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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-15 15:26:51 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-08-15 15:26:51 +0000 |
commit | e4803fa9d29af8a88a20039c636cb47fcb2a898a (patch) | |
tree | c2c2b944b02f050d2f2fc41370552c3b3f3c9da9 /src/map/skill.c | |
parent | fa6f60245d391ec204be0cf1a6a8a2fca5bea609 (diff) | |
download | hercules-e4803fa9d29af8a88a20039c636cb47fcb2a898a.tar.gz hercules-e4803fa9d29af8a88a20039c636cb47fcb2a898a.tar.bz2 hercules-e4803fa9d29af8a88a20039c636cb47fcb2a898a.tar.xz hercules-e4803fa9d29af8a88a20039c636cb47fcb2a898a.zip |
- Asura Strike now moves you to the target on fail always (unless the target does not exists or is in another map or there's a obstacle on the way)
- Corrected skill_attack_area hitting dead characters on it's splash range.
- Swapped the values for OPTION_XMAS and OPTION_FLYING. This should enable SG to show the fly animation again, even if sometimes others will see him as Santa. As for xmas cloth, it shouldn't make much of a difference since the view class is changed to christmas anyway.
- Moved the AM_CALLHOMUN code from castend_id to castend_pos.
- Made AM_CALLHOMUN and AM_RESURRECTHOMUN be like the wedding skills, where they automatically pick a spot around you.
- Cleaned up some the AM_RESURRECTHOMUN code. Hopefully it works now.
- Cleaned up some the hom evolution code.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8292 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 75 |
1 files changed, 32 insertions, 43 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index cdd6a90ce..d0a2cd8ad 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -5486,37 +5486,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } break; - case AM_CALLHOMUN: //[orn] - if (sd && !merc_call_homunculus(sd)) - clif_skill_fail(sd,skillid,0,0); - break; - case AM_REST: //[orn] if (sd && !merc_hom_vaporize(sd,1)) clif_skill_fail(sd,skillid,0,0); break; - case AM_RESURRECTHOMUN: //[orn] - { - if (sd) - { - if (sd->status.hom_id && sd->homunculus.hp == 0) - { - if( map_flag_gvg(bl->m) ) - { //No reviving in WoE grounds! - clif_skill_fail(sd,skillid,0,0); - break; - } - if (merc_hom_revive(sd, 10 * skilllv) ) - clif_skill_nodamage(src,&sd->hd->bl,AM_RESURRECTHOMUN,skilllv,1); - else - clif_skill_fail(sd,skillid,0,0); - } else - clif_skill_fail(sd,skillid,0,0); - } - break; - } - case HAMI_CASTLE: //[orn] if(rand()%100 > 20*skilllv || src == bl) break; //Failed. @@ -5631,10 +5605,12 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data) } switch (ud->skillid) { - //These three should become skill_castend_pos + //These should become skill_castend_pos case WE_CALLPARTNER: case WE_CALLPARENT: - case WE_CALLBABY: + case WE_CALLBABY: + case AM_CALLHOMUN: + case AM_RESURRECTHOMUN: //Find a random spot to place the skill. [Skotlex] inf2 = skill_get_splash(ud->skillid, ud->skilllv); ud->skillx = src->x + inf2; @@ -5787,9 +5763,8 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data) if (sc->data[SC_BLADESTOP].timer != -1) status_change_end(src,SC_BLADESTOP,-1); } - if (target && target->m == src->m && - (tid == -1 || status_check_skilluse(src, target, ud->skillid, 1)) - ) { //Move character to target anyway. + if (target && target->m == src->m) + { //Move character to target anyway. int dx,dy; dx = target->x - src->x; dy = target->y - src->y; @@ -6273,6 +6248,23 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); break; + case AM_CALLHOMUN: //[orn] + if (sd && !merc_call_homunculus(sd, x, y)) + clif_skill_fail(sd,skillid,0,0); + break; + + case AM_RESURRECTHOMUN: //[orn] + if (sd) + { + if (map_flag_gvg(src->m) || //No reviving in WoE grounds! + !merc_revive_homunculus(sd, 10*skilllv, x, y)) + { + clif_skill_fail(sd,skillid,0,0); + break; + } + } + break; + default: ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid); return 1; @@ -9149,26 +9141,23 @@ int skill_attack_area (struct block_list *bl, va_list ap) int atk_type,skillid,skilllv,flag,type; unsigned int tick; - nullpo_retr(0, bl); - nullpo_retr(0, ap); + if(status_isdead(bl)) + return 0; atk_type = va_arg(ap,int); - if((src=va_arg(ap,struct block_list*)) == NULL) - return 0; - if((dsrc=va_arg(ap,struct block_list*)) == NULL) - return 0; + src=va_arg(ap,struct block_list*); + dsrc=va_arg(ap,struct block_list*); skillid=va_arg(ap,int); skilllv=va_arg(ap,int); - if(skillid > 0 && skilllv <= 0) return 0; // celest tick=va_arg(ap,unsigned int); flag=va_arg(ap,int); type=va_arg(ap,int); - if(battle_check_target(dsrc,bl,type) > 0 && - status_check_skilluse(NULL, bl, skillid, 2)) //also check if they can be hit. - skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); - - return 0; + 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); } /*========================================== * |