diff options
-rw-r--r-- | src/map/skill.c | 10 | ||||
-rw-r--r-- | src/map/status.c | 149 |
2 files changed, 88 insertions, 71 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 97f26cca6..fb8bbad3d 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -3207,6 +3207,11 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { break; case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: + if( iStatus->check_skilluse(src, target, skl->skill_id, 1) ) + skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); + else + clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(target), 0, 1, skl->skill_id, skl->skill_lv, skill->get_hit(skl->skill_id)); + break; case SR_KNUCKLEARROW: skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); break; @@ -4350,7 +4355,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; case LG_OVERBRAND: - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); + if( iStatus->check_skilluse(src, bl, skill_id, 1) ) + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); + else + clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id)); break; case LG_OVERBRAND_BRANDISH: diff --git a/src/map/status.c b/src/map/status.c index c253bb74f..5928e9550 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1573,27 +1573,27 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin } switch( skill_id ) { - case PA_PRESSURE: - if( flag && target ) { - //Gloria Avoids pretty much everything.... - tsc = iStatus->get_sc(target); - if(tsc && tsc->option&OPTION_HIDE) + case PA_PRESSURE: + if( flag && target ) { + //Gloria Avoids pretty much everything.... + tsc = iStatus->get_sc(target); + if(tsc && tsc->option&OPTION_HIDE) + return 0; + } + break; + case GN_WALLOFTHORN: + if( target && iStatus->isdead(target) ) return 0; - } - break; - case GN_WALLOFTHORN: - if( target && iStatus->isdead(target) ) - return 0; - break; - case AL_TELEPORT: - //Should fail when used on top of Land Protector [Skotlex] - if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) - && !(status->mode&MD_BOSS) - && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)) - return 0; - break; - default: - break; + break; + case AL_TELEPORT: + //Should fail when used on top of Land Protector [Skotlex] + if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) + && !(status->mode&MD_BOSS) + && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)) + return 0; + break; + default: + break; } } @@ -1707,18 +1707,18 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin if (sc && sc->option) { if (sc->option&OPTION_HIDE) { switch (skill_id) { //Usable skills while hiding. - case TF_HIDING: - case AS_GRIMTOOTH: - case RG_BACKSTAP: - case RG_RAID: - case NJ_SHADOWJUMP: - case NJ_KIRIKAGE: - case KO_YAMIKUMO: - break; - default: - //Non players can use all skills while hidden. - if (!skill_id || src->type == BL_PC) - return 0; + case TF_HIDING: + case AS_GRIMTOOTH: + case RG_BACKSTAP: + case RG_RAID: + case NJ_SHADOWJUMP: + case NJ_KIRIKAGE: + case KO_YAMIKUMO: + break; + default: + //Non players can use all skills while hidden. + if (!skill_id || src->type == BL_PC) + return 0; } } if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK) @@ -1744,54 +1744,63 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE))) return 0; } - //If targetting, cloak+hide protect you, otherwise only hiding does. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); //You cannot hide from ground skills. if( skill->get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/ hide_flag &= ~OPTION_HIDE; + else { + switch ( skill_id ) { + case LG_OVERBRAND: + case LG_OVERBRAND_BRANDISH: + case LG_OVERBRAND_PLUSATK: + hide_flag &=~ OPTION_CLOAK|OPTION_CHASEWALK; + break; + } + } switch( target->type ) { - case BL_PC: { - struct map_session_data *sd = (TBL_PC*) target; - bool is_boss = (status->mode&MD_BOSS); - bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens - if (pc_isinvisible(sd)) - return 0; - if (tsc->option&hide_flag && !is_boss && - ((sd->special_state.perfect_hiding || !is_detect) || - (tsc->data[SC_CLOAKINGEXCEED] && is_detect))) - return 0; - if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id ) - return 0; - if( tsc->data[SC_STEALTHFIELD] && !is_boss ) + case BL_PC: { + struct map_session_data *sd = (TBL_PC*) target; + bool is_boss = (status->mode&MD_BOSS); + bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens + if (pc_isinvisible(sd)) + return 0; + if (tsc->option&hide_flag && !is_boss && + ((sd->special_state.perfect_hiding || !is_detect) || + (tsc->data[SC_CLOAKINGEXCEED] && is_detect))) + return 0; + if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id ) + return 0; + if( tsc->data[SC_STEALTHFIELD] && !is_boss ) + return 0; + } + break; + case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). + //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] + if (status->mode&MD_LOOTER) + return 1; return 0; - } - break; - case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). - //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] - if (status->mode&MD_LOOTER) - return 1; - return 0; - case BL_HOM: - case BL_MER: - case BL_ELEM: - if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src ) - return 0; // Can't use support skills on Homunculus (only Master/Self) - if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle->get_master(target) != src ) - return 0; // Can't use Weapon endow skills on Mercenary (only Master) - if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) ) - return 0; // Can't use Potion Pitcher on Mercenaries - default: - //Check for chase-walk/hiding/cloaking opponents. - if( tsc ) { - if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) - return 0; - if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) ) - return 0; - } + case BL_HOM: + case BL_MER: + case BL_ELEM: + if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src ) + return 0; // Can't use support skills on Homunculus (only Master/Self) + if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle->get_master(target) != src ) + return 0; // Can't use Weapon endow skills on Mercenary (only Master) + if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) ) + return 0; // Can't use Potion Pitcher on Mercenaries + default: + //Check for chase-walk/hiding/cloaking opponents. + if( tsc ) { + if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) + return 0; + if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) ) + return 0; + } } + return 1; } |