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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-03-14 19:30:42 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-03-14 19:30:42 +0000
commitaa3e91a992eafac75f3eafd250bcebcf72b354e0 (patch)
treebb03f823984b41e654529f703c497730d1cda84c
parentb4d6890957c2c3e74b49ce3ceb33c1dfafd529da (diff)
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- Fixed WZ_WATERBALL + HW_MAGICPOWER
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5601 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt1
-rw-r--r--src/map/mob.c2
-rw-r--r--src/map/skill.c18
3 files changed, 10 insertions, 11 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 361185eb7..81a25f229 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -5,6 +5,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/03/14
+ * Fixed WZ_WATERBALL + HW_MAGICPOWER [Skotlex]
* Fixed incorrect range check in autospell-when-hit triggers. [Skotlex]
* Modified Wedding recall skills to behave as in official [Skotlex]
* Modified Arrow Shower to be a ground-based skill and work as it should on
diff --git a/src/map/mob.c b/src/map/mob.c
index 202728102..6813d760e 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -3362,7 +3362,7 @@ int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
else
skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
- if (md->sc.count && md->sc.data[SC_MAGICPOWER].timer != -1 && md->skillid != HW_MAGICPOWER)
+ if (md->sc.count && md->sc.data[SC_MAGICPOWER].timer != -1 && md->skillid != HW_MAGICPOWER && md->skillid != WZ_WATERBALL)
status_change_end(&md->bl, SC_MAGICPOWER, -1);
if (md->db->skill[md->skillidx].emotion >= 0)
diff --git a/src/map/skill.c b/src/map/skill.c
index 124ad04b1..8e1910b61 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2299,7 +2299,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id,int data )
return 0;
if(status_isdead(src))
return 0;
- if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE)
+ if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
return 0;
switch(skl->skill_id) {
@@ -2356,17 +2356,15 @@ static int skill_timerskill(int tid, unsigned int tick, int id,int data )
break;
case WZ_WATERBALL:
- if (skl->type>1) {
- skl->timer = 0; // skill_addtimerskill‚ÅŽg—p‚³‚ê‚È‚¢‚悤‚É
+ if (!status_isdead(target))
+ skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
+ if (skl->type>1 && !status_isdead(target)) {
+ skl->timer = 0;
skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
skl->timer = -1;
- }
- skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies
- // should put outside of the switch, but since this is the only
- // mage targetted spell for now,
+ } else {
struct status_change *sc = status_get_sc(src);
- if(sc && sc->data[SC_MAGICPOWER].timer != -1) //ƒ}ƒWƒbƒNƒpƒ??‚Ì?‰Ê?I—¹
+ if(sc && sc->data[SC_MAGICPOWER].timer != -1)
status_change_end(src,SC_MAGICPOWER,-1);
}
break;
@@ -5791,7 +5789,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
else
skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
- if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER)
+ if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER && sd->skillid != WZ_WATERBALL)
status_change_end(&sd->bl,SC_MAGICPOWER,-1);
//Clean this up for future references to battle_getcurrentskill. [Skotlex]