示例#1
0
/*==========================================
 * Pet Attack Skill [Skotlex]
 *------------------------------------------*/
int pet_attackskill(struct pet_data *pd, int target_id)
{
	if (!battle_config.pet_status_support || !pd->a_skill ||
		(battle_config.pet_equip_required && !pd->pet.equip))
		return 0;

	if (DIFF_TICK(pd->ud.canact_tick, gettick()) > 0)
		return 0;

	if (rnd()%100 < (pd->a_skill->rate + pd->pet.intimate * pd->a_skill->bonusrate / 1000)) { //Skotlex: Use pet's skill
		int inf;
		struct block_list *bl;

		bl = map_id2bl(target_id);
		if (bl == NULL || pd->bl.m != bl->m || bl->prev == NULL || status_isdead(bl) ||
			!check_distance_bl(&pd->bl,bl,pd->db->range3))
			return 0;

		inf = skill_get_inf(pd->a_skill->id);
		if (inf&INF_GROUND_SKILL)
			unit_skilluse_pos(&pd->bl,bl->x,bl->y,pd->a_skill->id,pd->a_skill->lv);
		else //Offensive self skill? Could be stuff like GX
			unit_skilluse_id(&pd->bl,(inf&INF_SELF_SKILL ? pd->bl.id : bl->id),pd->a_skill->id,pd->a_skill->lv);
		return 1; //Skill invoked
	}
	return 0;
}
示例#2
0
/*===============================================================
 * Action that elemental perform after changing mode.
 * Activates one of the skills of the new mode.
 *-------------------------------------------------------------*/
int elemental_change_mode_ack(struct elemental_data *ed, int mode)
{
	struct block_list *bl = &ed->master->bl;
	short skillnum, skilllv;
	int i;

	nullpo_ret(ed);
	
	if( !bl )
		return 0;

	// Select a skill.
	ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&mode));
	if( i == MAX_ELESKILLTREE )
		return 0;

	skillnum = ed->db->skill[i].id;
	skilllv = ed->db->skill[i].lv;

	if( elemental_skillnotok(skillnum, ed) )
		return 0;

	if( ed->ud.skilltimer != -1 )
		return 0;
	else if( DIFF_TICK(gettick(), ed->ud.canact_tick) < 0 )
		return 0;

	ed->target_id = bl->id;	// Set new target
	ed->last_thinktime = gettick();
	
	if( skill_get_inf(skillnum) & INF_GROUND_SKILL )
		unit_skilluse_pos(&ed->bl, bl->x, bl->y, skillnum, skilllv);
	else
		unit_skilluse_id(&ed->bl,bl->id,skillnum,skilllv);
	
	ed->target_id = 0;	// Reset target after casting the skill  to avoid continious attack.

	return 1;
}
示例#3
0
int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick) {
	struct skill_condition req;
	uint16 skill_id, skill_lv;
	int i;

	nullpo_ret(ed);
	nullpo_ret(bl);

	if( !ed->master )
		return 0;

	if( ed->target_id )
		elemental_unlocktarget(ed);	// Remove previous target.

	ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE));
	if( i == MAX_ELESKILLTREE )
		return 0;

	skill_id = ed->db->skill[i].id;
	skill_lv = ed->db->skill[i].lv;

	if( elemental_skillnotok(skill_id, ed) )
		return 0;

	if( ed->ud.skilltimer != INVALID_TIMER )
		return 0;
	else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 )
		return 0;

	ed->target_id = ed->ud.skilltarget = bl->id;	// Set new target
	ed->last_thinktime = tick;

	// Not in skill range.
	if( !battle_check_range(&ed->bl,bl,skill_get_range(skill_id,skill_lv)) ) {
		// Try to walk to the target.
		if( !unit_walktobl(&ed->bl, bl, skill_get_range(skill_id,skill_lv), 2) )
			elemental_unlocktarget(ed);
		else {
			// Walking, waiting to be in range. Client don't handle it, then we must handle it here.
			int walk_dist = distance_bl(&ed->bl,bl) - skill_get_range(skill_id,skill_lv);
			ed->ud.skill_id = skill_id;
			ed->ud.skill_lv = skill_lv;

			if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
				ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 );
			else
				ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_id, ed->bl.id, 0 );
		}
		return 1;

	}

	req = elemental_skill_get_requirements(skill_id, skill_lv);

	if(req.hp || req.sp){
		struct map_session_data *sd = BL_CAST(BL_PC, battle_get_master(&ed->bl));
		if( sd ){
			if( sd->skill_id_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast
				(status_get_hp(&ed->bl) < req.hp || status_get_sp(&ed->bl) < req.sp) )
				return 1;
			else
				status_zap(&ed->bl, req.hp, req.sp);
		}
	}

	//Otherwise, just cast the skill.
	if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
		unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
	else
		unit_skilluse_id(&ed->bl, bl->id, skill_id, skill_lv);

	// Reset target.
	ed->target_id = 0;

	return 1;
}
示例#4
0
int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick)
{
	short skillnum, skilllv;
	int i;

	nullpo_ret(ed);
	nullpo_ret(bl);

	if( !ed->master )
		return 0;

	if( ed->target_id )
		elemental_unlocktarget(ed);	// Remove previous target.
	
	ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE));
	if( i == MAX_ELESKILLTREE )
		return 0;
	
	skillnum = ed->db->skill[i].id;
	skilllv = ed->db->skill[i].lv;

	if( elemental_skillnotok(skillnum, ed) )
		return 0;

	if( ed->ud.skilltimer != -1 )
		return 0;
	else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 )
		return 0;

	ed->target_id = ed->ud.skilltarget = bl->id;	// Set new target
	ed->last_thinktime = tick;

	// Not in skill range.
	if( !battle_check_range(&ed->bl,bl,skill_get_range(skillnum,skilllv)) )
	{
		// Try to walk to the target.
		if( !unit_walktobl(&ed->bl, bl, skill_get_range(skillnum,skilllv), 2) )
			elemental_unlocktarget(ed);
		else
		{
			// Walking, waiting to be in range. Client don't handle it, then we must handle it here.
			int walk_dist = distance_bl(&ed->bl,bl) - skill_get_range(skillnum,skilllv);
			ed->ud.skillid = skillnum;
			ed->ud.skilllv = skilllv;

			if( skill_get_inf(skillnum) & INF_GROUND_SKILL )
				ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 );
			else
				ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_id, ed->bl.id, 0 );
		}
		return 1;

	}
	//Otherwise, just cast the skill.
	if( skill_get_inf(skillnum) & INF_GROUND_SKILL )
		unit_skilluse_pos(&ed->bl, bl->x, bl->y, skillnum, skilllv);
	else
		unit_skilluse_id(&ed->bl, bl->id, skillnum, skilllv);

	// Reset target.
	ed->target_id = 0;

	return 1;
}