diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 36 |
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){ |