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-rw-r--r--Changelog-Trunk.txt1
-rw-r--r--db/skill_db.txt2
-rw-r--r--src/map/skill.c13
3 files changed, 14 insertions, 2 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 5430166a1..9ccd19ee3 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -7,6 +7,7 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
* Added missing packet 0x2c9 and fixed 0x2da's length error. [Inkfish]
* Fiberlock now can trap multiple enemies on the same cell and its triggering area was reduced to 1x1. [Inkfish]
* Miracle should only be dispelled on map change. [Inkfish]
+ * Fixed the three hits of EarthQuake not being calculated seperately. [Inkfish]
09/05/18
* Item-bonuses now use the official default durations for status changes [Playtester]
* status calc code cleanup [ultramage]
diff --git a/db/skill_db.txt b/db/skill_db.txt
index dbd0a5ac9..583f8af65 100644
--- a/db/skill_db.txt
+++ b/db/skill_db.txt
@@ -588,7 +588,7 @@
544,-5,6,1,0,0x40,0,10,1,no,0,0,0,weapon,0, NJ_ISSEN,Final Strike
// Additional NPC Skills (Episode 11.3)
-653,0,8,4,0,0x6,5:7:9:11:13:5:7:9:11:13,10,3,no,0,0x2,0,magic,0, NPC_EARTHQUAKE,Earthquake
+653,0,8,4,0,0x6,5:7:9:11:13:5:7:9:11:13,10,1,no,0,0x2,0,magic,0, NPC_EARTHQUAKE,Earthquake
654,9,6,1,3,0,5,10,1,no,0,0x2,14,weapon,0, NPC_FIREBREATH,Fire Breath
655,9,6,1,1,0,5,10,1,no,0,0x2,14,weapon,0, NPC_ICEBREATH,Ice Breath
656,9,6,1,4,0,5,10,1,no,0,0x2,14,weapon,0, NPC_THUNDERBREATH,Thunder Breath
diff --git a/src/map/skill.c b/src/map/skill.c
index 8fd559cba..f9d982922 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2226,7 +2226,14 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr data)
map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
break;
-
+ case NPC_EARTHQUAKE:
+ skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
+ skill_area_temp[1] = src->id;
+ skill_area_temp[2] = 0;
+ map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
+ if( skl->type > 1 )
+ skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
+ break;
case WZ_WATERBALL:
if (!status_isdead(target))
skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
@@ -2698,6 +2705,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
// recursive invocation of skill_castend_damage_id() with flag|1
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
+ //FIXME: Isn't EarthQuake a ground skill after all?
+ if( skillid == NPC_EARTHQUAKE )
+ skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
+
//FIXME: move this to skill_additional_effect or some such? [ultramage]
if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
{ // Initiate 10% of your damage becomes fire element.