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* Fixed a copy-paste mistake in disguise code (from r5833)
* Commented out clif_skill_damage2() as it is not used anymore
* Made Venom Splasher a splash attack that distributes damage
* Fixed displaying of several splash skills (see bugreport:238)
- added flag SD_PREAMBLE for skills that need the 'magic' packet (fixes Grimtooth / Cart Revolution displaying out of sync)
- hacked together Venom Splasher's "no animation for central mob"
- hacked in a custom packet to make Dragonfear display semi-correctly

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11491 54d463be-8e91-2dee-dedb-b68131a5f0ec

ultramage преди 17 години
родител
ревизия
425112aef3
променени са 10 файла, в които са добавени 134 реда и са изтрити 141 реда
  1. 8 0
      Changelog-Trunk.txt
  2. 1 1
      db/skill_db.txt
  3. 1 2
      src/map/atcommand.c
  4. 13 13
      src/map/battle.c
  5. 1 1
      src/map/battle.h
  6. 10 9
      src/map/clif.c
  7. 5 12
      src/map/clif.h
  8. 88 96
      src/map/skill.c
  9. 6 6
      src/map/skill.h
  10. 1 1
      src/map/status.c

+ 8 - 0
Changelog-Trunk.txt

@@ -4,6 +4,14 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
 2007/10/16
+	* Fixed displaying of several splash skills (see bugreport:238)
+	- added flag SD_PREAMBLE for skills that need the 'magic' packet
+	  (fixes Grimtooth / Cart Revolution displaying out of sync)
+	- hacked together Venom Splasher's "no animation for central mob"
+	- hacked in a custom packet to make Dragonfear display semi-correctly
+	* Made Venom Splasher a splash attack that distributes damage
+	* Commented out clif_skill_damage2() as it is not used anymore
+	* Fixed a copy-paste mistake in disguise code (from r5833) [ultramage]
 	* Tweaked the loop in parse_script to better handle when the outer 
 	  brackets aren't checked.
 	* Fixed a typo in skip_space that stopped skipping characters when it 

+ 1 - 1
db/skill_db.txt

@@ -180,7 +180,7 @@
 138,1,6,16,5,0x1,0,10,1,no,0,0x400,0,weapon,0	//AS_ENCHANTPOISON#Enchant Poison#
 139,0,6,4,0,0,0,10,1,no,0,0,0,weapon,0	//AS_POISONREACT#Poison React#
 140,2,6,2,5,0x1,0,10,1,no,0,0,0,weapon,0	//AS_VENOMDUST#Venom Dust#
-141,1,6,1,-1,0x9,2,10,1,yes,0,0,0,weapon,0	//AS_SPLASHER#Venom Splasher#
+141,1,6,1,-1,0xF,2,10,1,yes,0,0,0,weapon,0	//AS_SPLASHER#Venom Splasher#
 142,0,6,4,0,0x1,0,1,1,no,0,0x1,0,none,0	//NV_FIRSTAID#First Aid#
 143,0,6,4,0,0x1,0,1,1,no,0,0x1,0,none,0	//NV_TRICKDEAD#Act Dead#
 144,0,0,0,0,0,0,1,0,no,0,0x1,0,none,0	//SM_MOVINGRECOVERY#Moving HP-Recovery#

+ 1 - 2
src/map/atcommand.c

@@ -6522,8 +6522,7 @@ int atcommand_displayskill(const int fd, struct map_session_data* sd, const char
 	}
 	status = status_get_status_data(&sd->bl);
 	tick = gettick();
-	clif_skill_damage(&sd->bl,&sd->bl, tick, status->amotion, status->dmotion,
-		1, 1, skillnum, skilllv, 5);
+	clif_skill_damage(&sd->bl,&sd->bl, tick, status->amotion, status->dmotion, 1, 1, skillnum, skilllv, 5);
 	clif_skill_nodamage(&sd->bl, &sd->bl, skillnum, skilllv, 1);
 	clif_skill_poseffect(&sd->bl, skillnum, skilllv, sd->bl.x, sd->bl.y, tick);
 	return 0;

+ 13 - 13
src/map/battle.c

@@ -2432,8 +2432,7 @@ struct Damage battle_calc_magic_attack(
 /*==========================================
  * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ
  *------------------------------------------*/
-struct Damage  battle_calc_misc_attack(
-	struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
+struct Damage  battle_calc_misc_attack(struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag)
 {
 	int skill;
 	short i, nk;
@@ -2495,14 +2494,15 @@ struct Damage  battle_calc_misc_attack(
 		if(mflag > 1) //Autocasted Blitz.
 			nk|=NK_SPLASHSPLIT;
 		
-		if (skill_num == HT_BLITZBEAT)
-			break;
-		//Div fix of Blitzbeat
-		skill = skill_get_num(HT_BLITZBEAT, 5);
-		damage_div_fix(md.damage, skill); 
+		if (skill_num == SN_FALCONASSAULT)
+		{
+			//Div fix of Blitzbeat
+			skill = skill_get_num(HT_BLITZBEAT, 5);
+			damage_div_fix(md.damage, skill); 
 
-		//Falcon Assault Modifier
-		md.damage=md.damage*(150+70*skill_lv)/100;
+			//Falcon Assault Modifier
+			md.damage=md.damage*(150+70*skill_lv)/100;
+		}
 		break;
 	case TF_THROWSTONE:
 		md.damage=50;
@@ -2658,13 +2658,13 @@ struct Damage  battle_calc_misc_attack(
 /*==========================================
  * ƒ_ƒ??[ƒWŒvŽZˆêЇ?ˆ—?—p
  *------------------------------------------*/
-struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag)
+struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count)
 {
 	struct Damage d;
 	switch(attack_type) {
-	case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag); break;
-	case BF_MAGIC:  d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag);  break;
-	case BF_MISC:   d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag);   break;
+	case BF_WEAPON: d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,count); break;
+	case BF_MAGIC:  d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,count);  break;
+	case BF_MISC:   d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,count);   break;
 	default:
 		if (battle_config.error_log)
 			ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type);

+ 1 - 1
src/map/battle.h

@@ -23,7 +23,7 @@ struct block_list;
 
 // ƒ_ƒ��[ƒWŒvŽZ
 
-struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag);
+struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int count);
 
 int battle_calc_return_damage(struct block_list *bl, int damage, int flag);
 

+ 10 - 9
src/map/clif.c

@@ -3739,7 +3739,7 @@ static int clif_calc_walkdelay(struct block_list *bl,int delay, int type, int da
 /*==========================================
  * Sends a 'damage' packet (src performs action on dst)
  * R 008a <src ID>.l <dst ID>.l <server tick>.l <src speed>.l <dst speed>.l <param1>.w <param2>.w <type>.B <param3>.w
- *
+ * 
  * type=00 damage [param1: total damage, param2: div, param3: assassin dual-wield damage]
  * type=01 pick up item
  * type=02 sit down
@@ -4318,10 +4318,10 @@ int clif_skill_fail(struct map_session_data *sd,int skill_id,int type,int btype)
 }
 
 /*==========================================
- * スキル攻撃エフェクト&ダメージ
+ * skill attack effect and damage
+ * R 01de <skill ID>.w <src ID>.l <dst ID>.l <tick>.l <src delay>.l <dst delay>.l <damage>.l <skillv>.w <div>.w <type>.B
  *------------------------------------------*/
-int clif_skill_damage(struct block_list *src,struct block_list *dst,
-	unsigned int tick,int sdelay,int ddelay,int damage,int div,int skill_id,int skill_lv,int type)
+int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,int skill_id,int skill_lv,int type)
 {
 	unsigned char buf[64];
 	struct status_change *sc;
@@ -4329,7 +4329,7 @@ int clif_skill_damage(struct block_list *src,struct block_list *dst,
 	nullpo_retr(0, src);
 	nullpo_retr(0, dst);
 
-	type = (type>0)?type:skill_get_hit(skill_id);
+	if( type == 0 ) type = skill_get_hit(skill_id);
 	type = clif_calc_delay(type, ddelay);
 	sc = status_get_sc(dst);
 
@@ -4409,8 +4409,8 @@ int clif_skill_damage(struct block_list *src,struct block_list *dst,
 /*==========================================
  * 吹き飛ばしスキル攻撃エフェクト&ダメージ
  *------------------------------------------*/
-int clif_skill_damage2(struct block_list *src,struct block_list *dst,
-	unsigned int tick,int sdelay,int ddelay,int damage,int div,int skill_id,int skill_lv,int type)
+/*
+int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,int skill_id,int skill_lv,int type)
 {
 	unsigned char buf[64];
 	struct status_change *sc;
@@ -4463,6 +4463,7 @@ int clif_skill_damage2(struct block_list *src,struct block_list *dst,
 	//Because the damage delay must be synced with the client, here is where the can-walk tick must be updated. [Skotlex]
 	return clif_calc_walkdelay(dst,ddelay,type,damage,div);
 }
+*/
 
 /*==========================================
  * 支援/回復スキルエフェクト
@@ -4483,14 +4484,14 @@ int clif_skill_nodamage(struct block_list *src,struct block_list *dst,int skill_
 
 	if (disguised(dst)) {
 		WBUFL(buf,6)=-dst->id;
-		clif_send(buf,packet_len(0x115),dst,SELF);
+		clif_send(buf,packet_len(0x11a),dst,SELF);
 	}
 
 	if(src && disguised(src)) {
 		WBUFL(buf,10)=-src->id;
 		if (disguised(dst))
 			WBUFL(buf,6)=dst->id;
-		clif_send(buf,packet_len(0x115),src,SELF);
+		clif_send(buf,packet_len(0x11a),src,SELF);
 	}
 
 	return fail;

+ 5 - 12
src/map/clif.h

@@ -196,20 +196,13 @@ int clif_skillinfo(struct map_session_data *sd,int skillid,int type,int range);
 int clif_skillinfoblock(struct map_session_data *sd);
 int clif_skillup(struct map_session_data *sd,int skill_num);
 
-int clif_skillcasting(struct block_list* bl,
-	int src_id,int dst_id,int dst_x,int dst_y,int skill_num,int pl, int casttime);
+int clif_skillcasting(struct block_list* bl,int src_id,int dst_id,int dst_x,int dst_y,int skill_num,int pl,int casttime);
 int clif_skillcastcancel(struct block_list* bl);
 int clif_skill_fail(struct map_session_data *sd,int skill_id,int type,int btype);
-int clif_skill_damage(struct block_list *src,struct block_list *dst,
-	unsigned int tick,int sdelay,int ddelay,int damage,int div,
-	int skill_id,int skill_lv,int type);
-int clif_skill_damage2(struct block_list *src,struct block_list *dst,
-	unsigned int tick,int sdelay,int ddelay,int damage,int div,
-	int skill_id,int skill_lv,int type);
-int clif_skill_nodamage(struct block_list *src,struct block_list *dst,
-	int skill_id,int heal,int fail);
-int clif_skill_poseffect(struct block_list *src,int skill_id,
-	int val,int x,int y,int tick);
+int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,int skill_id,int skill_lv,int type);
+//int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,int skill_id,int skill_lv,int type);
+int clif_skill_nodamage(struct block_list *src,struct block_list *dst,int skill_id,int heal,int fail);
+int clif_skill_poseffect(struct block_list *src,int skill_id,int val,int x,int y,int tick);
 int clif_skill_estimation(struct map_session_data *sd,struct block_list *dst);
 void clif_skill_warppoint(struct map_session_data* sd, int skill_num, int skill_lv, int map1, int map2, int map3, int map4);
 int clif_skill_memo(struct map_session_data *sd,int flag);

+ 88 - 96
src/map/skill.c

@@ -1024,8 +1024,8 @@ struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, str
  *------------------------------------------*/
 int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
 {
-	struct map_session_data *sd=NULL, *dstsd=NULL;
-	struct mob_data *md=NULL, *dstmd=NULL;
+	struct map_session_data *sd, *dstsd;
+	struct mob_data *md, *dstmd;
 	struct status_data *sstatus, *tstatus;
 	struct status_change *sc, *tsc;
 
@@ -1037,29 +1037,16 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
 
 	if(skillid < 0) 
 	{	// remove the debug print when this case is finished
-		ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
-						src, bl,skillid,skilllv,attack_type,tick);
+		ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,src,bl,skillid,skilllv,attack_type,tick);
 		return 0;
 	}
 	if(skillid > 0 && skilllv <= 0) return 0;	// don't forget auto attacks! - celest
 
-	switch (src->type) {
-	case BL_PC:
-		sd = (struct map_session_data *)src;
-		break;
-	case BL_MOB:
-		md = (struct mob_data *)src;
-		break;
-	}
+	BL_CAST(BL_PC, src, sd);
+	BL_CAST(BL_MOB, src, md);
+	BL_CAST(BL_PC, bl, dstsd);
+	BL_CAST(BL_MOB, bl, dstmd);
 
-	switch (bl->type) {
-	case BL_PC:
-		dstsd=(struct map_session_data *)bl;
-		break;
-	case BL_MOB:
-		dstmd=(struct mob_data *)bl;
-		break;
-	}
 	sc = status_get_sc(src);
 	tsc = status_get_sc(bl);
 	sstatus = status_get_status_data(src);
@@ -1067,10 +1054,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
 	if (!tsc) //skill additional effect is about adding effects to the target...
 		//So if the target can't be inflicted with statuses, this is pointless.
 		return 0;	
-	if (sc && !sc->count)
-		sc = NULL;
 
-	switch(skillid){
+	switch(skillid)
+	{
 	case 0: // Normal attacks (no skill used)
 	{
 		if(sd) {
@@ -1968,7 +1954,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
 	sc= status_get_sc(bl);
 	if (sc && !sc->count) sc = NULL; //Don't need it.
 
-// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
+	// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
 	if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
 		return 0;
 	 //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
@@ -2151,8 +2137,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
 		}
 	}
 
+	// Cart Revolution and Grimtooth need this weirdo dummy packet for the first target to display correctly
+	if( flag&SD_PREAMBLE )
+		clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, -30000, dmg.div_, skillid, skilllv, 6);
+
 	//Display damage.
-	switch(skillid){
+	switch( skillid )
+	{
 	case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
 		dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
 		break;
@@ -2162,19 +2153,25 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
 		if(src->type==BL_PC)
 			dmg.blewcount = 10;
 		dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
-
+		// fall through
 	case KN_AUTOCOUNTER:
 	case NPC_CRITICALSLASH:
-	case NPC_SPLASHATTACK:
 	case TF_DOUBLE:
 	case GS_CHAINACTION:
 		dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
 		break;
+
+	case AS_SPLASHER:
+		if( flag&SD_ANIMATION ) // the surrounding targets
+			dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
+		else // the central target doesn't display an animation
+			dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
+		break;
+
 	default:
-		//Disabling skill animation doesn't works on multi-hit.
-		dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
-			damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
-			(flag&SD_ANIMATION && dmg.div_ < 2?5:type));
+		if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
+			type = 5;
+		dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
 		break;
 	}
 	
@@ -2316,7 +2313,8 @@ int skill_area_sub (struct block_list *bl, va_list ap)
 	func=va_arg(ap,SkillFunc);
 
 	if(battle_check_target(src,bl,flag) > 0)
-		func(src,bl,skill_id,skill_lv,tick,flag);
+		return func(src,bl,skill_id,skill_lv,tick,flag);
+
 	return 0;
 }
 
@@ -2599,8 +2597,6 @@ static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv,
  *------------------------------------------*/
 int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
 {
-	if(skill_area_temp[0] < 0xffff)
-		skill_area_temp[0]++;
 	return 1;
 }
 
@@ -2810,8 +2806,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 
 	if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
 	{	//GTB makes all targetted magic display miss with a single bolt.
-		clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl),
-			0, 1, skillid, skilllv, skill_get_hit(skillid));
+		clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
 		return 1;
 	}
 
@@ -3085,14 +3080,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 		break;
 
 	//Splash attack skills.
-	case NPC_PULSESTRIKE:
-	case NPC_HELLJUDGEMENT:
-		skill_attack(skill_get_type(skillid), src, src, bl,
-			skillid, skilllv, tick, skill_area_temp[0]|(flag&SD_LEVEL));
-		break;
-
-	case AS_SPLASHER:
 	case AS_GRIMTOOTH:
+	case AS_SPLASHER:
 	case SM_MAGNUM:
 	case HT_BLITZBEAT:
 	case MC_CARTREVOLUTION:	
@@ -3108,49 +3097,56 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 	case GS_DESPERADO:
 	case GS_SPREADATTACK:
 	case NPC_EARTHQUAKE:
-		if (flag&1)
-		{	//Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
-			if (skill_area_temp[1] != bl->id)
-				skill_attack(skill_get_type(skillid), src, src, bl,
-					skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION|(flag&SD_LEVEL));
-			break;
+	case NPC_PULSESTRIKE:
+	case NPC_HELLJUDGEMENT:
+		if( flag&1 )
+		{	//Recursive invocation
+			// skill_area_temp[0] holds number of targets in area
+			// skill_area_temp[1] holds the id of the original target
+			// skill_area_temp[2] counts how many targets have already been processed
+			int sflag = skill_area_temp[0] & 0xFFF;
+			if( flag&SD_LEVEL )
+				sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
+			if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
+				sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
+			if( skill_area_temp[2] == 0 && (skillid == AS_GRIMTOOTH || skillid == MC_CARTREVOLUTION || skillid == NPC_SPLASHATTACK) )
+				sflag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
+
+			skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
+			skill_area_temp[2]++;
 		}
-		if ( skillid == NJ_BAKUENRYU )
-			clif_skill_nodamage(src,bl,skillid,skilllv,1);
-		skill_area_temp[0] = 0;
-		skill_area_temp[1] = bl->id;
-		//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat
-		if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
-			map_foreachinrange(skill_area_sub, bl, 
-				skill_get_splash(skillid, skilllv), BL_CHAR,
-				src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
-		else if (skillid==AS_SPLASHER) //Need split damage anyway.
-			skill_area_temp[0] = 2;
+		else
+		{
+			if ( skillid == NJ_BAKUENRYU )
+				clif_skill_nodamage(src,bl,skillid,skilllv,1);
 
-		map_foreachinrange(skill_area_sub, bl,
-			skill_get_splash(skillid, skilllv), splash_target(src),
-			src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
-			skill_castend_damage_id);
+			skill_area_temp[0] = 0;
+			skill_area_temp[1] = bl->id;
+			skill_area_temp[2] = 0;
+
+			// if skill damage should be split among targets, count them
+			//SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
+			if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
+				skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
 
-		//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])|(flag&SD_LEVEL));
+			// recursive invocation of skill_castend_damage_id() with flag|1
+			map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
 
-		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));
+			//FIXME: move this to skill_additional_effect or some such? [ultramage]
+			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;
 
 	case KN_BRANDISHSPEAR:
 		//Coded apart for it needs the flag passed to the damage calculation.
 		if (skill_area_temp[1] != bl->id)
-			skill_attack(skill_get_type(skillid), src, src, bl,
-				skillid, skilllv, tick, flag|SD_ANIMATION);
+			skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
 		else 
-			skill_attack(skill_get_type(skillid), src, src, bl,
-				skillid, skilllv, tick, flag);
+			skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
 		break;
 
 	case KN_BOWLINGBASH:
@@ -3167,16 +3163,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 			for(i=0;i<c;i++){
 				if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
 					break; //Can't knockback
-				skill_area_temp[0]=0;
-				map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
-					src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
-				if(skill_area_temp[0]>1) break; // collision
+				skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
+				if( skill_area_temp[0] > 1 ) break; // collision
 			}
 			clif_blown(bl); //Update target pos.
 			if (i!=c) { //Splash
-				skill_area_temp[1]=bl->id;
-				map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
-					src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
+				skill_area_temp[1] = bl->id;
+				map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
 			}
 			//Weirdo dual-hit property, two attacks for 500%
 			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
@@ -3871,8 +3864,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
 		skill_area_temp[1] = 0;
 		map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src),
 			src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
-		//Initiate 10% of your damage becomes fire element.
 		clif_skill_nodamage (src,src,skillid,skilllv,1);
+		//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;
@@ -4173,23 +4166,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
 		status_change_end(src, SC_HIDING, -1);
 		break;
 
-	case NPC_EARTHQUAKE:
 	case ASC_METEORASSAULT:
 	case GS_SPREADATTACK:
-		skill_area_temp[0] = 0;
-		if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
-			map_foreachinrange(skill_area_sub, bl, 
-				skill_get_splash(skillid, skilllv), BL_CHAR,
-				src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
+	case NPC_EARTHQUAKE:
 		clif_skill_nodamage(src,bl,skillid,skilllv,1);
 	case NPC_HELLJUDGEMENT:
 	case NPC_PULSESTRIKE:
-		skill_area_temp[1] = bl->id;
-		//Mob casted skills should also hit skills.
-		map_foreachinrange(skill_area_sub, bl,
-			skill_get_splash(skillid, skilllv), splash_target(src),
-			src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
-			skill_castend_damage_id);
+		skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
 		break;
 
 	case KN_BRANDISHSPEAR:
@@ -5722,13 +5705,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
 		if (hd)
 			skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
 		break;
+
 	case NPC_DRAGONFEAR:
 		if (flag&1) {
 			const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
 			i = rand()%ARRAYLENGTH(sc);
 			sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
-			break;
+		} else {
+			// hacked-together packet (not correct) that shows the animation 
+			clif_skill_damage(src, src, tick, 1, 1, -1, 0, skillid, skilllv, 6);
+			map_foreachinrange(skill_area_sub, bl,
+				skill_get_splash(skillid, skilllv),BL_CHAR,
+				src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+				skill_castend_nodamage_id);
 		}
+		break;
+		
 	case NPC_WIDEBLEEDING:
 	case NPC_WIDECONFUSE:
 	case NPC_WIDECURSE:

+ 6 - 6
src/map/skill.h

@@ -53,9 +53,10 @@
 //Walk intervals at which chase-skills are attempted to be triggered.
 #define WALK_SKILL_INTERVAL 5
 
-// To be passed to skill_attack, whether the skill damage should disable level or animation. [Skotlex]
-#define SD_LEVEL 0x1000
-#define SD_ANIMATION	0x2000
+// Flags passed to skill_attack
+#define SD_LEVEL     0x1000 // will send -1 instead of skill level (affects display of some skills)
+#define SD_ANIMATION 0x2000 // will use '5' instead of the skill's 'type' (this makes skills show an animation)
+#define SD_PREAMBLE  0x4000 // will transmit a 'magic' damage packet (-30000 dmg) for the first target to be hit
 
 // スキルデ?タベ?ス
 struct s_skill_db {
@@ -267,8 +268,7 @@ int skill_blockpc_start (struct map_session_data*,int,int);	// [celest]
 int skill_blockmerc_start (struct homun_data*,int,int);	//[orn]
 
 // スキル攻?一括?理
-int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,
-	 struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
+int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
 
 void skill_reload(void);
 
@@ -289,7 +289,7 @@ enum {
 	ST_WATER,
 };
 
-enum _skill {
+enum s_skill {
 	NV_BASIC = 1,
 
 	SM_SWORD,

+ 1 - 1
src/map/status.c

@@ -6296,7 +6296,7 @@ int status_change_end( struct block_list* bl , int type,int tid )
 			{
 				struct block_list *src=map_id2bl(sc->data[type].val3);
 				if(src && tid!=-1)
-					skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
+					skill_castend_damage_id(src, bl, sc->data[type].val2, sc->data[type].val1, gettick(), SD_LEVEL );
 			}
 			break;
 		case SC_CLOSECONFINE2: