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-rw-r--r--src/map/skill.c107
1 files changed, 78 insertions, 29 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index ad7749828..1939fe948 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1467,6 +1467,34 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
}
}
+ if( sd && sd->ed && sc && !status_isdead(bl) && !skillid ){
+ struct unit_data *ud = unit_bl2ud(src);
+
+ if( sc->data[SC_WILD_STORM_OPTION] )
+ skill = sc->data[SC_WILD_STORM_OPTION]->val2;
+ else if( sc->data[SC_UPHEAVAL_OPTION] )
+ skill = sc->data[SC_WILD_STORM_OPTION]->val2;
+ else if( sc->data[SC_TROPIC_OPTION] )
+ skill = sc->data[SC_TROPIC_OPTION]->val3;
+ else if( sc->data[SC_CHILLY_AIR_OPTION] )
+ skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
+ else
+ skill = 0;
+
+ if ( rnd()%100 < 25 && skill ){
+ skill_castend_damage_id(src, bl, skill, 5, tick, 0);
+
+ if (ud) {
+ rate = skill_delayfix(src, skill, skilllv);
+ if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
+ ud->canact_tick = tick+rate;
+ if ( battle_config.display_status_timers )
+ clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
+ }
+ }
+ }
+ }
+
// Autospell when attacking
if( sd && !status_isdead(bl) && sd->autospell[0].id )
{
@@ -2443,8 +2471,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case EL_ROCK_CRUSHER_ATK:
case EL_HURRICANE:
case EL_HURRICANE_ATK:
- case EL_TYPOON_MIS:
- case EL_TYPOON_MIS_ATK:
case KO_BAKURETSU:
case GN_CRAZYWEED_ATK:
dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
@@ -4518,7 +4544,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
else {
int i = skill_get_splash(skillid,skilllv);
clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
if( rnd()%100 < 30 )
map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
else
@@ -4554,7 +4580,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case EL_WIND_SLASH:
case EL_STONE_HAMMER:
clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
break;
@@ -5859,6 +5885,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case MG_STONECURSE:
{
+ int brate = 0;
if (tstatus->mode&MD_BOSS) {
if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
break;
@@ -5866,12 +5893,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if(status_isimmune(bl) || !tsc)
break;
+ if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
+ brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
+
if (tsc->data[SC_STONE]) {
status_change_end(bl, SC_STONE, INVALID_TIMER);
if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
break;
}
- if (sc_start4(bl,SC_STONE,(skilllv*4+20),
+ if (sc_start4(bl,SC_STONE,(skilllv*4+20)+brate,
skilllv, 0, 0, skill_get_time(skillid, skilllv),
skill_get_time2(skillid,skilllv)))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -8573,10 +8603,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int elemental_class = skill_get_elemental_type(skillid,skilllv);
// Remove previous elemental fisrt.
- if( sd->ed && elemental_delete(sd->ed,0) ) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
+ if( sd->ed )
+ elemental_delete(sd->ed,0);
+
// Summoning the new one.
if( !elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv)) ) {
clif_skill_fail(sd,skillid,0,0);
@@ -8589,22 +8618,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SO_EL_CONTROL:
if( sd ) {
int mode = EL_MODE_PASSIVE; // Standard mode.
- if( !sd->ed ) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
+
+ if( !sd->ed ) break;
+
if( skilllv == 4 ) {// At level 4 delete elementals.
- if( elemental_delete(sd->ed, 0) )
- clif_skill_fail(sd,skillid,0,0);
+ elemental_delete(sd->ed, 0);
break;
}
switch( skilllv ) {// Select mode bassed on skill level used.
- case 1: mode = EL_MODE_PASSIVE; break;
case 2: mode = EL_MODE_ASSIST; break;
case 3: mode = EL_MODE_AGGRESSIVE; break;
}
if( !elemental_change_mode(sd->ed,mode) ) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
break;
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -8614,8 +8640,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SO_EL_ACTION:
if( sd ) {
int duration = 3000;
- if( !sd->ed )
- break;
+ if( !sd->ed ) break;
+ sd->skillid_old = skillid;
elemental_action(sd->ed, bl, tick);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
switch(sd->ed->db->class_){
@@ -8637,12 +8663,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
struct elemental_data *ed = sd->ed;
int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
int e_hp, e_sp;
- if( !ed ) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
+
+ if( !ed ) break;
if( !status_charge(&sd->bl,s_hp,s_sp) ) {
- clif_skill_fail(sd,skillid,0,0);
+ clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
break;
}
e_hp = ed->battle_status.max_hp * 10 / 100;
@@ -8761,10 +8785,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
elemental_clean_single_effect(ele, skillid);
} else {
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
- if( skillid == EL_WIND_STEP ) // There aren't telemport, just push to the master.
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),(map_calc_dir(src,bl->x,bl->y)+4)%8,0);
+ clif_skill_nodamage(src,src,skillid,skilllv,1);
+ clif_skill_damage(src, ( skillid == EL_GUST || skillid == EL_BLAST || skillid == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ if( skillid == EL_WIND_STEP ) // There aren't teleport, just push the master away.
+ skill_blown(src,bl,(rnd()%skill_get_blewcount(skillid,skilllv))+1,rand()%8,0);
sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
}
@@ -8777,7 +8801,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case EL_ZEPHYR:
case EL_POWER_OF_GAIA:
clif_skill_nodamage(src,src,skillid,skilllv,1);
- clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
+ clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0);
break;
@@ -13512,6 +13536,25 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
if( i < 3 )
continue;
break;
+ case SA_SEISMICWEAPON:
+ if( sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
+ continue;
+ break;
+ case SA_FLAMELAUNCHER:
+ case SA_VOLCANO:
+ if( sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
+ continue;
+ break;
+ case SA_FROSTWEAPON:
+ case SA_DELUGE:
+ if( sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
+ continue;
+ break;
+ case SA_LIGHTNINGLOADER:
+ case SA_VIOLENTGALE:
+ if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
+ continue;
+ break;
}
req.itemid[i] = skill_db[j].itemid[i];
@@ -13632,6 +13675,10 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, short
case SO_SUMMON_TERA:
req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
break;
+ case SO_PSYCHIC_WAVE:
+ if( sc && sc->data[SC_BLAST_OPTION] )
+ req.sp += req.sp * 150 / 100;
+ break;
}
return req;
@@ -13791,6 +13838,8 @@ int skill_vfcastfix (struct block_list *bl, double time, int skill_id, int skill
fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
fixed = 0;
+ if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
+ fixed -= 1000;
}
if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){