diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 35 |
1 files changed, 17 insertions, 18 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 4bff55a5c..2d5bd6566 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1105,12 +1105,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int break; case AS_GRIMTOOTH: - { - int type = dstsd?SC_SLOWDOWN:SC_STOP; - if (tsc->data[type].timer == -1) - sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv)); - break; - } + skill = dstsd?SC_SLOWDOWN:SC_STOP; + if (tsc->data[skill].timer == -1) + sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv)); + break; case MG_FROSTDIVER: case WZ_FROSTNOVA: sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv)); @@ -1274,15 +1272,14 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv)); break; -/* + case LK_JOINTBEAT: - { - int flag = 0; - //##TODO how should this be done? the ailment has to be calculated before because it also affects the damage [FlavioJS] - sc_start2(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv)); + skill = SkillStatusChangeTable(skillid); + if (tsc->data[skill].val4) { + sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->data[skill].val4&BREAK_FLAGS,skill_get_time2(skillid,skilllv)); + tsc->data[skill].val4 = 0; + } break; - } -*/ case ASC_METEORASSAULT: //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance. switch(rand()%3) { @@ -1629,9 +1626,9 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * --------------------------------------------------------------------------*/ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag) { - static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; - static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM}; - static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM}; + const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; + const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM}; + const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM}; struct status_change *sc = status_get_sc(bl); int i,j; TBL_PC *sd; @@ -2786,9 +2783,11 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case 4: flag |= BREAK_WAIST; break; case 5: flag |= BREAK_NECK; break; } + //Seems a little ugly, but we have done this or worse with other skills like Storm Gust. [Skotlex] + //val3 holds the status that it should start when it connects. + sc = status_get_sc(bl); + if (sc) sc->data[SkillStatusChangeTable(skillid)].val4 = flag; skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); - //##TODO this is a quick&dirty hack. How do I pass the selected ailment to skill_additional_effect? [FlavioJS] - sc_start2(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv)); break; case MO_COMBOFINISH: |