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-rw-r--r--src/map/skill.c36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index d7daf262f..cba56d3fe 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1254,8 +1254,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
else if( dstmd && !is_boss(bl) )
sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3));
break;
- case SR_GENTLETOUCH_QUIET:
- sc_start(bl, SC_SILENCE, 2 * skilllv, skilllv, skill_get_time(skillid, skilllv));
+ case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster’s DEX + Caster’s Base Level) / 10]
+ sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv));
+ break;
+ case SR_EARTHSHAKER:
+ sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));
break;
case SR_HOWLINGOFLION:
sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
@@ -4319,20 +4322,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
break;
case SR_EARTHSHAKER:
- if( flag&1 ) {
- struct status_change *tsc = status_get_sc(bl);
- if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));//Does it apply the stun chance to targets knocked out of hiding, or it applys allways? [Rytech]
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
- } else
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
- } else
+ if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
+ } else{
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ }
break;
case WM_LULLABY_DEEPSLEEP:
@@ -5130,8 +5127,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SR_CRESCENTELBOW:
case SR_LIGHTNINGWALK:
case SR_GENTLETOUCH_ENERGYGAIN:
- case SR_GENTLETOUCH_CHANGE:
- case SR_GENTLETOUCH_REVITALIZE:
case GN_CARTBOOST:
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
@@ -8152,6 +8147,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
+ case SR_GENTLETOUCH_CHANGE:
+ case SR_GENTLETOUCH_REVITALIZE:
+ clif_skill_nodamage(src,bl,skillid,skilllv,
+ sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)));
+ break;
case WA_SWING_DANCE:
case WA_MOONLIT_SERENADE:
if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
@@ -13990,7 +13990,7 @@ static int skill_trap_splash (struct block_list *bl, va_list ap)
nullpo_ret(sg = unit->group);
nullpo_ret(ss = map_id2bl(sg->src_id));
- if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
+ if(battle_check_target(src,bl,sg->target_flag) <= 0)
return 0;
switch(sg->unit_id){