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-rw-r--r--src/map/skill.c104
1 files changed, 44 insertions, 60 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index e21872fa1..02c2667a4 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -815,12 +815,15 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
case MG_FROSTDIVER: /* フロストダイバ? */
case WZ_FROSTNOVA: /* フロストノヴァ */
- rate=(skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
- rate=rate<=5?5:rate;
- if(rand()%100 < rate)
- status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
- else if(sd && skillid==MG_FROSTDIVER)
- clif_skill_fail(sd,skillid,0,0);
+ {
+ struct status_change *sc_data = status_get_sc_data(bl);
+ rate=(skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
+ rate=rate<=5?5:rate;
+ if(sc_data && sc_data[SC_FREEZE].timer == -1 && rand()%100 < rate)
+ status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv)*(1-sc_def_mdef/100),0);
+ else if (sd && skillid == MG_FROSTDIVER)
+ clif_skill_fail(sd,skillid,0,0);
+ }
break;
case WZ_STORMGUST: /* スト?ムガスト */
@@ -1494,13 +1497,11 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
}
/* ダメ?ジがあるなら追加?果判定 */
if(bl->prev != NULL){
- struct map_session_data *sd = (struct map_session_data *)bl;
- nullpo_retr(0, sd);
- if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) {
- if(damage > 0)
- skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
- if(bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
- {
+ if(!status_isdead(bl)) {
+ if(damage > 0)
+ skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
+ if(bl->type==BL_MOB && src!=bl) /* スキル使用?件のMOBスキル */
+ {
struct mob_data *md=(struct mob_data *)bl;
nullpo_retr(0, md);
if(battle_config.mob_changetarget_byskill == 1)
@@ -1757,8 +1758,6 @@ int skill_guildaura_sub (struct block_list *bl,va_list ap)
/* ?象の?をカウントする。(skill_area_temp[0]を初期化しておくこと) */
int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
{
- //if(skilllv <= 0) return 0;
- if(skillid > 0 && skilllv <= 0) return 0; // celest
if(skill_area_temp[0] < 0xffff)
skill_area_temp[0]++;
return 0;
@@ -1911,6 +1910,13 @@ static int skill_timerskill(int tid, unsigned int tick, int id,int data )
skl->timer = -1;
}
skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
+ if (skl->type <= 1) { // partial fix: it still doesn't end if the target dies
+ // should put outside of the switch, but since this is the only
+ // mage targetted spell for now,
+ struct status_change *sc_data = status_get_sc_data(src);
+ if(sc_data && sc_data[SC_MAGICPOWER].timer != -1) //マジックパワ?の?果終了
+ status_change_end(src,SC_MAGICPOWER,-1);
+ }
break;
default:
skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
@@ -2454,31 +2460,9 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
case NPC_DARKJUPITEL: /*闇ユピテル*/
case NPC_MAGICALATTACK: /* MOB:魔法打?攻? */
case PR_ASPERSIO: /* アスペルシオ */
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- break;
-
case MG_FROSTDIVER: /* フロストダイバー */
- {
- struct status_change *sc_data = status_get_sc_data(bl);
- int sc_def_mdef, rate, damage;
- sc_def_mdef = status_get_sc_def_mdef(bl);
- rate = (skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15;
- rate = rate<=5?5:rate;
- if (sc_data && sc_data[SC_FREEZE].timer != -1) {
- skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- if (sd)
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- damage = skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
- if (status_get_hp(bl) > 0 && damage > 0 && rand()%100 < rate) {
- status_change_start(bl,SC_FREEZE,skilllv,0,0,0,
- skill_get_time2(skillid,skilllv)*(1-sc_def_mdef/100),0);
- } else if (sd) {
- clif_skill_fail(sd,skillid,0,0);
- }
+ skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
- }
case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
@@ -3062,26 +3046,27 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case SA_FROSTWEAPON:
case SA_LIGHTNINGLOADER:
case SA_SEISMICWEAPON:
- if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
- break;
- }
if(bl->type==BL_PC) {
- struct map_session_data *sd2=(struct map_session_data *)bl;
- if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
- sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
+ struct map_session_data *sd2 = (struct map_session_data *)bl;
+ if (sd2->special_state.no_magic_damage) {
+ clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ break;
+ }
+ if(sd2->status.weapon==0 || (sd && sd->status.party_id > 0 && sd->status.party_id != sd2->status.party_id) ||
+ sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 ||
+ sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 ||
sd2->sc_data[SC_ENCPOISON].timer!=-1) {
- clif_skill_fail(sd,skillid,0,0);
+ if (sd) clif_skill_fail(sd,skillid,0,0);
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
}
}
if(skilllv < 5 && rand()%100 > (60+skilllv*10) ) { //fixed by Lupus (4 -> 5) or else it has 100% success even at lv4
- clif_skill_fail(sd,skillid,0,0);
+ if (sd) clif_skill_fail(sd,skillid,0,0);
clif_skill_nodamage(src,bl,skillid,skilllv,0);
if(bl->type==BL_PC && battle_config.equipment_breaking) {
- struct map_session_data *sd2=(struct map_session_data *)bl;
- if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
+ struct map_session_data *sd2 = (struct map_session_data *)bl;
+ if(sd && sd != sd2) clif_displaymessage(sd->fd,"You broke target's weapon");
pc_breakweapon(sd2);
}
break;
@@ -5812,7 +5797,6 @@ int skill_unit_effect(struct block_list *bl,va_list ap)
int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
{
struct skill_unit_group *sg;
-
nullpo_retr(0, src);
nullpo_retr(0, sg=src->group);
@@ -6975,12 +6959,6 @@ int skill_use_id( struct map_session_data *sd, int target_id,
return 0;
}
break;
- case PF_MEMORIZE: /* メモライズ */
- casttime = 12000;
- break;
- case HW_MAGICPOWER:
- casttime = 700;
- break;
case HP_BASILICA: /* バジリカ */
{
struct status_change *sc_data;
@@ -7202,8 +7180,9 @@ int skill_use_pos( struct map_session_data *sd,
skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
}
//マジックパワ?の?果終了
- if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER)
- status_change_end(&sd->bl,SC_MAGICPOWER,-1);
+ if (skill_get_unit_id(skill_num, 0) != 0x86 &&
+ sc_data && sc_data[SC_MAGICPOWER].timer != -1)
+ status_change_end(&sd->bl,SC_MAGICPOWER,-1);
return 0;
}
@@ -8182,10 +8161,15 @@ int skill_delunitgroup(struct skill_unit_group *group)
src=map_id2bl(group->src_id);
//ダンススキルはダンス状態を解除する
- if (skill_get_unit_flag(group->skill_id)&UF_DANCE) {
- if(src)
+ if(src) {
+ if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
status_change_end(src,SC_DANCING,-1);
+ if (group->unit_id == 0x86) {
+ struct status_change *sc_data = status_get_sc_data(src);
+ if(sc_data && sc_data[SC_MAGICPOWER].timer != -1) //マジックパワ?の?果終了
+ status_change_end(src,SC_MAGICPOWER,-1);
}
+ }
group->alive_count=0;
if(group->unit!=NULL){