Rewrote SC_MAGICPOWER to behave like on official servers

* everything has been tested (with the exception of WZ_SIGHTBLASTER)
 * the status now uses a much simpler two-state mechanism; see http://www.eathena.ws/board/index.php?autocom=bugtracker&showbug=4833 for details
 * non-offensive and non-magic skills no longer consume the status
 * set WZ_ICEWALL NK flag to NK_NO_DAMAGE to properly not consume the status
 * fixed stale matk used for unit- and timerskills
 * fixed the original bug with isilla card triggering a status recalc (bugreport:4833, matk swapping no longer needed)
 * removed a couple now unnecessary exceptions (they now work out of the box/as side effects)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15694 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
lordttseven 2012-03-17 18:00:21 +00:00
parent b623c0a6d7
commit e2bbd02dab
6 changed files with 42 additions and 57 deletions

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@ -130,7 +130,7 @@
84,9,8,1,4,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,2:3:3:4:4:5:5:6:6:7, WZ_JUPITEL,Jupitel Thunder
85,9,8,2,4,0,0,10,-10,yes,0,0,0,magic,0, WZ_VERMILION,Lord of Vermilion
86,9,8,1,1,0,0,5,1,yes,0,0,0,magic,0, WZ_WATERBALL,Water Ball
87,9,6,2,1,0,0,10,1,yes,0,0,0,magic,0, WZ_ICEWALL,Ice Wall
87,9,6,2,1,0x1,0,10,1,yes,0,0,0,magic,0, WZ_ICEWALL,Ice Wall
88,0,6,4,1,0x2,2,10,1,yes,0,0,0,magic,0, WZ_FROSTNOVA,Frost Nova
89,9,6,2,1,0,0,10,1,yes,0,0,0,magic,2, WZ_STORMGUST,Storm Gust
90,9,8,1,2,0,0,5,1:2:3:4:5,yes,0,0,0,magic,0, WZ_EARTHSPIKE,Earth Spike

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@ -130,7 +130,7 @@
84,9,8,1,4,0,0,10,3:4:5:6:7:8:9:10:11:12,yes,0,0,0,magic,2:3:3:4:4:5:5:6:6:7, WZ_JUPITEL,Jupitel Thunder
85,9,8,2,4,0,0,10,-10,yes,0,0,0,magic,0, WZ_VERMILION,Lord of Vermilion
86,9,8,1,1,0,0,5,1,yes,0,0,0,magic,0, WZ_WATERBALL,Water Ball
87,9,6,2,1,0,0,10,1,yes,0,0,0,magic,0, WZ_ICEWALL,Ice Wall
87,9,6,2,1,0x1,0,10,1,yes,0,0,0,magic,0, WZ_ICEWALL,Ice Wall
88,0,6,4,1,0x2,2,10,1,yes,0,0,0,magic,0, WZ_FROSTNOVA,Frost Nova
89,9,6,2,1,0,0,10,1,yes,0,0,0,magic,2, WZ_STORMGUST,Storm Gust
90,9,8,1,2,0,0,5,1:2:3:4:5,yes,0,0,0,magic,0, WZ_EARTHSPIKE,Earth Spike

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@ -227,6 +227,7 @@ int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap);
static void skill_toggle_magicpower(struct block_list *bl, short skillid);
static int skill_cell_overlap(struct block_list *bl, va_list ap);
static int skill_trap_splash(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
@ -1401,6 +1402,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sd->state.autocast = 1;
skill_consume_requirement(sd,skill,skilllv,1);
skill_toggle_magicpower(src, skill);
switch (type) {
case CAST_GROUND:
skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
@ -1661,7 +1663,6 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
struct status_change *sc = NULL;
if( ( sc = status_get_sc(src) ) ) {
status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
if(sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
@ -2939,7 +2940,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
} else {
struct status_change *sc = status_get_sc(src);
if(sc) {
status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
if(sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
sc->data[SC_SPIRIT]->val3 == skl->skill_id)
@ -2976,7 +2976,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
if( skl->type >= 3 )
{ // Final Hit
status_change_end(src,SC_MAGICPOWER,-1); // Removes Magic Power
if( !status_isdead(target) )
{ // Final Status Effect
int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
@ -3058,8 +3057,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
break;
}
if( skl->skill_id >= WL_TETRAVORTEX_FIRE && skl->skill_id <= WL_TETRAVORTEX_GROUND )
status_change_end(src,SC_MAGICPOWER,-1);
}
} while (0);
//Free skl now that it is no longer needed.
@ -3995,8 +3992,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if( sd->rsb[0].skillid == 0 )
status_change_end(src, SC_READING_SB, INVALID_TIMER);
status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) )
break;
@ -4047,8 +4042,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
swap(spheres[i],spheres[k]);
}
status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
if( skilllv == 1 ) j = 1; // Limit only to one ball
for( i = 0; i < j; i++ )
{
@ -8298,6 +8291,10 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
src->type, src->id, ud->skillid, ud->skilllv, target->id);
map_freeblock_lock();
// SC_MAGICPOWER needs to switch states before any damage is actually dealt
skill_toggle_magicpower(src, ud->skillid);
if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
else
@ -8305,9 +8302,6 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
sc = status_get_sc(src);
if(sc && sc->count) {
if(sc->data[SC_MAGICPOWER] &&
ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL && ud->skillid != WL_TETRAVORTEX)
status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
if(sc->data[SC_SPIRIT] &&
sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
sc->data[SC_SPIRIT]->val3 == ud->skillid &&
@ -8562,6 +8556,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
}
// SC_MAGICPOWER needs to switch states before any damage is actually dealt
skill_toggle_magicpower(src, skillid);
switch(skillid)
{
case PR_BENEDICTIO:
@ -8738,9 +8735,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
int flag = 0, area = skill_get_splash(skillid, skilllv);
short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
if( sc && sc->data[SC_MAGICPOWER] )
flag = flag|2; //Store the magic power flag for future use. [Skotlex]
for( i = 0; i < 2 + (skilllv>>1); i++ )
{
// Creates a random Cell in the Splash Area
@ -8751,13 +8745,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
if( i > 0 )
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);
x1 = tmpx;
y1 = tmpy;
}
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
}
break;
@ -8997,9 +8991,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
int sx = x, sy = y;
if( sc && sc->data[SC_MAGICPOWER] )
flag = flag|2; //Store the magic power flag
for( i = 0; i < wave; i++ )
{
switch( dir )
@ -9111,8 +9102,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
return 1;
}
status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
if( sd )
{// ensure that the skill last-cast tick is recorded
sd->canskill_tick = gettick();
@ -9366,7 +9355,6 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag)
/*==========================================
* Initializes and sets a ground skill.
* flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
* flag&2 is used to determine if this skill was casted with Magic Power active.
*------------------------------------------*/
struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
{
@ -9643,7 +9631,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
group->val3=val3;
group->target_flag=target;
group->bl_flag= skill_get_unit_bl_target(skillid);
group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
@ -9967,8 +9954,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
struct skill_unit_group *sg;
struct block_list *ss;
TBL_PC* tsd;
struct status_data *tstatus, *sstatus;
struct status_change *tsc, *sc;
struct status_data *tstatus;
struct status_change *tsc;
struct skill_unit_group_tickset *ts;
enum sc_type type;
int skillid;
@ -9985,14 +9972,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
tsd = BL_CAST(BL_PC, bl);
tsc = status_get_sc(bl);
tstatus = status_get_status_data(bl);
if (sg->state.magic_power) //For magic power.
{
sc = status_get_sc(ss);
sstatus = status_get_status_data(ss);
} else {
sc = NULL;
sstatus = NULL;
}
type = status_skill2sc(sg->skill_id);
skillid = sg->skill_id;
@ -10019,13 +9998,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
}
//Temporarily set magic power to have it take effect. [Skotlex]
if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
{ //Store previous values.
swap(sstatus->matk_min, sc->mp_matk_min);
swap(sstatus->matk_max, sc->mp_matk_max);
//Note to NOT return from the function until this is unset!
}
switch (sg->unit_id)
{
@ -10478,12 +10450,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
}
if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
{ //Unset magic power.
swap(sstatus->matk_min, sc->mp_matk_min);
swap(sstatus->matk_max, sc->mp_matk_max);
}
if (bl->type == BL_MOB && ss != bl)
mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
@ -14564,6 +14530,30 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
return 0;
}
static void skill_toggle_magicpower(struct block_list *bl, short skillid)
{
struct status_change *sc = status_get_sc(bl);
// non-offensive and non-magic skills do not affect the status
if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC))
return;
if (sc && sc->count && sc->data[SC_MAGICPOWER])
{
if (sc->data[SC_MAGICPOWER]->val4)
{
status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
}
else
{
sc->data[SC_MAGICPOWER]->val4 = 1;
status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
}
}
}
int skill_magicdecoy(struct map_session_data *sd, int nameid) {
int x, y, i, class_, skill;
struct mob_data *md;
@ -14599,6 +14589,7 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) {
return 0;
}
// Warlock Spellbooks. [LimitLine/3CeAM]
int skill_spellbook (struct map_session_data *sd, int nameid) {
int i, j, points, skillid, preserved = 0, max_preserve;

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@ -154,7 +154,6 @@ struct skill_unit_group {
struct skill_unit *unit;
struct {
unsigned ammo_consume : 1;
unsigned magic_power : 1;
unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
} state;
};

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@ -3483,11 +3483,6 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
status->matk_max = status_calc_matk(bl, sc, status->matk_max);
#endif
if(sc->data[SC_MAGICPOWER]) { //Store current matk values
sc->mp_matk_min = status->matk_min;
sc->mp_matk_max = status->matk_max;
}
if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
status->matk_min = status->matk_max;
@ -4136,7 +4131,7 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan
matk += sc->data[SC_MATKPOTION]->val1;
if(sc->data[SC_MATKFOOD])
matk += sc->data[SC_MATKFOOD]->val1;
if(sc->data[SC_MAGICPOWER])
if(sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
if(sc->data[SC_MINDBREAKER])
matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
@ -6414,6 +6409,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//val1: Skill lv
val2 = 1; //Lasts 1 invocation
val3 = 5*val1; //Matk% increase
val4 = 0; // 0 = ready to be used, 1 = activated and running
break;
case SC_SACRIFICE:
val2 = 5; //Lasts 5 hits

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@ -1444,7 +1444,6 @@ struct status_change {
unsigned char count;
//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
unsigned char jb_flag; //Joint Beat type flag
unsigned short mp_matk_min, mp_matk_max; //Previous matk min/max for ground spells (Amplify magic power)
//int sg_id; //ID of the previous Storm gust that hit you
short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
/**