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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-23 00:57:21 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-23 00:57:21 +0000
commite5c8bad05ddc1284d72583ff3f198f427342da67 (patch)
tree02dd52f12f4edf5cb23e4907ea18195c600b7c37
parent93e3d653187d747b4cbf4a9e05eb227dcc0d88be (diff)
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- Adjusted skill_attack_area so that skill_area_temp[1] holds the ID of the target, this way the skill animation will correctly display for the targetted mob, and not the others who get caught in the splash area.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8447 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt2
-rw-r--r--src/map/skill.c19
2 files changed, 15 insertions, 6 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 971260e91..78fbfad07 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,8 @@ 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.
2006/08/22
+ * More fixes to the splash code. Kamaitachi and Sharpshooting should
+ display correctly now. [Skotlex]
* Fixed a crash on the mobspawn script command. [Skotlex]
* Made SC_FLEET increase batk as well as watk. [Skotlex]
* Fixed gcc warning [Toms]
diff --git a/src/map/skill.c b/src/map/skill.c
index 2441a9e29..974d3c2ae 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2778,9 +2778,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case TK_STORMKICK: // Taekwon kicks [Dralnu]
clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_area_temp[1] = 0;
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
- BF_WEAPON, src, src, skillid, skilllv, tick, flag|SD_ANIMATION, BCT_ENEMY);
+ BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
break;
case TK_JUMPKICK:
@@ -2793,10 +2794,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case NJ_KAMAITACHI:
//It won't shoot through walls since on castend there has to be a direct
//line of sight between caster and target.
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_area_temp[1] = bl->id;
map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill_get_splash(skillid, skilllv),BL_CHAR,
- skill_get_type(skillid),src,src,skillid,skilllv,tick,flag|SD_ANIMATION,BCT_ENEMY);
+ skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
break;
case MO_INVESTIGATE:
@@ -4036,9 +4037,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NJ_RAIGEKISAI:
case WZ_FROSTNOVA:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ skill_area_temp[1] = 0;
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skillid, skilllv), BL_CHAR,
- BF_MAGIC, src, src, skillid, skilllv, tick, flag|SD_ANIMATION, BCT_ENEMY);
+ BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
break;
case HVAN_EXPLOSION: //[orn]
@@ -7062,6 +7064,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
case UNT_FIREPILLAR_ACTIVE:
+ skill_area_temp[1] = 0;
map_foreachinrange(skill_attack_area,bl,
skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
@@ -9172,11 +9175,15 @@ int skill_attack_area (struct block_list *bl, va_list ap)
flag=va_arg(ap,int);
type=va_arg(ap,int);
+ if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
+ return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
+
if(battle_check_target(dsrc,bl,type) <= 0 ||
!status_check_skilluse(NULL, bl, skillid, 2))
return 0;
-
- return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
+
+ //Area-splash, disable skill animation.
+ return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
}
/*==========================================
*