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-rw-r--r--Changelog-Trunk.txt9
-rw-r--r--db/Changelog.txt2
-rw-r--r--db/skill_unit_db.txt63
-rw-r--r--src/map/skill.c133
-rw-r--r--src/map/skill.h23
-rw-r--r--src/map/unit.c4
6 files changed, 112 insertions, 122 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 9c5b82da3..cc6d66ded 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -3,6 +3,15 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
+2008/03/09
+ * Cleaned up and corrected some more land skill code [ultramage]
+ - removed redundant skill_ganbatein() function
+ - Added flag UF_PATHCHECK from jAthena which affects whether a skill's
+ cells will be affected by the surrounding terrain. Adjusted existing
+ flags so that they closely match jA's (for easier comparisons).
+ - Fixed code that allowed placing of skill unit cells on 'gaps'.
+ - Fixed code that prevented successful casting of land skills on 'gaps'
+ (officially it's possbile, even though they will not deploy entirely).
2008/03/07
* Script induced status changes can now be reduced by stats/cards (but
only trigger rate is reduced, not duration).
diff --git a/db/Changelog.txt b/db/Changelog.txt
index a0664ce3d..d7524d4ed 100644
--- a/db/Changelog.txt
+++ b/db/Changelog.txt
@@ -43,6 +43,8 @@
2385 Recuvative_Armor Should trigger HP/SP return with magical kills as well.
=======================
+2008/03/09
+ * Added UF_PATHCHECK to skill_unit_db.txt, re-numbered flags [ultramage]
2008/03/08
* Added a missing ; in item 5384's script. (bugreport: 1115) [Paradox924X]
2008/03/04
diff --git a/db/skill_unit_db.txt b/db/skill_unit_db.txt
index 83343bfaf..b882b7d58 100644
--- a/db/skill_unit_db.txt
+++ b/db/skill_unit_db.txt
@@ -7,13 +7,14 @@
// 0x002(UF_NOREITERRATION) Spell cannot be stacked
// 0x004(UF_NOFOOTSET) Spell cannot be cast near/on targets
// 0x008(UF_NOOVERLAP) Spell effects do not overlap
-// 0x010(UF_NOPC) Spell cannot affect players.
-// 0x020(UF_NOMOB) Spell cannot affect mobs.
+// 0x010(UF_PATHCHECK) Only cells with a shootable path will be placed
+// 0x020(UF_NOPC) Spell cannot affect players.
+// 0x040(UF_NOMOB) Spell cannot affect mobs.
// 0x080(UF_SKILL) Spell CAN affect skills.
// 0x100(UF_DANCE) Dance skill
// 0x200(UF_ENSEMBLE) Ensemble skill
// 0x400(UF_SONG) Song skill
-// 0x800(UF_DUALMODE) Spell has effects both at an interval and when you step in/out
+// 0x800(UF_DUALMODE) Spell has effects both at an interval and when you step in/out
// Example: 0x006 = 0x002+0x004 -> Cannot be stacked nor cast near targets
//
// Notes:
@@ -24,20 +25,20 @@
//
12,0x7e, , 0, 0, -1,all, 0x003 //MG_SAFETYWALL
- 18,0x7f, , -1, 0, 20,enemy, 0x008 //MG_FIREWALL
- 21,0x86, , 0, 2,1000,enemy, 0x008 //MG_THUNDERSTORM
+ 18,0x7f, , -1, 0, 20,enemy, 0x018 //MG_FIREWALL
+ 21,0x86, , 0, 2,1000,enemy, 0x018 //MG_THUNDERSTORM
25,0x85, , 1, 0, -1,all, 0x003 //AL_PNEUMA
27,0x81,0x80, 0, 0, -1,all, 0x006 //AL_WARP
47,0x86, , 0, 2,1000,enemy, 0x080 //AC_SHOWER
- 70,0x83, , -1, 1,1000,all, 0x008 //PR_SANCTUARY
- 79,0x84, , -1, 1,3000,enemy, 0x008 //PR_MAGNUS
+ 70,0x83, , -1, 1,1000,all, 0x018 //PR_SANCTUARY
+ 79,0x84, , -1, 1,3000,enemy, 0x018 //PR_MAGNUS
80,0x87,0x88, 0, 1,2000,enemy, 0x006 //WZ_FIREPILLAR
- 83,0x86, , 0, 3,1000,enemy, 0x000 //WZ_METEOR
- 85,0x86, , 0, 6:6:6:6:6:6:6:6:6:6:8,1250,enemy,0x008 //WZ_VERMILION
- 87,0x8d, , -1, 0, -1,all, 0x000 //WZ_ICEWALL
- 89,0x86, , 0, 5, 450,enemy, 0x008 //WZ_STORMGUST
- 91,0x86, , 0, 2,1000,enemy, 0x000 //WZ_HEAVENDRIVE
- 92,0x8e, , 2, 0, -1,enemy, 0x000 //WZ_QUAGMIRE
+ 83,0x86, , 0, 3,1000,enemy, 0x010 //WZ_METEOR
+ 85,0x86, , 0, 6:6:6:6:6:6:6:6:6:6:8,1250,enemy,0x018 //WZ_VERMILION
+ 87,0x8d, , -1, 0, -1,all, 0x010 //WZ_ICEWALL
+ 89,0x86, , 0, 5, 450,enemy, 0x018 //WZ_STORMGUST
+ 91,0x86, , 0, 2,1000,enemy, 0x010 //WZ_HEAVENDRIVE
+ 92,0x8e, , 2, 0, -1,enemy, 0x010 //WZ_QUAGMIRE
115,0x90, , 0, 1,1000,enemy, 0x006 //HT_SKIDTRAP
116,0x93, , 0, 0,1000,enemy, 0x006 //HT_LANDMINE
117,0x91, , 0, 1,1000,enemy, 0x006 //HT_ANKLESNARE
@@ -51,29 +52,29 @@
140,0x92, , -1, 0,1000,enemy, 0x000 //AS_VENOMDUST
220,0xb0, , 0, 0, -1,all, 0x002 //RG_GRAFFITI
229,0xb1, , 0, 1,1000,enemy, 0x006 //AM_DEMONSTRATION
-254,0x86, , -1, 0, 400,enemy, 0x000 //CR_GRANDCROSS
-285,0x9a, , 3, 0, -1,all, 0x000 //SA_VOLCANO
-286,0x9b, , 3, 0, -1,all, 0x000 //SA_DELUGE
-287,0x9c, , 3, 0, -1,all, 0x000 //SA_VIOLENTGALE
-288,0x9d, , 3:3:4:4:5,0, -1,all, 0x000 //SA_LANDPROTECTOR
+254,0x86, , -1, 0, 400,enemy, 0x010 //CR_GRANDCROSS
+285,0x9a, , 3, 0, -1,all, 0x010 //SA_VOLCANO
+286,0x9b, , 3, 0, -1,all, 0x010 //SA_DELUGE
+287,0x9c, , 3, 0, -1,all, 0x010 //SA_VIOLENTGALE
+288,0x9d, , 3:3:4:4:5,0, -1,all, 0x010 //SA_LANDPROTECTOR
306,0x9e, , 4, 0,6000,all, 0x200 //BD_LULLABY
-307,0x9f, , 4, 0, -1,enemy, 0x210 //BD_RICHMANKIM
+307,0x9f, , 4, 0, -1,enemy, 0x220 //BD_RICHMANKIM
308,0xa0, , 4, 0, -1,enemy, 0x200 //BD_ETERNALCHAOS
309,0xa1, , 4, 0, -1,party, 0x200 //BD_DRUMBATTLEFIELD
310,0xa2, , 4, 0, -1,party, 0x200 //BD_RINGNIBELUNGEN
311,0xa3, , 4, 0, -1,all, 0x200 //BD_ROKISWEIL
-312,0xa4, , 4, 0, -1,party, 0x220 //BD_INTOABYSS
+312,0xa4, , 4, 0, -1,party, 0x240 //BD_INTOABYSS
313,0xa5, , 4, 0, -1,party, 0x200 //BD_SIEGFRIED
317,0xa6, , 3, 0,3000,enemy, 0x400 //BA_DISSONANCE
-319,0xa7, , 3, 0, -1,all, 0x420 //BA_WHISTLE
-320,0xa8, , 3, 0, -1,all, 0x420 //BA_ASSASSINCROSS
-321,0xa9, , 3, 0, -1,all, 0x420 //BA_POEMBRAGI
-322,0xaa, , 3, 0,6000,all, 0xC20 //BA_APPLEIDUN
+319,0xa7, , 3, 0, -1,all, 0x440 //BA_WHISTLE
+320,0xa8, , 3, 0, -1,all, 0x440 //BA_ASSASSINCROSS
+321,0xa9, , 3, 0, -1,all, 0x440 //BA_POEMBRAGI
+322,0xaa, , 3, 0,6000,all, 0xC40 //BA_APPLEIDUN
325,0xab, , 3, 0,3000,enemy, 0x100 //DC_UGLYDANCE
-327,0xac, , 3, 0, -1,all, 0x120 //DC_HUMMING
+327,0xac, , 3, 0, -1,all, 0x140 //DC_HUMMING
328,0xad, , 3, 0, -1,enemy, 0x100 //DC_DONTFORGETME
-329,0xae, , 3, 0, -1,all, 0x120 //DC_FORTUNEKISS
-330,0xaf, , 3, 0, -1,all, 0x120 //DC_SERVICEFORYOU
+329,0xae, , 3, 0, -1,all, 0x140 //DC_FORTUNEKISS
+330,0xaf, , 3, 0, -1,all, 0x140 //DC_SERVICEFORYOU
336,0xb2, , 0,-1, -1,noone, 0x000 //WE_CALLPARTNER
339,0x86, , -1, 0, 400,enemy, 0x000 //NPC_DARKGRANDCROSS
362,0xb4, , 0, 3, -1,all, 0x000 //HP_BASILICA
@@ -90,7 +91,7 @@
488,0xb9, , 3, 0, -1,all, 0x200 //CG_HERMODE
516,0xba, , 3, 0, 100,enemy, 0x000 //GS_DESPERADO
521,0xbe, , 0, 1,1000,enemy, 0x000 //GS_GROUNDDRIFT
-527,0xbc, , -1, 0,2000,enemy, 0x000 //NJ_TATAMIGAESHI
-535,0xbd, , -1, 0, 20,enemy, 0x008 //NJ_KAENSIN
-538,0xbb, , 1:1:1:2:2:2:3:3:3:4,0,-1,all,0x000 //NJ_SUITON
-670,0xc7, , 5, 1,1000,all, 0x008 //NPC_EVILLAND
+527,0xbc, , -1, 0,2000,enemy, 0x010 //NJ_TATAMIGAESHI
+535,0xbd, , -1, 0, 20,enemy, 0x018 //NJ_KAENSIN
+538,0xbb, , 1:1:1:2:2:2:3:3:3:4,0,-1,all,0x010 //NJ_SUITON
+670,0xc7, , 5, 1,1000,all, 0x018 //NPC_EVILLAND
diff --git a/src/map/skill.c b/src/map/skill.c
index c80e46f57..c53aac4fe 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -161,9 +161,8 @@ int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap);
-int skill_cell_overlap(struct block_list *bl, va_list ap);
-int skill_ganbatein(struct block_list *bl, va_list ap);
-int skill_trap_splash(struct block_list *bl, va_list ap);
+static int skill_cell_overlap(struct block_list *bl, va_list ap);
+static int skill_trap_splash(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
@@ -5808,9 +5807,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case HW_GANBANTEIN:
if (rand()%100 < 80) {
+ int dummy = 1;
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
i = skill_get_splash(skillid, skilllv);
- map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
+ map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
} else {
if (sd) clif_skill_fail(sd,skillid,0,0);
return 1;
@@ -6203,9 +6203,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
&& (src->type&battle_config.vs_traps_bctall))
target = BCT_ALL;
break;
- case NJ_SUITON:
- skill_clear_group(src,1);
- break;
case HT_SHOCKWAVE:
val1=skilllv*15+10;
case HT_SANDMAN:
@@ -6340,6 +6337,9 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
val2 = (skilllv+1)/2 + 4;
break;
+ case NJ_SUITON:
+ skill_clear_group(src, 1);
+ break;
case GS_GROUNDDRIFT:
{
@@ -6392,17 +6392,20 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
}
- //Why redefine local variables when the ones of the function can be reused? [Skotlex]
- val1=skilllv;
- val2=0;
- limit=group->limit;
- for(i=0;i<layout->count;i++)
+ for( i = 0; i < layout->count; i++ )
{
struct skill_unit *unit;
- short ux,uy;
- int alive=1;
- ux = x + layout->dx[i];
- uy = y + layout->dy[i];
+ int ux = x + layout->dx[i];
+ int uy = y + layout->dy[i];
+ int val1 = skilllv;
+ int val2 = 0;
+ int limit = group->limit;
+ int alive = 1;
+
+ if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
+ continue; // don't place skill units on walls (except for songs/dances/encores)
+ if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
+ continue; // no path between cell and center of casting.
switch (skillid) {
case MG_FIREWALL:
@@ -6429,35 +6432,25 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
break;
}
- if(range<=0)
+
+ if( range <= 0 )
map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
-
- //Song/dances/encores are displayed even over pits/walls.
- if( alive && map_getcell(src->m,ux,uy,CELL_CHKWALL) && !group->state.song_dance )
- alive = 0;
-
- if( alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
- alive = 0; //no path between cell and center of casting.
-
- if( alive && skillid == WZ_ICEWALL && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
- alive = 0;
-
- if(alive){
- //FIXME: why not calculate val1/val2 in here? [ultramage]
- nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
- unit->limit=limit;
- unit->range=range;
-
- if (skillid == PF_FOGWALL && alive == 2)
- { //Double duration of cells on top of Deluge/Suiton
- unit->limit *= 2;
- group->limit = unit->limit;
- }
-
- // execute on all targets standing on this cell
- if (range==0 && active_flag)
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
+ if( !alive )
+ continue;
+
+ nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
+ unit->limit=limit;
+ unit->range=range;
+
+ if (skillid == PF_FOGWALL && alive == 2)
+ { //Double duration of cells on top of Deluge/Suiton
+ unit->limit *= 2;
+ group->limit = unit->limit;
}
+
+ // execute on all targets standing on this cell
+ if (range==0 && active_flag)
+ map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
}
if (!group->alive_count)
@@ -6488,7 +6481,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
/*==========================================
*
*------------------------------------------*/
-int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
+static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
struct skill_unit_group *sg;
struct block_list *ss;
@@ -7203,7 +7196,7 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int
* flag&1: Invoke onplace function (otherwise invoke onout)
* flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
*------------------------------------------*/
-int skill_unit_effect (struct block_list* bl, va_list ap)
+static int skill_unit_effect (struct block_list* bl, va_list ap)
{
struct skill_unit* unit = va_arg(ap,struct skill_unit*);
struct skill_unit_group* group = unit->group;
@@ -7373,6 +7366,7 @@ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short*
return c;
}
}
+
//Else: new search for partners.
c = 0;
memset (p_sd, 0, sizeof(p_sd));
@@ -8898,7 +8892,7 @@ int skill_greed (struct block_list *bl, va_list ap)
/*==========================================
*
*------------------------------------------*/
-int skill_cell_overlap(struct block_list *bl, va_list ap)
+static int skill_cell_overlap(struct block_list *bl, va_list ap)
{
int skillid;
int *alive;
@@ -8909,23 +8903,29 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
alive = va_arg(ap,int *);
src = va_arg(ap,struct block_list *);
unit = (struct skill_unit *)bl;
+
if (unit == NULL || unit->group == NULL || (*alive) == 0)
return 0;
switch (skillid)
{
case SA_LANDPROTECTOR:
- if (unit->group->skill_id == SA_LANDPROTECTOR &&
- battle_check_target(bl, src, BCT_ENEMY) > 0)
+ if( unit->group->skill_id == SA_LANDPROTECTOR &&
+ battle_check_target(bl, src, BCT_ENEMY) > 0 )
{ //Check for offensive Land Protector to delete both. [Skotlex]
(*alive) = 0;
skill_delunit(unit);
return 1;
}
- //Delete the rest of types.
+ if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
+ { //It deletes everything except songs/dances and traps
+ skill_delunit(unit);
+ return 1;
+ }
+ break;
case HW_GANBANTEIN:
- if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
- { //It deletes everything except songs/dances
+ if( !(unit->group->state.song_dance&0x1) )
+ {// Don't touch song/dance.
skill_delunit(unit);
return 1;
}
@@ -8933,9 +8933,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
-// Suiton/Kaensin CAN super-impose on each another.
-// case NJ_SUITON:
-// case NJ_KAENSIN:
// The official implementation makes them fail to appear when casted on top of ANYTHING
// but I wonder if they didn't actually meant to fail when casted on top of each other?
// hence, I leave the alternate implementation here, commented. [Skotlex]
@@ -8950,8 +8947,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
-// case NJ_SUITON:
-// case NJ_KAENSIN:
(*alive) = 0;
return 1;
}
@@ -8979,6 +8974,7 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
}
break;
}
+
if (unit->group->skill_id == SA_LANDPROTECTOR &&
!(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
{ //It deletes everything except songs/dances/traps
@@ -8990,25 +8986,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
}
/*==========================================
- * variation of skill_cell_overlap
- *------------------------------------------*/
-int skill_ganbatein (struct block_list *bl, va_list ap)
-{
- struct skill_unit *unit;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
- return 0;
-
- if (unit->group->state.song_dance&0x1)
- return 0; //Don't touch song/dance.
-
- skill_delunit(unit);
- return 1;
-}
-
-/*==========================================
*
*------------------------------------------*/
int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
@@ -9032,7 +9009,7 @@ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
/*==========================================
*
*------------------------------------------*/
-int skill_trap_splash (struct block_list *bl, va_list ap)
+static int skill_trap_splash (struct block_list *bl, va_list ap)
{
struct block_list *src;
int tick;
@@ -9547,7 +9524,7 @@ int skill_unit_timer_sub (struct block_list* bl, va_list ap)
// check for expiration
if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
- { // stuff inlined from skill_unit_onlimit()
+ {// skill unit expired (inlined from skill_unit_onlimit())
switch( group->unit_id )
{
case UNT_BLASTMINE:
@@ -9628,7 +9605,7 @@ int skill_unit_timer_sub (struct block_list* bl, va_list ap)
}
}
else
- {
+ {// skill unit is still active
switch( group->unit_id )
{
case UNT_ICEWALL:
diff --git a/src/map/skill.h b/src/map/skill.h
index 1a76e3417..73e1daf4f 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -100,17 +100,18 @@ struct s_skill_unit_layout {
};
enum {
- UF_DEFNOTENEMY = 0x0001, // defnotenemy 設定でBCT_NOENEMYに切り替え
- UF_NOREITERATION = 0x0002, // 重複置き禁止
- UF_NOFOOTSET = 0x0004, // 足元置き禁止
- UF_NOOVERLAP = 0x0008, // ユニット効果が重複しない
- UF_NOPC = 0x0010, //May not target players
- UF_NOMOB = 0x0020, //May not target mobs
- UF_SKILL = 0x0080, //May target skills
- UF_DANCE = 0x0100, //Dance
- UF_ENSEMBLE = 0x0200, //Duet
- UF_SONG = 0x0400, //Song
- UF_DUALMODE = 0x0800, //Spells should trigger both ontimer and onplace/onout/onleft effects.
+ UF_DEFNOTENEMY = 0x0001, // If 'defunit_not_enemy' is set, the target is changed to 'friend'
+ UF_NOREITERATION = 0x0002, // Spell cannot be stacked
+ UF_NOFOOTSET = 0x0004, // Spell cannot be cast near/on targets
+ UF_NOOVERLAP = 0x0008, // Spell effects do not overlap
+ UF_PATHCHECK = 0x0010, // Only cells with a shootable path will be placed
+ UF_NOPC = 0x0020, // May not target players
+ UF_NOMOB = 0x0040, // May not target mobs
+ UF_SKILL = 0x0080, // May target skills
+ UF_DANCE = 0x0100, // Dance
+ UF_ENSEMBLE = 0x0200, // Duet
+ UF_SONG = 0x0400, // Song
+ UF_DUALMODE = 0x0800, // Spells should trigger both ontimer and onplace/onout/onleft effects.
};
// アイテム作成デ?タベ?ス
diff --git a/src/map/unit.c b/src/map/unit.c
index 164e84327..f379bcc4c 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -1088,8 +1088,8 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, sh
if (!status_check_skilluse(src, NULL, skill_num, 0))
return 0;
- if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH))
- { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
+ if( map_getcell(src->m, skill_x, skill_y, CELL_CHKWALL) )
+ {// can't cast ground targeted spells on wall cells
if (sd) clif_skill_fail(sd,skill_num,0,0);
return 0;
}