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authorGrumpyLittlePanda <samuli.vaara@yahoo.com>2014-11-17 19:09:05 +0200
committerGrumpyLittlePanda <samuli.vaara@yahoo.com>2014-11-17 19:36:52 +0200
commit26cdd53ef2d633e6b7d886bb720e645d85d08e43 (patch)
tree28ce5a36441efe995ccbb47e16f453b12994ae06 /src/map/unit.c
parent86d0ab88920099c164f12e440f232634989bc69b (diff)
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(Bugs 5237 and 7979)
- Land Protector now behaves more like on official servers * Land Protector now protects from units being placed on it, no matter if they have splash range or not * Land Protector no longer protects from damage from units not outside Land Protector that splash inside * Meteor Storm no longer shows meteors falling if they would land on Land Protector * Pneuma can no longer be placed next to Land Protector * Safety wall no longer consumes gem if cast on LP. * Also cleaned up the code a bit, so the checks are done where they should be done - Ground skill splash ranges updated to their official values * Lord of Vermilion places units in a 11x11 area with 3x3 splash range each * Storm Gust places units in a 9x9 area with 3x3 splash range each * Heaven's Drive places units in a 5x5 area with no splash range * Venom Dust now has a splash range of 3x3 and is consequently larger than before - Storm Gust's knock-back behavior updated to official * Each of Storm Gust's units will knock back "Away from center" * As units in the south-west are processed first, the knock-back direction will usually be north-east * At the edges the knock-back direction will be "to the outside" * Land Protector and Ganbantein will influence the knock-back behavior strongly, e.g. if Storm Gust has a hole in the middle, it will have a "suck in" effect * Added a config option for those who want the old "random direction" behavior from eAthena
Diffstat (limited to 'src/map/unit.c')
-rw-r--r--src/map/unit.c8
1 files changed, 0 insertions, 8 deletions
diff --git a/src/map/unit.c b/src/map/unit.c
index 2ab13b121..c00a0631d 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -1619,14 +1619,6 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui
if( skill->not_ok(skill_id, sd) || !skill->check_condition_castbegin(sd, skill_id, skill_lv) )
return 0;
/**
- * "WHY IS IT HEREE": pneuma cannot be canceled past this point, the client displays the animation even,
- * if we cancel it from nodamage_id, so it has to be here for it to not display the animation.
- **/
- if( skill_id == AL_PNEUMA && map->getcell(src->m, skill_x, skill_y, CELL_CHKLANDPROTECTOR) ) {
- clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- return 0;
- }
- /**
* "WHY IS IT HEREE": ice wall cannot be canceled past this point, the client displays the animation even,
* if we cancel it from castend_pos, so it has to be here for it to not display the animation.
**/