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- Cleaned some of mpeg's updated work.
- Fixed HT_BLITZBEAT hitting neutral characters when it auto-triggers.
- Simplified the Tatami Gaeshi code.
- Fixed AS_SPLASHER doing full damage on everyone except targetted char instead of the other way around.
- Fixed KAENSIN clearing out SUITON cells and viceversa.
- The spawn area is now seen as range rather than absolute for mob spawn lines. This means that x,y,10,10 will spawn the mob on a 21x21 grid around the given x,y point.
- Some clean up of the mob-spawn code. Now you can specify negative areas, so that a spawn location such as 100,150,0,-1 will spawn a mob always on x=100, but any Y value of the current map.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8165 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex преди 19 години
родител
ревизия
6daec0f2c0
променени са 8 файла, в които са добавени 68 реда и са изтрити 61 реда
  1. 12 0
      Changelog-Trunk.txt
  2. 2 2
      db/skill_cast_db.txt
  3. 1 1
      db/skill_unit_db.txt
  4. 1 9
      src/map/battle.c
  5. 2 1
      src/map/map.h
  6. 6 16
      src/map/mob.c
  7. 5 4
      src/map/npc.c
  8. 39 28
      src/map/skill.c

+ 12 - 0
Changelog-Trunk.txt

@@ -4,6 +4,18 @@ 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.
 
 2006/08/07
+	* Fixed HT_BLITZBEAT hitting neutral characters when it auto-triggers.
+	  [Skotlex]
+	* Simplified the Tatami Gaeshi code. [Skotlex]
+	* Fixed AS_SPLASHER doing full damage on everyone except targetted char
+	  instead of the other way around. [Skotlex]
+	* Fixed KAENSIN clearing out SUITON cells and viceversa. [Skotlex]
+	* The spawn area is now seen as range rather than absolute for mob spawn
+	  lines. This means that x,y,10,10 will spawn the mob on a 21x21 grid around
+	  the given x,y point. [Skotlex]
+	* Some clean up of the mob-spawn code. Now you can specify negative areas,
+	  so that a spawn location such as 100,150,0,-1 will spawn a mob always on
+	  x=100, but any Y value of the current map. [Skotlex]
 	* Reflected damage will now also have a chance of draining hp/sp. [Skotlex]
 	* Adjusted the order in which option/sc change packets are sent to match
 	  Aegis's [Skotlex]

+ 2 - 2
db/skill_cast_db.txt

@@ -885,8 +885,8 @@
 525,1000,1000,0,0,0
 //-- NJ_ZENYNAGE
 526,0,5000,0,0,0
-//-- NJ_TATAMIGAESHI // Duration1 used for SC_TATAMIGAESHI and ground visual effect and Duration2 for "damage-can-be-done" duration
-527,0,3000,0,3000,200 // ex> Skill will only hit during 200 first ticks (concretely do only 1 hit just after being casted)
+//-- NJ_TATAMIGAESHI // Duration1 is land-effect. Duration2 is the range-inmunity effect
+527,0,3000,0,500,3000
 //-- NJ_KASUMIKIRI // Delay unknown (if there is one)
 528,0,0,0,30000:60000:90000:120000:150000:180000:210000:240000:270000:300000,0
 //-- NJ_SHADOWJUMP // Delay unknown (if there is one)

+ 1 - 1
db/skill_unit_db.txt

@@ -89,6 +89,6 @@
 488,0xb9,    ,  3, 0,  -1,all,   0x200	//CG_HERMODE
 516,0xba,    ,  0, 3, 100,enemy, 0x000	//GS_DESPERADO
 521,0xc2,    ,  0, 1,1000,enemy, 0x006	//GS_GROUNDDRIFT
-527,0xbc,    , -1, 0,2500,enemy, 0x000	//NJ_TATAMIGAESHI
+527,0xbc,    , -1, 0,1000,enemy, 0x000	//NJ_TATAMIGAESHI
 535,0xbd,    , -1, 0, 200,enemy, 0x008	//NJ_KAENSIN
 538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x000	//NJ_SUITON

+ 1 - 9
src/map/battle.c

@@ -2276,21 +2276,13 @@ struct Damage battle_calc_magic_attack(
 
 				switch(skill_num){
 					case MG_NAPALMBEAT:
+					case MG_FIREBALL:
 						skillratio += skill_lv*10-30;
 						break;
 					case MG_SOULSTRIKE:
 						if (battle_check_undead(tstatus->race,tstatus->def_ele))
 							skillratio += 5*skill_lv;
 						break;
-					case MG_FIREBALL:
-						if(mflag>2)
-							ad.damage = 0;
-						else {
-							int drate[]={100,90,70};
-							MATK_RATE(drate[mflag]);
-							skillratio += 70+10*skill_lv;
-						}
-						break;
 					case MG_FIREWALL:
 						skillratio -= 50;
 						break;

+ 2 - 1
src/map/map.h

@@ -859,7 +859,8 @@ struct guardian_data {
 // Expanded to specify all mob-related spawn data by [Skotlex]
 struct spawn_data {
 	short class_; //Class, used because a mob can change it's class
-	unsigned short m,x,y,xs,ys;	//Spawn information (map, point, spawn-area around point)
+	unsigned short m,x,y;	//Spawn information (map, point, spawn-area around point)
+	signed short xs,ys;
 	unsigned short num; //Number of mobs using this structure.
 	unsigned int level; //Custom level.
 	unsigned int delay1,delay2; //Min delay before respawning after spawn/death

+ 6 - 16
src/map/mob.c

@@ -633,28 +633,18 @@ int mob_spawn (struct mob_data *md)
 
 	if (md->spawn) { //Respawn data
 		md->bl.m = md->spawn->m;
+		md->bl.x = md->spawn->x;
+		md->bl.y = md->spawn->y;
 
-		if ((md->spawn->x == 0 && md->spawn->y == 0) || md->spawn->xs || md->spawn->ys)
+		if ((md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys)
 		{	//Monster can be spawned on an area.
-			short x, y, xs, ys;
-			if (md->spawn->x == 0 && md->spawn->y == 0)
-				x = y = xs = ys = -1;
-			else {
-				x = md->spawn->x;
-				y = md->spawn->y;
-				xs = md->spawn->xs/2;
-				ys = md->spawn->ys/2;
-			}
-			if (!map_search_freecell(NULL, md->spawn->m, &x, &y, xs, ys, battle_config.no_spawn_on_player?5:1)) {
+			if (!map_search_freecell(NULL, -1,
+			  	&md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys,
+			  	battle_config.no_spawn_on_player?4:0)) {
 				// retry again later
 				add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
 				return 1;
 			}
-			md->bl.x = x;
-			md->bl.y = y;
-		} else {
-			md->bl.x = md->spawn->x;
-			md->bl.y = md->spawn->y;
 		}
 	}
 	memset(&md->state, 0, sizeof(md->state));

+ 5 - 4
src/map/npc.c

@@ -2209,17 +2209,18 @@ int npc_parse_mob (char *w1, char *w2, char *w3, char *w4)
 	mob.class_ = (short) class_;
 	mob.x = (unsigned short)x;
 	mob.y = (unsigned short)y;
-	mob.xs = (unsigned short)xs;
-	mob.ys = (unsigned short)ys;
+	mob.xs = (signed short)xs;
+	mob.ys = (signed short)ys;
 
 	if (mob.num > 1 && battle_config.mob_count_rate != 100) {
 		if ((mob.num = mob.num * battle_config.mob_count_rate / 100) < 1)
 			mob.num = 1;
 	}
 
-	if (battle_config.force_random_spawn)
+	if (battle_config.force_random_spawn || (mob.x == 0 && mob.y == 0))
 	{	//Force a random spawn anywhere on the map.
-		mob.x = mob.y = mob.xs = mob.ys = 0;
+		mob.x = mob.y = 0;
+		mob.xs = mob.ys = -1;
 	}
 
 	//Apply the spawn delay fix [Skotlex]

+ 39 - 28
src/map/skill.c

@@ -2082,10 +2082,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
 
 	//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
 	if (dmg.blewcount > 0 && !status_isdead(bl))
-	{
-		if ( skillid != NJ_TATAMIGAESHI ) skill_blown(dsrc,bl,dmg.blewcount);
-		else skill_blown(src,bl,dmg.blewcount);
-	}
+		skill_blown(skillid==NJ_TATAMIGAESHI?src:dsrc,bl,dmg.blewcount);
 	
 	//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
 	if (dmg.amotion)
@@ -2830,8 +2827,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 
 	//Splash attack skills.
 	case AS_SPLASHER:
-		if ( (flag&1) && bl->id != skill_area_temp[1] )
-		{
+		if ((flag&1) && bl->id == skill_area_temp[1])
+		{	//Should do 100% damage on targetted character.
 			skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, 1);
 			break;
 		}
@@ -2842,19 +2839,21 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 	case MG_NAPALMBEAT:
 	case MG_FIREBALL:
 	case HW_NAPALMVULCAN:
-	case HT_BLITZBEAT:
 	case NJ_HUUMA:
 	case NJ_BAKUENRYU:
-		if (flag & 1) {	//Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
+		if (flag&1) //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
 			skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
-		} else {
+		else {
 			if ( skillid == NJ_BAKUENRYU ) clif_skill_nodamage(src,bl,skillid,skilllv,1);
 			skill_area_temp[0] = 0;
 			skill_area_temp[1] = bl->id;
-			if ( (skill_get_nk(skillid)&NK_SPLASHSPLIT) || (skillid==HT_BLITZBEAT && flag&0xf00000) ) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
+			if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
 				map_foreachinrange(skill_area_sub, bl, 
 					skill_get_splash(skillid, skilllv), BL_CHAR,
-					src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
+					src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
+			else
+				skill_area_temp[0] = 1;
+
 			map_foreachinrange(skill_area_sub, bl,
 				skill_get_splash(skillid, skilllv), BL_CHAR,
 				src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
@@ -2862,6 +2861,26 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 		}
 		break;
 
+	//Done apart because you can't mix the flag with BCT_ENEMY for auto-blitz.
+	case HT_BLITZBEAT:
+		if (flag&1) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
+			skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
+		else {
+			skill_area_temp[0] = 0;
+			skill_area_temp[1] = bl->id;
+			//Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
+			if (skillid==HT_BLITZBEAT && flag&0xf00000)
+				map_foreachinrange(skill_area_sub, bl, 
+						skill_get_splash(skillid, skilllv), BL_CHAR,
+						src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
+			else
+				skill_area_temp[0] = 1;
+			map_foreachinrange(skill_area_sub, bl,
+				skill_get_splash(skillid, skilllv), BL_CHAR,
+				src, skillid, skilllv, tick, BCT_ENEMY|1,
+				skill_castend_damage_id);
+		}
+		break;
 	case SM_MAGNUM:
 		if(flag&1)
 			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
@@ -3110,8 +3129,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 			int dir = map_calc_dir(src,bl->x,bl->y);
 			status_change_end(src, SC_HIDING, -1);
 			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
-			if (unit_movepos(src, bl->x - dirx[dir], bl->y - diry[dir], 0, 0)) // fixed... sorry for this o_O
-				clif_slide(src,bl->x - dirx[dir],bl->y - diry[dir]);
+			if (unit_movepos(src, bl->x - dirx[dir], bl->y - diry[dir], 0, 0))
+				clif_slide(src,src->x,src->y);
 		}
 		break;
 	case NJ_ISSEN:
@@ -6221,7 +6240,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
 		}
 		break;
 	case NJ_TATAMIGAESHI:
-		sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
+		sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
 		skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
 		break;
 
@@ -6632,7 +6651,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
 		if (sd) val1 = sd->status.child;
 		break;
 	case NJ_KAENSIN:
-		skill_clear_group(src, 1); //Delete previous Kaensins
+		skill_clear_group(src, 4); //Delete previous Kaensins
 		val2 = (skilllv+1)/2 + 4;
 		break;
 
@@ -7157,17 +7176,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
 		}
 
 		case UNT_TATAMIGAESHI:
-		{
-			struct skill_unit_group *sug; // better name needed :D
-
-			if ( (sug = map_find_skill_unit_oncell(bl,bl->x,bl->y,NJ_TATAMIGAESHI,NULL)->group) != NULL )
-			{
-				if ( DIFF_TICK(gettick(), sug->tick) <= skill_get_time2(sg->skill_id, sg->skill_lv) )
-					skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
- 			}
-			break;
-		}
-
 		case UNT_DEMONSTRATION:
 			skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
 			break;
@@ -9144,10 +9152,13 @@ int skill_clear_group (struct block_list *bl, int flag)
 			case SA_VIOLENTGALE:
 			case SA_LANDPROTECTOR:
 			case NJ_SUITON:
-			case NJ_KAENSIN:
 				if (flag&1)
 					group[count++]= ud->skillunit[i];
 				break;
+			case NJ_KAENSIN:
+				if (flag&4)
+					group[count++]= ud->skillunit[i];
+				break;
 			default:
 				if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
 					group[count++]= ud->skillunit[i];
@@ -9259,7 +9270,7 @@ int skill_landprotector (struct block_list *bl, va_list ap)
 		case NJ_SUITON:
 		case NJ_KAENSIN:
 			switch (unit->group->skill_id)
-			{	//These override each other.
+			{	//These cannot override each other.
 				case SA_VOLCANO:
 				case SA_DELUGE:
 				case SA_VIOLENTGALE: