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authorzephyrus <zephyrus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-08-20 19:24:19 +0000
committerzephyrus <zephyrus@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-08-20 19:24:19 +0000
commit74d35a9d33bcdba381e9e78af1bdf59d106f1493 (patch)
treee13f8de8d5fd98a43250490399672098fd0cd25c /src/map
parent66938035a86ed1faf8eb7cc1b352f8f96df6acfd (diff)
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- Fixes on schg_cas02 and arug_cas01.txt
- Official Meteor Storm. Meteors can fail and just not fall, and only fall where you can get a shootable path. * Tested on Aegis with help of ultramage. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13096 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map')
-rw-r--r--src/map/skill.c43
1 files changed, 26 insertions, 17 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 4bec332d6..af47b0a87 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2122,13 +2122,18 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
else {
if(src->m != skl->map)
break;
- switch(skl->skill_id) {
+ switch( skl->skill_id )
+ {
case WZ_METEOR:
- if(skl->type >= 0) {
- skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
- clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
+ if( skl->type >= 0 )
+ {
+ int x = skl->type>>16, y = skl->type&0xFFFF;
+ if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
+ skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
+ if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
+ clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
}
- else
+ else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
break;
}
@@ -5756,25 +5761,29 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case WZ_METEOR:
{
- int flag=0, area = skill_get_splash(skillid, skilllv);
+ int flag = 0, area = skill_get_splash(skillid, skilllv);
short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
- if (sc && sc->data[SC_MAGICPOWER])
+
+ if( sc && sc->data[SC_MAGICPOWER] )
flag = flag|2; //Store the magic power flag for future use. [Skotlex]
- for(i=0;i<2+(skilllv>>1);i++) {
- tmpx = x;
- tmpy = y;
- if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
- continue;
- if(!(flag&1)){
+
+ for( i = 0; i < 2 + (skilllv>>1); i++ )
+ {
+ // Creates a random Cell in the Splash Area
+ tmpx = x - area + rand()%(area * 2 + 1);
+ tmpy = y - area + rand()%(area * 2 + 1);
+
+ if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
- flag=flag|1;
- }
- if(i > 0)
+
+ if( i > 0 )
skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
+
x1 = tmpx;
y1 = tmpy;
}
- skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
+
+ skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
}
break;