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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-03 14:39:38 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-08-03 14:39:38 +0000
commitcb1d2d92afbf8d9ebec4c9290a180835ad5dae78 (patch)
tree0a25e15fd6687a6f99764e794a49e97c04524cba /src/map/skill.c
parent4d34cd6ca7f80bf298c9837b27d1b5cc7d294098 (diff)
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- Cleaned up the last NJ update code.
- Added @ command `charspeed` - Fixed @jailfor using MAP_PRONTERA as jail instead of MAP_JAIL - Removed case for GS_SPREADATTACK on damage packets to see if the skill displays correctly now. - Corrected Deluge/Volcano/V. Gale overlaps so that the placing tiles are removed, NOT the ones who were already placed. - Made SC_SPEEDUP0 and SC_SPEEDUP1 use different icon IDs, to fix icon-confusion when both are enabled at a time. - Mob rude-attacked count is not reset now on picking a new char (gotta investigate this further) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8096 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c25
1 files changed, 10 insertions, 15 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 47d151f6c..f9b229377 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -770,7 +770,7 @@ int skill_get_range2 (struct block_list *bl, int id, int lv)
case SN_SHARPSHOOTING:
case HT_POWER:
if (bl->type == BL_PC)
- range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
+ range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
else
range += 10; //Assume level 10?
break;
@@ -782,13 +782,13 @@ int skill_get_range2 (struct block_list *bl, int id, int lv)
case GS_SPREADATTACK:
case GS_GROUNDDRIFT:
if (bl->type == BL_PC)
- range += pc_checkskill((struct map_session_data *)bl, GS_SNAKEEYE);
+ range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
else
range += 10; //Assume level 10?
break;
case NJ_KIRIKAGE:
if (bl->type == BL_PC)
- range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((struct map_session_data *)bl,NJ_SHADOWJUMP));
+ range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
break;
}
@@ -1999,7 +1999,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case SM_MAGNUM:
case AS_SPLASHER:
case ASC_METEORASSAULT:
- case GS_SPREADATTACK:
+// case GS_SPREADATTACK: <- as it is, it shows no animation at all.
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
break;
case KN_BRANDISHSPEAR:
@@ -3207,9 +3207,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
status_change_end(src, SC_HIDING, -1);
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (unit_movepos(src, bl->x, bl->y, 0, 0))
- {
+ { //FIXME: Why are you sending a packet to LIE about where the character is?
+ //If you want to place yourself adjacent to the target, do the proper coding..?
int dir = unit_getdir(src);
-
clif_slide(src,src->x - dirx[dir],src->y - diry[dir]);
}
break;
@@ -3783,15 +3783,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
case NJ_BUNSINJYUTSU:
- {
- struct status_change *sc;
- sc = status_get_sc(bl);
- clif_skill_nodamage(src,bl,skillid,skilllv,
+ clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
-
- if (sc && sc->data[SC_NEN].timer != -1)
- status_change_end(bl,SC_NEN,-1);
- }
+ if (tsc && tsc->data[SC_NEN].timer != -1)
+ status_change_end(bl,SC_NEN,-1);
break;
case CG_MOONLIT:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -9339,7 +9334,7 @@ int skill_landprotector (struct block_list *bl, va_list ap)
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
- skill_delunit(unit);
+ (*alive) = 0;
return 1;
}
break;