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author | csnv <ctt@csnv.es> | 2014-09-06 02:04:53 +0200 |
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committer | csnv <ctt@csnv.es> | 2014-09-06 02:07:15 +0200 |
commit | 41f28c0b9c6f1a285c0dba458e582209a1710fdb (patch) | |
tree | bd0c62910fd12d9396f55af4881d8336215d2ab3 | |
parent | 41e2a782a7c86140a2440b67258c428e09113195 (diff) | |
download | hercules-41f28c0b9c6f1a285c0dba458e582209a1710fdb.tar.gz hercules-41f28c0b9c6f1a285c0dba458e582209a1710fdb.tar.bz2 hercules-41f28c0b9c6f1a285c0dba458e582209a1710fdb.tar.xz hercules-41f28c0b9c6f1a285c0dba458e582209a1710fdb.zip |
Fixes CR_DEVOTION and MG_STONECURSE behaviour, hiding behaviour.
Fixed CR_DEVOTION to not be casted on other characters while the limit is already reached. Follow-up: e7be72538ea9c203bfd7a976d82e268e04303ca4
MG_STONECURSE now correctly displays effect when terminating SC_STONE. No longer works on hidden characters. Bug report http://hercules.ws/board/tracker/issue-7958-stone-curse/
Hiding no longer prevents skills from working if they were casted before hiding and are not intended to inflict damage (buff/de-buff skills). Tested on aegis.
-rw-r--r-- | src/map/skill.c | 2 | ||||
-rw-r--r-- | src/map/status.c | 11 | ||||
-rw-r--r-- | src/map/unit.c | 11 |
3 files changed, 14 insertions, 10 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 94aa32599..372e2cfcf 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -6360,7 +6360,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (tsc->data[SC_STONE]) { status_change_end(bl, SC_STONE, INVALID_TIMER); - if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; } if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate, diff --git a/src/map/status.c b/src/map/status.c index f20fc3fc1..f3e1baf3b 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1790,16 +1790,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); //You cannot hide from ground skills. - if( skill->get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/ + if( skill->get_ele(skill_id,1) == ELE_EARTH && skill_id != MG_STONECURSE) hide_flag &= ~OPTION_HIDE; - else { - switch ( skill_id ) { - case MO_ABSORBSPIRITS: // it works when already casted and target suddenly hides. - case SA_DISPELL: - hide_flag &= ~OPTION_HIDE; - break; - } - } switch( target->type ) { case BL_PC: { @@ -1810,6 +1802,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin return 0; if( tsc ) { if (tsc->option&hide_flag && !is_boss && + !(flag&1 && skill->get_nk(skill_id)&NK_NO_DAMAGE) && // Buff/debuff skills that started casting before hiding still applies ((sd->special_state.perfect_hiding || !is_detect) || (tsc->data[SC_CLOAKINGEXCEED] && is_detect))) return 0; diff --git a/src/map/unit.c b/src/map/unit.c index af0c0a948..519427635 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -1241,6 +1241,17 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui casttime = -1; temp = 1; break; + case CR_DEVOTION: + if (sd) { + int i = 0, count = min(skill_lv, 5); + ARR_FIND(0, count, i, sd->devotion[i] == target_id); + if (i == count) { + ARR_FIND(0, count, i, sd->devotion[i] == 0); + if(i == count) + return 0; // Can't cast on other characters when limit is reached + } + } + break; case SR_GATEOFHELL: case SR_TIGERCANNON: if (sc && sc->data[SC_COMBOATTACK] && |