diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 49 |
1 files changed, 25 insertions, 24 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index d33d35d6e..15be872f1 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -268,8 +268,8 @@ int skill_get_range2 (struct block_list *bl, int id, int lv) int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) { int skill, hp; - struct map_session_data *sd = map_id2sd(src->id); - struct map_session_data *tsd = map_id2sd(target->id); + struct map_session_data *sd = BL_CAST(BL_PC, src); + struct map_session_data *tsd = BL_CAST(BL_PC, target); struct status_change* sc; switch( skill_id ) @@ -1008,8 +1008,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int tbl = (sd->autospell[i].id < 0) ? src : bl; - if( !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) - continue; // If autospell_check_range is yes, fail the autocast. + if( battle_config.autospell_check_range && + !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) ) + continue; if (skill == AS_SONICBLOW) pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking. @@ -1113,7 +1114,8 @@ int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int s continue; tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl; - if( !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range ) + if( battle_config.autospell_check_range && + !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) ) continue; sd->state.autocast = 1; @@ -1640,13 +1642,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds //Spirit of Wizard blocks Kaite's reflection if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD ) - { //Consume one Fragment per hit of the casted skill. Val3 is the skill id and val4 is the ID of the damage src. - //This should account for ground spells (and single target spells will be completed on castend_id) [Skotlex] - type = pc_search_inventory (tsd, 7321); - if (type >= 0) - pc_delitem(tsd, type, 1, 0, 1); - + { //Consume one Fragment per hit of the casted skill? [Skotlex] + type = tsd?pc_search_inventory (tsd, 7321):0; if (type >= 0) { + if ( tsd ) pc_delitem(tsd, type, 1, 0, 1); dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; sc->data[SC_SPIRIT]->val3 = skillid; @@ -3266,7 +3265,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in break; { int per = 0, sper = 0; - if (status_get_sc(bl)->data[SC_HELLPOWER]) + if (tsc && tsc->data[SC_HELLPOWER]) break; if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0) @@ -3310,7 +3309,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case AL_CRUCIS: if (flag&1) - sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000); + sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv)); else { map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id); @@ -3395,7 +3394,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in break; heal = status_percent_heal(bl, 100, 0); clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1); - if( skillid == NPC_ALLHEAL && dstmd ) + if( dstmd ) { // Reset Damage Logs memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); dstmd->tdmg = 0; @@ -3857,7 +3856,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in mer->devotion_flag = 1; // Mercenary Devoting Owner clif_skill_nodamage(src, bl, skillid, skilllv, - sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv), skill_get_time2(skillid, skilllv), 1000)); + sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv))); clif_devotion(src, NULL); } break; @@ -6194,7 +6193,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk case SA_VIOLENTGALE: { //Does not consumes if the skill is already active. [Skotlex] struct skill_unit_group *sg; - if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE )) + if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE )) { if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) { @@ -8200,7 +8199,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, short skill, sh require = skill_get_requirement(sd,skill,lv); //Can only update state when weapon/arrow info is checked. - if (require.weapon) sd->state.arrow_atk = require.ammo?1:0; + sd->state.arrow_atk = require.ammo?1:0; // perform skill-specific checks (and actions) switch( skill ) @@ -8834,9 +8833,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short req.weapon = skill_db[j].weapon; - req.ammo = skill_db[j].ammo; req.ammo_qty = skill_db[j].ammo_qty[lv-1]; - if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill)) + if (req.ammo_qty) + req.ammo = skill_db[j].ammo; + + if (!req.ammo && skill && skill_isammotype(sd, skill)) { //Assume this skill is using the weapon, therefore it requires arrows. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types. req.ammo_qty = 1; @@ -11650,9 +11651,9 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current) for( j = 0; j < 32; j++ ) { int l = atoi(p); - if( l == 99 ) // magic value? + if( l == 99 ) // Any weapon { - skill_db[i].weapon = 0xffffffff; + skill_db[i].weapon = 0; break; } else @@ -11668,12 +11669,12 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current) for( j = 0; j < 32; j++ ) { int l = atoi(p); - if( l == 99 ) // magic value? + if( l == 99 ) // Any ammo type { - skill_db[i].ammo = 0xffffffff; + skill_db[i].ammo = 0xFFFFFFFF; break; } - else if( l ) // 0 not allowed? + else if( l ) // 0 stands for no requirement skill_db[i].ammo |= 1<<l; p = strchr(p,':'); if( !p ) |