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-rw-r--r--src/map/skill.c86
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.