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
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@ -130,7 +130,7 @@
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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
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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
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85,9,8,2,4,0,0,10,-10,yes,0,0,0,magic,0, WZ_VERMILION,Lord of Vermilion
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85,9,8,2,4,0,0,10,-10,yes,0,0,0,magic,0, WZ_VERMILION,Lord of Vermilion
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86,9,8,1,1,0,0,5,1,yes,0,0,0,magic,0, WZ_WATERBALL,Water Ball
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86,9,8,1,1,0,0,5,1,yes,0,0,0,magic,0, WZ_WATERBALL,Water Ball
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87,9,6,2,1,0,0,10,1,yes,0,0,0,magic,0, WZ_ICEWALL,Ice Wall
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87,9,6,2,1,0x1,0,10,1,yes,0,0,0,magic,0, WZ_ICEWALL,Ice Wall
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88,0,6,4,1,0x2,2,10,1,yes,0,0,0,magic,0, WZ_FROSTNOVA,Frost Nova
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88,0,6,4,1,0x2,2,10,1,yes,0,0,0,magic,0, WZ_FROSTNOVA,Frost Nova
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89,9,6,2,1,0,0,10,1,yes,0,0,0,magic,2, WZ_STORMGUST,Storm Gust
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89,9,6,2,1,0,0,10,1,yes,0,0,0,magic,2, WZ_STORMGUST,Storm Gust
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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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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 @@
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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
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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
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85,9,8,2,4,0,0,10,-10,yes,0,0,0,magic,0, WZ_VERMILION,Lord of Vermilion
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85,9,8,2,4,0,0,10,-10,yes,0,0,0,magic,0, WZ_VERMILION,Lord of Vermilion
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86,9,8,1,1,0,0,5,1,yes,0,0,0,magic,0, WZ_WATERBALL,Water Ball
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86,9,8,1,1,0,0,5,1,yes,0,0,0,magic,0, WZ_WATERBALL,Water Ball
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87,9,6,2,1,0,0,10,1,yes,0,0,0,magic,0, WZ_ICEWALL,Ice Wall
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87,9,6,2,1,0x1,0,10,1,yes,0,0,0,magic,0, WZ_ICEWALL,Ice Wall
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88,0,6,4,1,0x2,2,10,1,yes,0,0,0,magic,0, WZ_FROSTNOVA,Frost Nova
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88,0,6,4,1,0x2,2,10,1,yes,0,0,0,magic,0, WZ_FROSTNOVA,Frost Nova
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89,9,6,2,1,0,0,10,1,yes,0,0,0,magic,2, WZ_STORMGUST,Storm Gust
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89,9,6,2,1,0,0,10,1,yes,0,0,0,magic,2, WZ_STORMGUST,Storm Gust
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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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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);
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struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
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struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
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int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
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int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
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int skill_greed(struct block_list *bl, va_list ap);
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int skill_greed(struct block_list *bl, va_list ap);
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static void skill_toggle_magicpower(struct block_list *bl, short skillid);
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static int skill_cell_overlap(struct block_list *bl, va_list ap);
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static int skill_cell_overlap(struct block_list *bl, va_list ap);
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static int skill_trap_splash(struct block_list *bl, va_list ap);
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static int skill_trap_splash(struct block_list *bl, va_list ap);
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struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
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struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
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@ -1401,6 +1402,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
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sd->state.autocast = 1;
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sd->state.autocast = 1;
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skill_consume_requirement(sd,skill,skilllv,1);
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skill_consume_requirement(sd,skill,skilllv,1);
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skill_toggle_magicpower(src, skill);
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switch (type) {
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switch (type) {
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case CAST_GROUND:
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case CAST_GROUND:
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skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
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skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
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@ -1661,7 +1663,6 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
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if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
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if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
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struct status_change *sc = NULL;
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struct status_change *sc = NULL;
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if( ( sc = status_get_sc(src) ) ) {
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if( ( sc = status_get_sc(src) ) ) {
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status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
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if(sc->data[SC_SPIRIT] &&
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if(sc->data[SC_SPIRIT] &&
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sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
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sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
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sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
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sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
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@ -2939,7 +2940,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
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} else {
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} else {
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struct status_change *sc = status_get_sc(src);
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struct status_change *sc = status_get_sc(src);
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if(sc) {
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if(sc) {
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status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
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if(sc->data[SC_SPIRIT] &&
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if(sc->data[SC_SPIRIT] &&
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sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
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sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
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sc->data[SC_SPIRIT]->val3 == skl->skill_id)
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sc->data[SC_SPIRIT]->val3 == skl->skill_id)
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@ -2976,7 +2976,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
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skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
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skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
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if( skl->type >= 3 )
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if( skl->type >= 3 )
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{ // Final Hit
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{ // Final Hit
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status_change_end(src,SC_MAGICPOWER,-1); // Removes Magic Power
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if( !status_isdead(target) )
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if( !status_isdead(target) )
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{ // Final Status Effect
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{ // Final Status Effect
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int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
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int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
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@ -3058,8 +3057,6 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
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break;
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break;
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}
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}
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if( skl->skill_id >= WL_TETRAVORTEX_FIRE && skl->skill_id <= WL_TETRAVORTEX_GROUND )
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status_change_end(src,SC_MAGICPOWER,-1);
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}
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}
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} while (0);
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} while (0);
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//Free skl now that it is no longer needed.
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//Free skl now that it is no longer needed.
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@ -3995,8 +3992,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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if( sd->rsb[0].skillid == 0 )
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if( sd->rsb[0].skillid == 0 )
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status_change_end(src, SC_READING_SB, INVALID_TIMER);
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status_change_end(src, SC_READING_SB, INVALID_TIMER);
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status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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clif_skill_nodamage(src,bl,skillid,skilllv,1);
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if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) )
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if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) )
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break;
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break;
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@ -4047,8 +4042,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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swap(spheres[i],spheres[k]);
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swap(spheres[i],spheres[k]);
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}
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}
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status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
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if( skilllv == 1 ) j = 1; // Limit only to one ball
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if( skilllv == 1 ) j = 1; // Limit only to one ball
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for( i = 0; i < j; i++ )
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for( i = 0; i < j; i++ )
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{
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{
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@ -8298,6 +8291,10 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
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src->type, src->id, ud->skillid, ud->skilllv, target->id);
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src->type, src->id, ud->skillid, ud->skilllv, target->id);
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map_freeblock_lock();
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map_freeblock_lock();
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// SC_MAGICPOWER needs to switch states before any damage is actually dealt
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skill_toggle_magicpower(src, ud->skillid);
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if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
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if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
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skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
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skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
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else
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else
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@ -8305,9 +8302,6 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
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sc = status_get_sc(src);
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sc = status_get_sc(src);
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if(sc && sc->count) {
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if(sc && sc->count) {
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if(sc->data[SC_MAGICPOWER] &&
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ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL && ud->skillid != WL_TETRAVORTEX)
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status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
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if(sc->data[SC_SPIRIT] &&
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if(sc->data[SC_SPIRIT] &&
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sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
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sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
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sc->data[SC_SPIRIT]->val3 == ud->skillid &&
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sc->data[SC_SPIRIT]->val3 == ud->skillid &&
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@ -8562,6 +8556,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
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clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
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}
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}
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// SC_MAGICPOWER needs to switch states before any damage is actually dealt
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skill_toggle_magicpower(src, skillid);
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switch(skillid)
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switch(skillid)
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{
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{
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case PR_BENEDICTIO:
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case PR_BENEDICTIO:
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@ -8738,9 +8735,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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int flag = 0, area = skill_get_splash(skillid, skilllv);
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int flag = 0, area = skill_get_splash(skillid, skilllv);
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short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
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short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
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if( sc && sc->data[SC_MAGICPOWER] )
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flag = flag|2; //Store the magic power flag for future use. [Skotlex]
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for( i = 0; i < 2 + (skilllv>>1); i++ )
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for( i = 0; i < 2 + (skilllv>>1); i++ )
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{
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{
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// Creates a random Cell in the Splash Area
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// Creates a random Cell in the Splash Area
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@ -8751,13 +8745,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
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clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
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if( i > 0 )
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if( i > 0 )
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skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
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skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);
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x1 = tmpx;
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x1 = tmpx;
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y1 = tmpy;
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y1 = tmpy;
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}
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}
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skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
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skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
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}
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}
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break;
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break;
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@ -8997,9 +8991,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
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int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
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int sx = x, sy = y;
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int sx = x, sy = y;
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if( sc && sc->data[SC_MAGICPOWER] )
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flag = flag|2; //Store the magic power flag
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for( i = 0; i < wave; i++ )
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for( i = 0; i < wave; i++ )
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{
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{
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switch( dir )
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switch( dir )
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@ -9111,8 +9102,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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return 1;
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return 1;
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}
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}
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status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
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if( sd )
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if( sd )
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{// ensure that the skill last-cast tick is recorded
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{// ensure that the skill last-cast tick is recorded
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sd->canskill_tick = gettick();
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sd->canskill_tick = gettick();
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@ -9366,7 +9355,6 @@ static bool skill_dance_switch(struct skill_unit* unit, int flag)
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/*==========================================
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/*==========================================
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* Initializes and sets a ground skill.
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* Initializes and sets a ground skill.
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* flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
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* flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
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* flag&2 is used to determine if this skill was casted with Magic Power active.
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*------------------------------------------*/
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*------------------------------------------*/
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struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
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struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
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{
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{
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@ -9643,7 +9631,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
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group->val3=val3;
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group->val3=val3;
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group->target_flag=target;
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group->target_flag=target;
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group->bl_flag= skill_get_unit_bl_target(skillid);
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group->bl_flag= skill_get_unit_bl_target(skillid);
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group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
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group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
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group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
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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
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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
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@ -9967,8 +9954,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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struct skill_unit_group *sg;
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struct skill_unit_group *sg;
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struct block_list *ss;
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struct block_list *ss;
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TBL_PC* tsd;
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TBL_PC* tsd;
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struct status_data *tstatus, *sstatus;
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struct status_data *tstatus;
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struct status_change *tsc, *sc;
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struct status_change *tsc;
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struct skill_unit_group_tickset *ts;
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struct skill_unit_group_tickset *ts;
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enum sc_type type;
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enum sc_type type;
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int skillid;
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int skillid;
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@ -9985,14 +9972,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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|||||||
tsd = BL_CAST(BL_PC, bl);
|
tsd = BL_CAST(BL_PC, bl);
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||||||
tsc = status_get_sc(bl);
|
tsc = status_get_sc(bl);
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||||||
tstatus = status_get_status_data(bl);
|
tstatus = status_get_status_data(bl);
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||||||
if (sg->state.magic_power) //For magic power.
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||||||
{
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||||||
sc = status_get_sc(ss);
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||||||
sstatus = status_get_status_data(ss);
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||||||
} else {
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||||||
sc = NULL;
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||||||
sstatus = NULL;
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||||||
}
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||||||
type = status_skill2sc(sg->skill_id);
|
type = status_skill2sc(sg->skill_id);
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||||||
skillid = sg->skill_id;
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skillid = sg->skill_id;
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||||||
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||||||
@ -10019,13 +9998,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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|||||||
if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
|
if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
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||||||
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
|
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
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||||||
}
|
}
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||||||
//Temporarily set magic power to have it take effect. [Skotlex]
|
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||||||
if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
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||||||
{ //Store previous values.
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||||||
swap(sstatus->matk_min, sc->mp_matk_min);
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||||||
swap(sstatus->matk_max, sc->mp_matk_max);
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|
||||||
//Note to NOT return from the function until this is unset!
|
|
||||||
}
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|
||||||
|
|
||||||
switch (sg->unit_id)
|
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)
|
if (bl->type == BL_MOB && ss != bl)
|
||||||
mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
|
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;
|
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 skill_magicdecoy(struct map_session_data *sd, int nameid) {
|
||||||
int x, y, i, class_, skill;
|
int x, y, i, class_, skill;
|
||||||
struct mob_data *md;
|
struct mob_data *md;
|
||||||
@ -14599,6 +14589,7 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) {
|
|||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Warlock Spellbooks. [LimitLine/3CeAM]
|
// Warlock Spellbooks. [LimitLine/3CeAM]
|
||||||
int skill_spellbook (struct map_session_data *sd, int nameid) {
|
int skill_spellbook (struct map_session_data *sd, int nameid) {
|
||||||
int i, j, points, skillid, preserved = 0, max_preserve;
|
int i, j, points, skillid, preserved = 0, max_preserve;
|
||||||
|
@ -154,7 +154,6 @@ struct skill_unit_group {
|
|||||||
struct skill_unit *unit;
|
struct skill_unit *unit;
|
||||||
struct {
|
struct {
|
||||||
unsigned ammo_consume : 1;
|
unsigned ammo_consume : 1;
|
||||||
unsigned magic_power : 1;
|
|
||||||
unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
|
unsigned song_dance : 2; //0x1 Song/Dance, 0x2 Ensemble
|
||||||
} state;
|
} state;
|
||||||
};
|
};
|
||||||
|
@ -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);
|
status->matk_max = status_calc_matk(bl, sc, status->matk_max);
|
||||||
#endif
|
#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
|
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;
|
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;
|
matk += sc->data[SC_MATKPOTION]->val1;
|
||||||
if(sc->data[SC_MATKFOOD])
|
if(sc->data[SC_MATKFOOD])
|
||||||
matk += sc->data[SC_MATKFOOD]->val1;
|
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;
|
matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
|
||||||
if(sc->data[SC_MINDBREAKER])
|
if(sc->data[SC_MINDBREAKER])
|
||||||
matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
|
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
|
//val1: Skill lv
|
||||||
val2 = 1; //Lasts 1 invocation
|
val2 = 1; //Lasts 1 invocation
|
||||||
val3 = 5*val1; //Matk% increase
|
val3 = 5*val1; //Matk% increase
|
||||||
|
val4 = 0; // 0 = ready to be used, 1 = activated and running
|
||||||
break;
|
break;
|
||||||
case SC_SACRIFICE:
|
case SC_SACRIFICE:
|
||||||
val2 = 5; //Lasts 5 hits
|
val2 = 5; //Lasts 5 hits
|
||||||
|
@ -1444,7 +1444,6 @@ struct status_change {
|
|||||||
unsigned char count;
|
unsigned char count;
|
||||||
//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
|
//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 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
|
//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
|
short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
|
||||||
/**
|
/**
|
||||||
|
Loading…
x
Reference in New Issue
Block a user