
||||||
else {
|
|
||||||
//If we get here, someone changed magnum to be a enemy targetted skill,
|
|
||||||
//so treat it as such.
|
|
||||||
map_foreachinrange(skill_area_sub, bl,
|
|
||||||
skill_get_splash(skillid, skilllv),BL_CHAR,
|
|
||||||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
|
||||||
skill_castend_damage_id);
|
|
||||||
//Initiate 10% of your damage becomes fire element.
|
|
||||||
clif_skill_nodamage (src,bl,skillid,skilllv,1);
|
|
||||||
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
|
|
||||||
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
@ -3169,19 +3161,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
|
|||||||
else if (sd)
|
else if (sd)
|
||||||
clif_skill_fail(sd,skillid,0,0);
|
clif_skill_fail(sd,skillid,0,0);
|
||||||
break;
|
break;
|
||||||
case GS_DESPERADO:
|
|
||||||
case GS_SPREADATTACK:
|
|
||||||
if(flag&1)
|
|
||||||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
|
||||||
else {
|
|
||||||
//If we get here, someone changed it to be a enemy targetted skill,
|
|
||||||
//so treat it as such.
|
|
||||||
map_foreachinrange(skill_area_sub, bl,
|
|
||||||
skill_get_splash(skillid, skilllv),BL_CHAR,
|
|
||||||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
|
||||||
skill_castend_damage_id);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case NJ_KASUMIKIRI:
|
case NJ_KASUMIKIRI:
|
||||||
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
|
||||||
@ -3713,6 +3692,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
|
|||||||
break;
|
break;
|
||||||
//Passive Magnum, should had been casted on yourself.
|
//Passive Magnum, should had been casted on yourself.
|
||||||
case SM_MAGNUM:
|
case SM_MAGNUM:
|
||||||
|
skill_area_temp[1] = 0;
|
||||||
map_foreachinrange(skill_area_sub, src,
|
map_foreachinrange(skill_area_sub, src,
|
||||||
skill_get_splash(skillid, skilllv),BL_CHAR,
|
skill_get_splash(skillid, skilllv),BL_CHAR,
|
||||||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||||||
@ -4016,7 +3996,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
|
|||||||
case ASC_METEORASSAULT:
|
case ASC_METEORASSAULT:
|
||||||
case GS_SPREADATTACK:
|
case GS_SPREADATTACK:
|
||||||
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
clif_skill_nodamage(src,bl,skillid,skilllv,1);
|
||||||
map_foreachinrange(skill_area_sub, src,
|
skill_area_temp[1] = bl->id;
|
||||||
|
map_foreachinrange(skill_area_sub, bl,
|
||||||
skill_get_splash(skillid, skilllv), BL_CHAR,
|
skill_get_splash(skillid, skilllv), BL_CHAR,
|
||||||
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
|
||||||
skill_castend_damage_id);
|
skill_castend_damage_id);
|
||||||
@ -4030,6 +4011,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
|
|||||||
int x=bl->x,y=bl->y;
|
int x=bl->x,y=bl->y;
|
||||||
skill_brandishspear_first(&tc,dir,x,y);
|
skill_brandishspear_first(&tc,dir,x,y);
|
||||||
skill_brandishspear_dir(&tc,dir,4);
|
skill_brandishspear_dir(&tc,dir,4);
|
||||||
|
skill_area_temp[1] = bl->id;
|
||||||
|
|
||||||
if(skilllv > 9){
|
if(skilllv > 9){
|
||||||
for(c=1;c<4;c++){
|
for(c=1;c<4;c++){
|
||||||
map_foreachincell(skill_area_sub,
|
map_foreachincell(skill_area_sub,
|
||||||
|
Loading…
x
Reference in New Issue
Block a user