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-rw-r--r--Changelog-Trunk.txt6
-rw-r--r--src/map/skill.c66
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;