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-rw-r--r--src/map/skill.c39
1 files changed, 27 insertions, 12 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 8c21b7eba..f63975023 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -4496,11 +4496,6 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}
break;
- case WM_LULLABY_DEEPSLEEP:
- if( bl != src && rnd()%100 < 88 + 2 * skill_lv )
- sc_start(bl,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
- break;
-
case SO_POISON_BUSTER: {
struct status_change *tsc = status_get_sc(bl);
if( tsc && tsc->data[SC_POISON] ) {
@@ -8592,12 +8587,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SO_ARRULLO:
- if( flag&1 )
- sc_start2(bl, type, 88 + 2 * skill_lv, skill_lv, 1, skill_get_time(skill_id, skill_lv));
- else {
- clif_skill_nodamage(src, bl, skill_id, 0, 1);
+ {
+ // [(15 + 5 * Skill Level) + ( Caster’s INT / 5 ) + ( Caster’s Job Level / 5 ) - ( Target’s INT / 6 ) - ( Target’s LUK / 10 )] %
+ int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd)?sd->status.job_level:0;
+ rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ sc_start2(bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
+ }
+ break;
+
+ case WM_LULLABY_DEEPSLEEP:
+ if( flag&1 ){
+ //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster’s Base Level / 15) + (Caster’s Job Level / 5)] %
+ int rate = (4 * skill_lv) + ( (sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
+ if( bl != src )
+ sc_start(bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
+ }else {
+ clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
+ src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
}
break;
@@ -9821,6 +9829,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
(skill_lv >= 4) ? sd->status.memo_point[2].map : 0
);
}
+ if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
+ status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
return 0; // not to consume item.
case MO_BODYRELOCATION:
@@ -10008,10 +10018,15 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case NC_COLDSLOWER:
case NC_ARMSCANNON:
case RK_DRAGONBREATH:
- case WM_LULLABY_DEEPSLEEP:
i = skill_get_splash(skill_id,skill_lv);
map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
- src,skill_id,skill_lv,tick,flag|(skill_id==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id);
+ src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
+ break;
+
+ case SO_ARRULLO:
+ i = skill_get_splash(skill_id,skill_lv);
+ map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
+ src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
break;
/**
* Guilotine Cross