diff options
-rw-r--r-- | Changelog-Trunk.txt | 6 | ||||
-rw-r--r-- | src/map/skill.c | 66 |
2 files changed, 49 insertions, 23 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index d0ea50655..5ffc34fe5 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -3,10 +3,14 @@ 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. +09/05/29 + * Some more fixes to skill condition issues. [Inkfish] + - Fixed skills fail when MAX_INVENTORY reached. + - Fixed spiritballs not being removed correctly in some situation. 09/05/28 * Fixed some skill condition issues. [Inkfish] - HP is now checked at the end of cast. - - Lv 6-10 StoneCurse doesn't consume gems. + - Lv 6-10 StoneCurse doesn't consume gems when it fails. - Tarotcard's aftercast delay will still be applied if it fails. 09/05/26 * skill_check_condition clean up (bugreport:2770, bugreport:2957, bugreport:3010) [Inkfish] diff --git a/src/map/skill.c b/src/map/skill.c index cdee51968..6a4e846c4 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -8159,17 +8159,12 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh return 0; } break; - case MO_FINGEROFFENSIVE: //指弾 + case MO_FINGEROFFENSIVE: case GS_FLING: - if (sd->spiritball > 0 && sd->spiritball < require.spiritball) { - require.spiritball = sd->spiritball; - sd->spiritball_old = sd->spiritball; - } - else sd->spiritball_old = require.spiritball; - break; - case MO_BODYRELOCATION: - if (sc && sc->data[SC_EXPLOSIONSPIRITS]) - require.spiritball = 0; + if( sd->spiritball > 0 && sd->spiritball < require.spiritball ) + sd->spiritball_old = require.spiritball = sd->spiritball; + else + sd->spiritball_old = require.spiritball; break; case MO_CHAINCOMBO: if(!sc) @@ -8196,23 +8191,20 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh case MO_EXTREMITYFIST: // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... // return 0; - if(sc && sc->data[SC_BLADESTOP]) - require.spiritball--; - else if (sc && sc->data[SC_COMBO]) { + if( sc && sc->data[SC_BLADESTOP] ) + break; + if( sc && sc->data[SC_COMBO] ) + { switch(sc->data[SC_COMBO]->val1) { case MO_COMBOFINISH: - require.spiritball = 4; - break; case CH_TIGERFIST: - require.spiritball = 3; - break; - case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. - require.spiritball = sd->spiritball?sd->spiritball:1; + case CH_CHAINCRUSH: break; default: return 0; } - } else if(!unit_can_move(&sd->bl)) //Check only on begin casting. + } + if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] clif_skill_fail(sd,skill,0,0); return 0; @@ -8370,7 +8362,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh break; //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] //Only invoke on skill begin cast (instant cast skill). [Kevin] - if(require.sp>0) + if( require.sp > 0 ) { if (status->sp < (unsigned int)require.sp) clif_skill_fail(sd,skill,1,0); @@ -8660,6 +8652,8 @@ int skill_check_condition_castend(struct map_session_data* sd, short skill, shor for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) { + if( !require.itemid[i] ) + continue; index[i] = pc_search_inventory(sd,require.itemid[i]); if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) { if( require.itemid[i] == ITEMID_RED_GEMSTONE ) @@ -8716,6 +8710,9 @@ int skill_consume_requirement( struct map_session_data *sd, short skill, short l for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) { + if( !req.itemid[i] ) + continue; + if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD ) continue; //Gemstones are checked, but not substracted from inventory. @@ -8856,7 +8853,32 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value. break; - + case MO_BODYRELOCATION: + if( sc && sc->data[SC_EXPLOSIONSPIRITS] ) + req.spiritball = 0; + break; + case MO_EXTREMITYFIST: + if( sc ) + { + if( sc->data[SC_BLADESTOP] ) + req.spiritball--; + else if( sc->data[SC_COMBO] ) + { + switch( sc->data[SC_COMBO]->val1 ) + { + case MO_COMBOFINISH: + req.spiritball = 4; + break; + case CH_TIGERFIST: + req.spiritball = 3; + break; + case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. + req.spiritball = sd->spiritball?sd->spiritball:1; + break; + } + } + } + break; } return req; |