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-rw-r--r--src/map/skill.c43
1 files changed, 34 insertions, 9 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 90afdf01f..21e76cfe1 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -3021,12 +3021,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
break;
//Not implemented yet [Vicious]
- case GS_GROUNDDRIFT:
//case NJ_SYURIKEN:
//case NJ_KUNAI:
//case NJ_HUUMA:
- case NJ_TATAMIGAESHI:
//case NJ_KASUMIKIRI:
//case NJ_KIRIKAGE:
//case NJ_KOUENKA:
@@ -3609,8 +3607,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case GS_ADJUSTMENT:
case GS_INCREASING:
case GS_CRACKER:
- case GS_GROUNDDRIFT:
- case NJ_TATAMIGAESHI:
case NJ_KASUMIKIRI:
case NJ_UTSUSEMI:
case NJ_BUNSINJYUTSU:
@@ -3618,6 +3614,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
+ case NJ_TATAMIGAESHI:
+ clif_skill_nodamage(src,bl,skillid,skilllv,
+ sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
+
+ i = skill_get_range(skillid, skilllv); //use i for range.
+ type = skill_get_splash(skillid, skilllv); //reuse type for splash
+ map_foreachinpath(skill_attack_area,src->m,
+ src->x,src->y,src->x-i,src->y,type,BL_CHAR,
+ BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
+ map_foreachinpath(skill_attack_area,src->m,
+ src->x,src->y,src->x+i,src->y,type,BL_CHAR,
+ BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
+ map_foreachinpath(skill_attack_area,src->m,
+ src->x,src->y,src->x,src->y-i,type,BL_CHAR,
+ BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
+ map_foreachinpath(skill_attack_area,src->m,
+ src->x,src->y,src->x,src->y+i,type,BL_CHAR,
+ BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
+ break;
case SG_SUN_WARM:
case SG_MOON_WARM:
@@ -5804,10 +5819,10 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
case WE_CALLBABY:
case AC_SHOWER: //Ground-placed skill implementation.
case GS_DESPERADO:
- skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
+ case GS_GROUNDDRIFT: //Ammo should be deleted right away.
+ skill_unitsetting(src,skillid,skilllv,x,y,0);
break;
-
case RG_GRAFFITI: /* Graffiti [Valaris] */
skill_clear_unitgroup(src);
skill_unitsetting(src,skillid,skilllv,x,y,0);
@@ -5985,9 +6000,8 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s
break;
//Until they're at right position - gs_unit- [Vicious]
- case GS_GROUNDDRIFT: /* グラウンドドリフト*/
- case NJ_KAENSIN: /* 火炎陣*/
- case NJ_BAKUENRYU: /* 爆炎龍*/
+ case NJ_KAENSIN:
+ case NJ_BAKUENRYU:
case NJ_HYOUSYOURAKU:
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;
@@ -6349,6 +6363,14 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
case WE_CALLBABY:
if (sd) val1 = sd->status.child;
break;
+ case GS_GROUNDDRIFT:
+ { //Take on the base element, not the elemental one.
+ struct status_data *bstatus = status_get_base_status(src);
+ val1 = bstatus?bstatus->rhw.ele:status->rhw.ele;
+ if (sd) sd->state.arrow_atk = 0; //Disable consumption rigth away.
+ else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER);
+ break;
+ }
}
nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
@@ -6704,6 +6726,9 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if (!(rand()%10)) //Has a low chance of connecting. [Skotlex]
skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
+ case UNT_GROUNDDRIFT:
+ skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1);
+ break;
case UNT_FIREPILLAR_WAITING:
skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);