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-rw-r--r--src/map/skill.c49
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 )