diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 471 |
1 files changed, 231 insertions, 240 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 3b7378022..3669431f0 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -366,7 +366,7 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { } int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) { - int skill, hp; + int skill2_lv, hp; struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change* sc; @@ -399,21 +399,21 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk #else hp = ( iStatus->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); #endif - if( sd && ((skill = pc->checkskill(sd, HP_MEDITATIO)) > 0) ) - hp += hp * skill * 2 / 100; - else if( src->type == BL_HOM && (skill = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) - hp += hp * skill * 2 / 100; + if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) ) + hp += hp * skill2_lv * 2 / 100; + else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) + hp += hp * skill2_lv * 2 / 100; break; } if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND ) hp >>= 1; - if( sd && (skill = pc->skillheal_bonus(sd, skill_id)) ) - hp += hp*skill/100; + if( sd && (skill2_lv = pc->skillheal_bonus(sd, skill_id)) ) + hp += hp*skill2_lv/100; - if( tsd && (skill = pc->skillheal2_bonus(tsd, skill_id)) ) - hp += hp*skill/100; + if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) ) + hp += hp*skill2_lv/100; sc = iStatus->get_sc(target); if( sc && sc->count ) { @@ -2837,19 +2837,19 @@ int skill_area_sub (struct block_list *bl, va_list ap) { } int skill_check_unit_range_sub (struct block_list *bl, va_list ap) { - struct skill_unit *unit; + struct skill_unit *su; uint16 skill_id,g_skill_id; - unit = (struct skill_unit *)bl; + su = (struct skill_unit *)bl; if(bl->prev == NULL || bl->type != BL_SKILL) return 0; - if(!unit->alive) + if(!su->alive) return 0; skill_id = va_arg(ap,int); - g_skill_id = unit->group->skill_id; + g_skill_id = su->group->skill_id; switch (skill_id) { case MH_STEINWAND: @@ -3945,10 +3945,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint int maxlv = skill->get_max(skill_id); // learnable level int count = 0; int x, y; - struct skill_unit* unit; + struct skill_unit *su; - if( skill_lv > maxlv ) - { + if( skill_lv > maxlv ) { if( src->type == BL_MOB && skill_lv == 10 ) range = 4; else @@ -3956,16 +3955,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint } for( y = src->y - range; y <= src->y + range; ++y ) - for( x = src->x - range; x <= src->x + range; ++x ) - { - if( !iMap->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) - { + for( x = src->x - range; x <= src->x + range; ++x ) { + if( !iMap->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) { if( src->type != BL_PC || iMap->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement count++; // natural water cell - else if( (unit = iMap->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = iMap->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) - { + else if( (su = iMap->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL + || (su = iMap->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) { count++; // skill-induced water cell - skill->delunit(unit); // consume cell + skill->delunit(su); // consume cell } } } @@ -9036,9 +9033,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag); } else //Otherwise, it fails, shows animation and removes items. clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0); - } else if( itemdb_is_GNthrowable(ammo_id) ){ + } else if( itemdb_is_GNthrowable(ammo_id) ) { struct script_code *scriptroot = sd->inventory_data[i]->script; - if( !script ) + if( !scriptroot ) break; if( dstsd ) script->run(scriptroot,0,dstsd->bl.id,npc->fake_nd->bl.id); @@ -10410,30 +10407,30 @@ int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { //Does the song/dance overlapping -> dissonance check. [Skotlex] //When flag is 0, this unit is about to be removed, cancel the dissonance effect //When 1, this unit has been positioned, so start the cancel effect. -int skill_dance_overlap(struct skill_unit* unit, int flag) { - if (!unit || !unit->group || !(unit->group->state.song_dance&0x1)) +int skill_dance_overlap(struct skill_unit* su, int flag) { + if (!su || !su->group || !(su->group->state.song_dance&0x1)) return 0; - if (unit->val1 != unit->group->skill_id) { + if (su->val1 != su->group->skill_id) { //Reset state - unit->val1 = unit->group->skill_id; - unit->val2 &= ~UF_ENSEMBLE; + su->val1 = su->group->skill_id; + su->val2 &= ~UF_ENSEMBLE; } - return iMap->foreachincell(skill->dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag); + return iMap->foreachincell(skill->dance_overlap_sub, su->bl.m,su->bl.x,su->bl.y,BL_SKILL, su,flag); } /*========================================== * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. * Flag: 0 - Convert, 1 - Revert. *------------------------------------------*/ -bool skill_dance_switch(struct skill_unit* unit, int flag) { +bool skill_dance_switch(struct skill_unit* su, int flag) { static int prevflag = 1; // by default the backup is empty static struct skill_unit_group backup; - struct skill_unit_group* group = unit->group; + struct skill_unit_group* group = su->group; // val2&UF_ENSEMBLE is a hack to indicate dissonance - if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) ) + if ( !(group->state.song_dance&0x1 && su->val2&UF_ENSEMBLE) ) return false; if( flag == prevflag ) { @@ -10446,7 +10443,7 @@ bool skill_dance_switch(struct skill_unit* unit, int flag) { prevflag = flag; if( !flag ) { //Transform - uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; + uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; // backup backup.skill_id = group->skill_id; @@ -10885,7 +10882,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill limit = group->limit; for( i = 0; i < layout->count; i++ ) { - struct skill_unit *unit; + struct skill_unit *su; int ux = x + layout->dx[i]; int uy = y + layout->dy[i]; int val1 = skill_lv; @@ -10964,19 +10961,19 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill if( !alive ) continue; - nullpo_retr(NULL, unit=skill->initunit(group,i,ux,uy,val1,val2)); - unit->limit=limit; - unit->range=range; + nullpo_retr(NULL, su=skill->initunit(group,i,ux,uy,val1,val2)); + su->limit=limit; + su->range=range; if (skill_id == PF_FOGWALL && alive == 2) { //Double duration of cells on top of Deluge/Suiton - unit->limit *= 2; - group->limit = unit->limit; + su->limit *= 2; + group->limit = su->limit; } // execute on all targets standing on this cell if (range==0 && active_flag) - iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,timer->gettick(),1); + iMap->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); } if (!group->alive_count) { //No cells? Something that was blocked completely by Land Protector? @@ -12085,37 +12082,37 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) *------------------------------------------*/ int skill_unit_effect (struct block_list* bl, va_list ap) { - struct skill_unit* unit = va_arg(ap,struct skill_unit*); - struct skill_unit_group* group = unit->group; + struct skill_unit* su = va_arg(ap,struct skill_unit*); + struct skill_unit_group* group = su->group; unsigned int tick = va_arg(ap,unsigned int); unsigned int flag = va_arg(ap,unsigned int); uint16 skill_id; bool dissonance; - if( (!unit->alive && !(flag&4)) || bl->prev == NULL ) + if( (!su->alive && !(flag&4)) || bl->prev == NULL ) return 0; nullpo_ret(group); - dissonance = skill->dance_switch(unit, 0); + dissonance = skill->dance_switch(su, 0); //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = group->skill_id; //Target-type check. - if( !(group->bl_flag&bl->type && battle->check_target(&unit->bl,bl,group->target_flag)>0) ) { + if( !(group->bl_flag&bl->type && battle->check_target(&su->bl,bl,group->target_flag)>0) ) { if( (flag&4) && ( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) ) skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. } else { if( flag&1 ) - skill->unit_onplace(unit,bl,tick); + skill->unit_onplace(su,bl,tick); else - skill->unit_onout(unit,bl,tick); + skill->unit_onout(su,bl,tick); if( flag&4 ) skill->unit_onleft(skill_id, bl, tick); } - if( dissonance ) skill->dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(su, 1); return 0; } @@ -12304,15 +12301,15 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16 * *------------------------------------------*/ int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) { - int *c,src_id,mob_class,skill; + int *c,src_id,mob_class,skill_id; struct mob_data *md; md=(struct mob_data*)bl; src_id=va_arg(ap,int); mob_class=va_arg(ap,int); - skill=va_arg(ap,int); + skill_id=va_arg(ap,int); c=va_arg(ap,int *); - if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:skill == MH_SUMMON_LEGION?1:3) ) + if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill_id == AM_SPHEREMINE?2:skill_id == KO_ZANZOU?4:skill_id == MH_SUMMON_LEGION?1:3) ) return 0; //Non alchemist summoned mobs have nothing to do here. if(md->class_==mob_class) (*c)++; @@ -14674,16 +14671,16 @@ struct skill_unit_group *skill_locate_element_field(struct block_list *bl) { // for graffiti cleaner [Valaris] int skill_graffitiremover (struct block_list *bl, va_list ap) { - struct skill_unit *unit=NULL; + struct skill_unit *su=NULL; nullpo_ret(bl); nullpo_ret(ap); - if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL) + if(bl->type!=BL_SKILL || (su=(struct skill_unit *)bl) == NULL) return 0; - if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) - skill->delunit(unit); + if((su->group) && (su->group->unit_id == UNT_GRAFFITI)) + skill->delunit(su); return 0; } @@ -14702,9 +14699,8 @@ int skill_greed (struct block_list *bl, va_list ap) { return 0; } //For Ranger's Detonator [Jobbie/3CeAM] -int skill_detonator(struct block_list *bl, va_list ap) -{ - struct skill_unit *unit=NULL; +int skill_detonator(struct block_list *bl, va_list ap) { + struct skill_unit *su=NULL; struct block_list *src; int unit_id; @@ -14712,14 +14708,14 @@ int skill_detonator(struct block_list *bl, va_list ap) nullpo_ret(ap); src = va_arg(ap,struct block_list *); - if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group ) + if( bl->type != BL_SKILL || (su = (struct skill_unit *)bl) == NULL || !su->group ) return 0; - if( unit->group->src_id != src->id ) + if( su->group->src_id != src->id ) return 0; - unit_id = unit->group->unit_id; - switch( unit_id ) - { //List of Hunter and Ranger Traps that can be detonate. + unit_id = su->group->unit_id; + switch( unit_id ) { + //List of Hunter and Ranger Traps that can be detonate. case UNT_BLASTMINE: case UNT_SANDMAN: case UNT_CLAYMORETRAP: @@ -14727,23 +14723,23 @@ int skill_detonator(struct block_list *bl, va_list ap) case UNT_CLUSTERBOMB: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: - switch(unit_id){ + switch(unit_id) { case UNT_TALKIEBOX: - clif->talkiebox(bl,unit->group->valstr); - unit->group->val2 = -1; + clif->talkiebox(bl,su->group->valstr); + su->group->val2 = -1; break; case UNT_CLAYMORETRAP: case UNT_FIRINGTRAP: case UNT_ICEBOUNDTRAP: - iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick); + iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag|BL_SKILL|~BCT_SELF,bl,su->group->tick); break; default: - iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick); + iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag,bl,su->group->tick); } clif->changetraplook(bl, UNT_USED_TRAPS); - unit->group->limit = DIFF_TICK(timer->gettick(),unit->group->tick) + + su->group->limit = DIFF_TICK(timer->gettick(),su->group->tick) + (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) ); - unit->group->unit_id = UNT_USED_TRAPS; + su->group->unit_id = UNT_USED_TRAPS; break; } return 0; @@ -14755,31 +14751,31 @@ int skill_detonator(struct block_list *bl, va_list ap) int skill_cell_overlap(struct block_list *bl, va_list ap) { uint16 skill_id; int *alive; - struct skill_unit *unit; + struct skill_unit *su; skill_id = va_arg(ap,int); alive = va_arg(ap,int *); - unit = (struct skill_unit *)bl; + su = (struct skill_unit *)bl; - if( unit == NULL || unit->group == NULL || (*alive) == 0 ) + if( su == NULL || su->group == NULL || (*alive) == 0 ) return 0; switch (skill_id) { case SA_LANDPROTECTOR: - if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] + if( su->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex] (*alive) = 0; - skill->delunit(unit); + skill->delunit(su); return 1; } - if( !(skill->get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || unit->group->skill_id == WZ_FIREPILLAR ) { //It deletes everything except songs/dances and traps - skill->delunit(unit); + if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR ) { //It deletes everything except songs/dances and traps + skill->delunit(su); return 1; } break; case HW_GANBANTEIN: case LG_EARTHDRIVE: - if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance. - skill->delunit(unit); + if( !(su->group->state.song_dance&0x1) ) {// Don't touch song/dance. + skill->delunit(su); return 1; } break; @@ -14789,14 +14785,13 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { // The official implementation makes them fail to appear when casted on top of ANYTHING // but I wonder if they didn't actually meant to fail when casted on top of each other? // hence, I leave the alternate implementation here, commented. [Skotlex] - if (unit->range <= 0) - { + if (su->range <= 0) { (*alive) = 0; return 1; } /* - switch (unit->group->skill_id) - { //These cannot override each other. + switch (su->group->skill_id) { + //These cannot override each other. case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: @@ -14806,7 +14801,7 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { */ break; case PF_FOGWALL: - switch(unit->group->skill_id) { + switch(su->group->skill_id) { case SA_VOLCANO: //Can't be placed on top of these case SA_VIOLENTGALE: (*alive) = 0; @@ -14819,14 +14814,15 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { } break; case HP_BASILICA: - if (unit->group->skill_id == HP_BASILICA) - { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] + if (su->group->skill_id == HP_BASILICA) { + //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] (*alive) = 0; return 1; } break; case GN_CRAZYWEED_ATK: - switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected. + switch(su->group->unit_id) { + //TODO: look for other ground skills that are affected. case UNT_WALLOFTHORN: case UNT_THORNS_TRAP: case UNT_BLOODYLUST: @@ -14839,13 +14835,14 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) { case UNT_VIOLENTGALE: case UNT_SAFETYWALL: case UNT_PNEUMA: - skill->delunit(unit); + skill->delunit(su); return 1; } break; } - if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps + if (su->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { + //It deletes everything except songs/dances/traps (*alive) = 0; return 1; } @@ -14880,17 +14877,17 @@ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) int skill_trap_splash (struct block_list *bl, va_list ap) { struct block_list *src; int tick; - struct skill_unit *unit; + struct skill_unit *su; struct skill_unit_group *sg; struct block_list *ss; src = va_arg(ap,struct block_list *); - unit = (struct skill_unit *)src; + su = (struct skill_unit *)src; tick = va_arg(ap,int); - if( !unit->alive || bl->prev == NULL ) + if( !su->alive || bl->prev == NULL ) return 0; - nullpo_ret(sg = unit->group); + nullpo_ret(sg = su->group); nullpo_ret(ss = iMap->id2bl(sg->src_id)); if(battle->check_target(src,bl,sg->target_flag) <= 0) @@ -14977,22 +14974,22 @@ int skill_trap_splash (struct block_list *bl, va_list ap) { int skill_maelstrom_suction(struct block_list *bl, va_list ap) { uint16 skill_id, skill_lv; - struct skill_unit *unit; + struct skill_unit *su; skill_id = va_arg(ap,int); skill_lv = va_arg(ap,int); - unit = (struct skill_unit *)bl; + su = (struct skill_unit *)bl; - if( unit == NULL || unit->group == NULL ) + if( su == NULL || su->group == NULL ) return 0; if( skill->get_inf2(skill_id)&INF2_TRAP ) return 0; - if( unit->group->skill_id == SC_MAELSTROM ){ + if( su->group->skill_id == SC_MAELSTROM ) { struct block_list *src; - if( (src = iMap->id2bl(unit->group->src_id)) ){ - int sp = unit->group->skill_lv * skill_lv; + if( (src = iMap->id2bl(su->group->src_id)) ) { + int sp = su->group->skill_lv * skill_lv; if( src->type == BL_PC ) sp += ((TBL_PC*)src)->status.job_level / 5; iStatus->heal(src, 0, sp/2, 1); @@ -15085,81 +15082,80 @@ bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *s /*========================================== * *------------------------------------------*/ -struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) -{ - struct skill_unit *unit; +struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { + struct skill_unit *su; nullpo_retr(NULL, group); nullpo_retr(NULL, group->unit); // crash-protection against poor coding - nullpo_retr(NULL, unit=&group->unit[idx]); + nullpo_retr(NULL, su=&group->unit[idx]); if( iMap->getcell(iMap->id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) ) - return unit; + return su; - if(!unit->alive) + if(!su->alive) group->alive_count++; - unit->bl.id=iMap->get_new_object_id(); - unit->bl.type=BL_SKILL; - unit->bl.m=group->map; - unit->bl.x=x; - unit->bl.y=y; - unit->group=group; - unit->alive=1; - unit->val1=val1; - unit->val2=val2; + su->bl.id=iMap->get_new_object_id(); + su->bl.type=BL_SKILL; + su->bl.m=group->map; + su->bl.x=x; + su->bl.y=y; + su->group=group; + su->alive=1; + su->val1=val1; + su->val2=val2; - idb_put(skillunit_db, unit->bl.id, unit); - iMap->addiddb(&unit->bl); - iMap->addblock(&unit->bl); + idb_put(skillunit_db, su->bl.id, su); + iMap->addiddb(&su->bl); + iMap->addblock(&su->bl); // perform oninit actions switch (group->skill_id) { case WZ_ICEWALL: - iMap->setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5); - clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA); - skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); - map[unit->bl.m].icewall_num++; + iMap->setgatcell(su->bl.m,su->bl.x,su->bl.y,5); + clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA); + skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true); + map[su->bl.m].icewall_num++; break; case SA_LANDPROTECTOR: - skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); + skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true); break; case HP_BASILICA: - skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); + skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,true); break; case SC_MAELSTROM: - skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true); + skill->unitsetmapcell(su,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true); break; default: if (group->state.song_dance&0x1) //Check for dissonance. - skill->dance_overlap(unit, 1); + skill->dance_overlap(su, 1); break; } - clif->skill_setunit(unit); + clif->skill_setunit(su); - return unit; + return su; } /*========================================== * *------------------------------------------*/ -int skill_delunit (struct skill_unit* unit) { +int skill_delunit (struct skill_unit* su) { struct skill_unit_group *group; - nullpo_ret(unit); - if( !unit->alive ) + nullpo_ret(su); + if( !su->alive ) return 0; - unit->alive=0; + su->alive=0; - nullpo_ret(group=unit->group); + nullpo_ret(group=su->group); if( group->state.song_dance&0x1 ) //Cancel dissonance effect. - skill->dance_overlap(unit, 0); + skill->dance_overlap(su, 0); // invoke onout event - if( !unit->range ) - iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,timer->gettick(),4); + if( !su->range ) + iMap->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),4); // perform ondelete actions switch (group->skill_id) { @@ -15170,16 +15166,16 @@ int skill_delunit (struct skill_unit* unit) { } break; case WZ_ICEWALL: - iMap->setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2); - clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug - skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); - map[unit->bl.m].icewall_num--; + iMap->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2); + clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug + skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false); + map[su->bl.m].icewall_num--; break; case SA_LANDPROTECTOR: - skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); + skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false); break; case HP_BASILICA: - skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); + skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,false); break; case RA_ELECTRICSHOCKER: { struct block_list* target = iMap->id2bl(group->val2); @@ -15188,7 +15184,7 @@ int skill_delunit (struct skill_unit* unit) { } break; case SC_MAELSTROM: - skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false); + skill->unitsetmapcell(su,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false); break; case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) if( group->val2 ) { // Someone Traped @@ -15199,12 +15195,12 @@ int skill_delunit (struct skill_unit* unit) { break; } - clif->skill_delunit(unit); + clif->skill_delunit(su); - unit->group=NULL; - iMap->delblock(&unit->bl); // don't free yet - iMap->deliddb(&unit->bl); - idb_remove(skillunit_db, unit->bl.id); + su->group=NULL; + iMap->delblock(&su->bl); // don't free yet + iMap->deliddb(&su->bl); + idb_remove(skillunit_db, su->bl.id); if(--group->alive_count==0) skill->del_unitgroup(group,ALC_MARK); @@ -15496,11 +15492,11 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis * *------------------------------------------*/ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) { - struct skill_unit* unit = va_arg(ap,struct skill_unit *); - struct skill_unit_group* group = unit->group; + struct skill_unit* su = va_arg(ap,struct skill_unit *); + struct skill_unit_group* group = su->group; unsigned int tick = va_arg(ap,unsigned int); - if( !unit->alive || bl->prev == NULL ) + if( !su->alive || bl->prev == NULL ) return 0; nullpo_ret(group); @@ -15508,10 +15504,10 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) { if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) ) return 0; //AoE skills are ineffective. [Skotlex] - if( battle->check_target(&unit->bl,bl,group->target_flag) <= 0 ) + if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 ) return 0; - skill->unit_onplace_timer(unit,bl,tick); + skill->unit_onplace_timer(su,bl,tick); return 1; } @@ -15520,22 +15516,21 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) { * @see DBApply */ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { - struct skill_unit* unit = DB->data2ptr(data); - struct skill_unit_group* group = unit->group; + struct skill_unit* su = DB->data2ptr(data); + struct skill_unit_group* group = su->group; unsigned int tick = va_arg(ap,unsigned int); bool dissonance; - struct block_list* bl = &unit->bl; + struct block_list* bl = &su->bl; - if( !unit->alive ) + if( !su->alive ) return 0; nullpo_ret(group); // check for expiration - if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) ) - {// skill unit expired (inlined from skill_unit_onlimit()) - switch( group->unit_id ) - { + if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= su->limit) ) { + // skill unit expired (inlined from skill_unit_onlimit()) + switch( group->unit_id ) { case UNT_BLASTMINE: #ifdef RENEWAL case UNT_CLAYMORETRAP: @@ -15548,14 +15543,14 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { group->unit_id = UNT_USED_TRAPS; //clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE); group->limit=DIFF_TICK(tick+1500,group->tick); - unit->limit=DIFF_TICK(tick+1500,group->tick); + su->limit=DIFF_TICK(tick+1500,group->tick); break; case UNT_ANKLESNARE: case UNT_ELECTRICSHOCKER: if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { // Used Trap don't returns back to item - skill->delunit(unit); + skill->delunit(su); break; } case UNT_SKIDTRAP: @@ -15578,27 +15573,27 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { { struct block_list* src; - if( unit->val1 > 0 && (src = iMap->id2bl(group->src_id)) != NULL && src->type == BL_PC ) - { // revert unit back into a trap + if( su->val1 > 0 && (src = iMap->id2bl(group->src_id)) != NULL && src->type == BL_PC ) { + // revert unit back into a trap struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP; item_tmp.identify = 1; iMap->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0); } - skill->delunit(unit); + skill->delunit(su); } break; case UNT_WARP_ACTIVE: // warp portal opens (morph to a UNT_WARP_WAITING cell) group->unit_id = skill->get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING - clif->changelook(&unit->bl, LOOK_BASE, group->unit_id); + clif->changelook(&su->bl, LOOK_BASE, group->unit_id); // restart timers group->limit = skill->get_time(group->skill_id,group->skill_lv); - unit->limit = skill->get_time(group->skill_id,group->skill_lv); + su->limit = skill->get_time(group->skill_id,group->skill_lv); // apply effect to all units standing on it - iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,timer->gettick(),1); + iMap->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,timer->gettick(),1); break; case UNT_CALLFAMILY: @@ -15608,35 +15603,35 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { sd = iMap->charid2sd(group->val1); group->val1 = 0; if (sd && !map[sd->bl.m].flag.nowarp) - pc->setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); + pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); } if(group->val2) { sd = iMap->charid2sd(group->val2); group->val2 = 0; if (sd && !map[sd->bl.m].flag.nowarp) - pc->setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT); + pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT); } - skill->delunit(unit); + skill->delunit(su); } break; case UNT_REVERBERATION: - if( unit->val1 <= 0 ) { // If it was deactivated. - skill->delunit(unit); + if( su->val1 <= 0 ) { // If it was deactivated. + skill->delunit(su); break; } clif->changetraplook(bl,UNT_USED_TRAPS); iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); group->limit = DIFF_TICK(tick,group->tick)+1000; - unit->limit = DIFF_TICK(tick,group->tick)+1000; + su->limit = DIFF_TICK(tick,group->tick)+1000; group->unit_id = UNT_USED_TRAPS; break; case UNT_FEINTBOMB: { struct block_list *src = iMap->id2bl(group->src_id); if( src ) - iMap->foreachinrange(skill->area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); - skill->delunit(unit); + iMap->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); + skill->delunit(su); break; } @@ -15644,27 +15639,26 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { { struct block_list *src = iMap->id2bl(group->src_id); struct status_change *sc; - if( !src || (sc = iStatus->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) - { - skill->delunit(unit); + if( !src || (sc = iStatus->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) { + skill->delunit(su); break; } // This unit isn't removed while SC_BANDING is active. group->limit = DIFF_TICK(tick+group->interval,group->tick); - unit->limit = DIFF_TICK(tick+group->interval,group->tick); + su->limit = DIFF_TICK(tick+group->interval,group->tick); } break; default: - skill->delunit(unit); + skill->delunit(su); } } else {// skill unit is still active switch( group->unit_id ) { case UNT_ICEWALL: // icewall loses 50 hp every second - unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp - if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 ) - unit->limit = DIFF_TICK(tick+700,group->tick); + su->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp + if( su->val1 <= 0 && su->limit + group->tick > tick + 700 ) + su->limit = DIFF_TICK(tick+700,group->tick); break; case UNT_BLASTMINE: case UNT_SKIDTRAP: @@ -15676,9 +15670,9 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { case UNT_FREEZINGTRAP: case UNT_TALKIEBOX: case UNT_ANKLESNARE: - if( unit->val1 <= 0 ) { + if( su->val1 <= 0 ) { if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 ) - skill->delunit(unit); + skill->delunit(su); else { clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS); group->limit = DIFF_TICK(tick, group->tick) + 1500; @@ -15687,16 +15681,16 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { } break; case UNT_REVERBERATION: - if( unit->val1 <= 0 ){ + if( su->val1 <= 0 ) { clif->changetraplook(bl,UNT_USED_TRAPS); iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick); group->limit = DIFF_TICK(tick,group->tick)+1000; - unit->limit = DIFF_TICK(tick,group->tick)+1000; + su->limit = DIFF_TICK(tick,group->tick)+1000; group->unit_id = UNT_USED_TRAPS; } break; case UNT_WALLOFTHORN: - if( unit->val1 <= 0 ) { + if( su->val1 <= 0 ) { group->unit_id = UNT_USED_TRAPS; group->limit = DIFF_TICK(tick, group->tick) + 1500; } @@ -15705,22 +15699,21 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { } //Don't continue if unit or even group is expired and has been deleted. - if( !group || !unit->alive ) + if( !group || !su->alive ) return 0; - dissonance = skill->dance_switch(unit, 0); + dissonance = skill->dance_switch(su, 0); - if( unit->range >= 0 && group->interval != -1 ) - { + if( su->range >= 0 && group->interval != -1 ) { if( battle_config.skill_wall_check ) - iMap->foreachinshootrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); + iMap->foreachinshootrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); else - iMap->foreachinrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); + iMap->foreachinrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick); - if(unit->range == -1) //Unit disabled, but it should not be deleted yet. + if(su->range == -1) //Unit disabled, but it should not be deleted yet. group->unit_id = UNT_USED_TRAPS; else if( group->unit_id == UNT_TATAMIGAESHI ) { - unit->range = -1; //Disable processed cell. + su->range = -1; //Disable processed cell. if (--group->val1 <= 0) { // number of live cells //All tiles were processed, disable skill. group->target_flag=BCT_NOONE; @@ -15729,7 +15722,7 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { } } - if( dissonance ) skill->dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(su, 1); return 0; } @@ -15751,8 +15744,8 @@ static int skill_unit_temp[20]; // temporary storage for tracking skill unit sk * *------------------------------------------*/ int skill_unit_move_sub (struct block_list* bl, va_list ap) { - struct skill_unit* unit = (struct skill_unit *)bl; - struct skill_unit_group* group = unit->group; + struct skill_unit* su = (struct skill_unit *)bl; + struct skill_unit_group* group = su->group; struct block_list* target = va_arg(ap,struct block_list*); unsigned int tick = va_arg(ap,unsigned int); @@ -15764,25 +15757,25 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) { nullpo_ret(group); - if( !unit->alive || target->prev == NULL ) + if( !su->alive || target->prev == NULL ) return 0; - if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) ) + if( flag&1 && ( su->group->skill_id == PF_SPIDERWEB || su->group->skill_id == GN_THORNS_TRAP ) ) return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish] - dissonance = skill->dance_switch(unit, 0); + dissonance = skill->dance_switch(su, 0); //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] - skill_id = unit->group->skill_id; + skill_id = su->group->skill_id; - if( unit->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411 + if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411 { //Non-dualmode unit skills with a timer don't trigger when walking, so just return - if( dissonance ) skill->dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(su, 1); return 0; } //Target-type check. - if( !(group->bl_flag&target->type && battle->check_target(&unit->bl,target,group->target_flag) > 0) ) { + if( !(group->bl_flag&target->type && battle->check_target(&su->bl,target,group->target_flag) > 0) ) { if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex] if( flag&1 ) { if( flag&2 ) { //Clear this skill id. @@ -15805,19 +15798,19 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) { skill->unit_onleft(skill_id,target,tick); } - if( dissonance ) skill->dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(su, 1); return 0; } else { if( flag&1 ) { - int result = skill->unit_onplace(unit,target,tick); + int result = skill->unit_onplace(su,target,tick); if( flag&2 && result ) { //Clear skill ids we have stored in onout. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result ); if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = 0; } } else { - int result = skill->unit_onout(unit,target,tick); + int result = skill->unit_onout(su,target,tick); if( flag&2 && result ) { //Store this unit id. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); if( i < ARRAYLENGTH(skill_unit_temp) ) @@ -15830,7 +15823,7 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) { //TODO: Normally, this is dangerous since the unit and group could be freed //inside the onout/onplace functions. Currently it is safe because we know song/dance //cells do not get deleted within them. [Skotlex] - if( dissonance ) skill->dance_switch(unit, 1); + if( dissonance ) skill->dance_switch(su, 1); if( flag&4 ) skill->unit_onleft(skill_id,target,tick); @@ -15877,8 +15870,8 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d int i,j; unsigned int tick = timer->gettick(); int *m_flag; - struct skill_unit *unit1; - struct skill_unit *unit2; + struct skill_unit *su1; + struct skill_unit *su2; if (group == NULL) return 0; @@ -15899,49 +15892,47 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed) // 3: Both 1+2. - for(i=0;i<group->unit_count;i++){ - unit1=&group->unit[i]; - if (!unit1->alive || unit1->bl.m!=m) + for(i=0;i<group->unit_count;i++) { + su1=&group->unit[i]; + if (!su1->alive || su1->bl.m!=m) continue; - for(j=0;j<group->unit_count;j++){ - unit2=&group->unit[j]; - if (!unit2->alive) + for(j=0;j<group->unit_count;j++) { + su2=&group->unit[j]; + if (!su2->alive) continue; - if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){ + if (su1->bl.x+dx==su2->bl.x && su1->bl.y+dy==su2->bl.y) { m_flag[i] |= 0x1; } - if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){ + if (su1->bl.x-dx==su2->bl.x && su1->bl.y-dy==su2->bl.y) { m_flag[i] |= 0x2; } } } j = 0; for (i=0;i<group->unit_count;i++) { - unit1=&group->unit[i]; - if (!unit1->alive) + su1=&group->unit[i]; + if (!su1->alive) continue; if (!(m_flag[i]&0x2)) { if (group->state.song_dance&0x1) //Cancel dissonance effect. - skill->dance_overlap(unit1, 0); - iMap->foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4); + skill->dance_overlap(su1, 0); + iMap->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,4); } //Move Cell using "smart" criteria (avoid useless moving around) - switch(m_flag[i]) - { + switch(m_flag[i]) { case 0: //Cell moves independently, safely move it. - iMap->moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick); + iMap->moveblock(&su1->bl, su1->bl.x+dx, su1->bl.y+dy, tick); break; case 1: //Cell moves unto another cell, look for a replacement cell that won't collide //and has no cell moving into it (flag == 2) - for(;j<group->unit_count;j++) - { + for(;j<group->unit_count;j++) { if(m_flag[j]!=2 || !group->unit[j].alive) continue; //Move to where this cell would had moved. - unit2 = &group->unit[j]; - iMap->moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick); + su2 = &group->unit[j]; + iMap->moveblock(&su1->bl, su2->bl.x+dx, su2->bl.y+dy, tick); j++; //Skip this cell as we have used it. break; } @@ -15952,9 +15943,9 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d } if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 if (group->state.song_dance&0x1) //Check for dissonance effect. - skill->dance_overlap(unit1, 1); - clif->skill_setunit(unit1); - iMap->foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1); + skill->dance_overlap(su1, 1); + clif->skill_setunit(su1); + iMap->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,1); } } aFree(m_flag); @@ -16168,9 +16159,9 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, + pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20 + (status->int_/2)*10 + status->dex*10+status->luk*10; if(homun_alive(sd->hd)) {//Player got a homun - int skill; - if((skill=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change - make_per += skill*100; //+1% bonus per level + int skill2_lv; + if((skill2_lv=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change + make_per += skill2_lv*100; //+1% bonus per level } switch(nameid){ case 501: // Red Potion |