diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 86 |
1 files changed, 66 insertions, 20 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index c8526160e..b8f869c7c 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -758,9 +758,13 @@ int skill_get_range2 (struct block_list *bl, int id, int lv) range *=-1; } - //Use attack range. - if(!range && !(skill_get_inf(id)&INF_SELF_SKILL)) - return status_get_range(bl); + //Some skills take in count weapon range (without passive skills bonuses) + if(!range && !(skill_get_inf(id)&INF_SELF_SKILL)) + { + if (bl->type == BL_PC) // Only get the weapon range (if skill is influenced by AC_VULTURE or GS_SNAKEEYE, bonus will be re-added in the part left of the function) + range = status_get_range(bl)-pc_checkskill((TBL_PC*)bl, AC_VULTURE)-pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE); + else range = status_get_range(bl); + } //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE switch (id) { @@ -1357,10 +1361,6 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int case GS_BULLSEYE: //0.1% coma rate. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0); break; - case GS_CRACKER: - if (!dstsd) // according to latest patch, should not work on players [Reddozen] - sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate - break; case GS_PIERCINGSHOT: sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv)); break; @@ -1529,7 +1529,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv)); break; case GS_FULLBUSTER: - sc_start(src,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,skilllv)); + status_change_start(src,SC_BLIND,200*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),10); break; } @@ -2763,7 +2763,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case TK_COUNTER: case GS_TRIPLEACTION: case GS_MAGICALBULLET: - case GS_CRACKER: case GS_TRACKING: case GS_PIERCINGSHOT: case GS_RAPIDSHOWER: @@ -3146,7 +3145,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int break; case GS_BULLSEYE: - if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) + if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) && !(tstatus->mode&MD_BOSS)) skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); else if (sd) clif_skill_fail(sd,skillid,0,0); @@ -3728,7 +3727,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case GS_MADNESSCANCEL: case GS_ADJUSTMENT: case GS_INCREASING: - case GS_CRACKER: case NJ_KASUMIKIRI: case NJ_UTSUSEMI: case NJ_NEN: @@ -5493,6 +5491,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in } break; + case GS_CRACKER: + if (!dstsd) // according to latest patch, should not work on players [Reddozen] + { + int rate=10+(skill_get_range2(src,skillid,skilllv)-distance_bl(src,bl))*20; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + sc_start(bl,SC_STUN,(rate>100)?100:rate,skilllv,skill_get_time2(skillid,skilllv)); //New temp stun rate (by RockmanEXE) + } + else + clif_skill_fail(sd,skillid,0,0); + break; case AM_REST: if (sd) { @@ -6483,6 +6491,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, struct status_data *status; struct status_change *sc; int active_flag=1; + int subunt=0; nullpo_retr(0, src); @@ -6689,17 +6698,36 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, 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 right away. - else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER); - break; + { + int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; + + if (src->type == BL_PC) + val1=sd->arrow_ele; + else val1=element[rand()%5]; + + switch (val1) + { + case ELE_FIRE: + subunt++; + case ELE_WATER: + subunt++; + case ELE_POISON: + subunt++; + case ELE_DARK: + subunt++; + case ELE_WIND: + break; + default: + subunt=rand()%5; + break; + } + + break; } } nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count), - skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval)); + skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval)); group->val1=val1; group->val2=val2; group->val3=val3; @@ -7288,8 +7316,26 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; - case UNT_GROUNDDRIFT: + case UNT_GROUNDDRIFT_WIND: + case UNT_GROUNDDRIFT_DARK: + case UNT_GROUNDDRIFT_POISON: + case UNT_GROUNDDRIFT_WATER: + case UNT_GROUNDDRIFT_FIRE: skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1); + + switch (sg->val1) + { + case ELE_WATER: + sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case ELE_POISON: + sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + case ELE_DARK: + sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv)); + break; + } + sg->unit_id = UNT_USED_TRAPS; clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE); sg->limit=DIFF_TICK(tick,sg->tick)+1500; @@ -7798,7 +7844,7 @@ int skill_isammotype (TBL_PC *sd, int skill) { return ( (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && - skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET && + skill != HT_PHANTASMIC && skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE) && !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead. |