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-rw-r--r--src/map/skill.c82
1 files changed, 43 insertions, 39 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 91c7b327f..45bc7abd0 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1016,6 +1016,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if (!tsc) //skill additional effect is about adding effects to the target...
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
+ if (sc && !sc->count)
+ sc = NULL;
switch(skillid){
case 0: // Normal attacks (no skill used)
@@ -1024,8 +1026,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
// Automatic trigger of Blitz Beat
if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
rand()%1000 <= sstatus->luk*10/3+1 ) {
- int lv=(sd->status.job_level+9)/10;
- skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,SD_LEVEL);
+ rate=(sd->status.job_level+9)/10;
+ skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
}
// Gank
if(dstmd && sd->status.weapon != W_BOW &&
@@ -1037,33 +1039,41 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
clif_skill_fail(sd,RG_SNATCHER,0,0);
}
// Chance to trigger Taekwon kicks [Dralnu]
- if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
- if(sd->sc.data[SC_READYSTORM].timer != -1 &&
+ if(sc && sc->data[SC_COMBO].timer == -1) {
+ if(sc->data[SC_READYSTORM].timer != -1 &&
sc_start(src,SC_COMBO, 15, TK_STORMKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
- else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
+ else if(sc->data[SC_READYDOWN].timer != -1 &&
sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
- else if(sd->sc.data[SC_READYTURN].timer != -1 &&
+ else if(sc->data[SC_READYTURN].timer != -1 &&
sc_start(src,SC_COMBO, 15, TK_TURNKICK,
(2000 - 4*sstatus->agi - 2*sstatus->dex)))
; //Stance triggered
- else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
+ else if(sc->data[SC_READYCOUNTER].timer != -1)
{ //additional chance from SG_FRIEND [Komurka]
rate = 20;
- if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
- rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
+ if (sc->data[SC_SKILLRATE_UP].timer != -1 && sc->data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
+ rate += rate*sc->data[SC_SKILLRATE_UP].val2/100;
status_change_end(src,SC_SKILLRATE_UP,-1);
}
sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
(2000 - 4*sstatus->agi - 2*sstatus->dex));
}
}
- }
- if (sc && sc->count) {
+ if (sd->special_state.bonus_coma) {
+ rate = sd->weapon_coma_ele[tstatus->def_ele];
+ rate += sd->weapon_coma_race[tstatus->race];
+ rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
+ if (rate)
+ status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
+ }
+ }
+
+ if (sc) {
// Enchant Poison gives a chance to poison attacked enemies
if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
@@ -6771,11 +6781,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
if(skillid==HT_TALKIEBOX ||
skillid==RG_GRAFFITI){
- group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
- if(group->valstr==NULL){
- ShowFatalError("skill_castend_map: out of memory !\n");
- exit(1);
- }
+ group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
if (sd)
memcpy(group->valstr,sd->message,MESSAGE_SIZE);
else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
@@ -6870,6 +6876,20 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
skill_delunitgroup(src, group, 0);
return NULL;
}
+
+ if (group->state.song_dance) {
+ if(sd){
+ sd->skillid_dance = skillid;
+ sd->skilllv_dance = skilllv;
+ }
+ if (
+ sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
+ (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
+ sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
+ )
+ skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
+ }
+
if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
group->val1 = group->alive_count;
@@ -7774,6 +7794,11 @@ int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skil
static int c=0;
static int p_sd[2] = { 0, 0 };
int i;
+
+ if (!battle_config.player_skill_partner_check ||
+ (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
+ return 99; //As if there were infinite partners.
+
if (cast_flag)
{ //Execute the skill on the partners.
struct map_session_data* tsd;
@@ -8205,10 +8230,6 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
break;
case PR_BENEDICTIO:
{
- if (!battle_config.player_skill_partner_check ||
- (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
- )
- break; //No need to do any partner checking [Skotlex]
if (!(type&1))
{ //Started casting.
if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
@@ -8218,10 +8239,9 @@ int skill_check_condition (struct map_session_data *sd, int skill, int lv, int t
}
}
else
- { //Done casting
- //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
+ //Should I repeat the check? If so, it would be best to only do
+ //this on cast-ending. [Skotlex]
skill_check_pc_partner(sd, skill, &lv, 1, 1);
- }
}
break;
case AM_CANNIBALIZE:
@@ -9845,22 +9865,6 @@ struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count,
if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
group->tick += 1500;
group->valstr=NULL;
-
- i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
- if (i&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
- struct map_session_data *sd = NULL;
- if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
- sd->skillid_dance=skillid;
- sd->skilllv_dance=skilllv;
- }
- sc_start4(src,SC_DANCING,100,skillid,(int)group,skilllv,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
- if (sd && i&UF_ENSEMBLE && skillid != CG_HERMODE && //Hermod is a encore with a warp!
- battle_config.player_skill_partner_check &&
- (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
- ) {
- skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
- }
- }
return group;
}